We were able to work around this by using the NPC's "OnDeath" input to launch 
another logic_choreographed_sequence.


Chad


> From: [EMAIL PROTECTED]
> To: [email protected]
> Date: Sat, 19 Apr 2008 16:04:50 -0400
> Subject: Re: [hlcoders] logic_choreographed_scene & killing off npcs
> 
> 
> Yes, definitely using episode 1. 
> 
> I wasn't aware of the prop_ragdoll thing. It is sort of a violent death 
> (electrocution from force lightning). I'll give that a go. Alternative would 
> be to do two scenes (one with the death, and one without) and then splice 
> them (this is for a machinima)
> 
> 
> Thanks for the help
> 
> 
> Chad
> 
> > Date: Sat, 19 Apr 2008 18:46:26 +0100
> > From: [EMAIL PROTECTED]
> > To: [email protected]
> > Subject: Re: [hlcoders] logic_choreographed_scene & killing off npcs
> > 
> > There aren't any animations for death because it's all handled with 
> > ragdolls.
> > 
> > I just tried BecomeRagdoll and it worked for me (you must be using the 
> > ep1 engine?), but it's no use as the entity is removed afterwards anyway!
> > 
> > Here's the debug output for a scene I modified to kill one of its actors:
> > 
> > >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     1.11:  start 
> > > citizen : Speech : Kill -- firetrigger "1"
> > >     (3.33) output: (logic_choreographed_scene,scene) -> 
> > > (citizen,SetHealth)(0)
> > >     (3.33) input scene: citizen.SetHealth(0)
> > >        3.330[222] sv:  scenes/arco/cop_reveal.vcd : removed for 'citizen'
> > >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     1.17:  canceled
> > >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     1.17:  finished
> > >        3.330[222] sv:  scenes/arco/cop_reveal.vcd :     0.00:  
> > > clearing events
> > >     CreateEvent: event 'entity_killed' not registered.
> > >        3.330[222] cl:  scenes/arco/cop_reveal.vcd :     0.00:  
> > > clearing events
> > >        3.330[222] cl:  scenes/arco/cop_reveal.vcd :     0.00:  
> > > clearing events
> > >     (3.63) input citizen: citizen.KilledNPC()
> > Doesn't look like there's any clean way around this without code. 
> > Perhaps you could teleport the actor somewhere else on the trigger and 
> > replace him with a spawned prop_ragdoll? Depends on whether it's a 
> > violent death I suppose.
> > 
> > Chad Lehman wrote:
> > > Hi Tom,
> > >
> > >
> > > I tried the BecomeRagdoll input, but it didn't affect the NPC. 
> > >
> > > Splitting the scene didn't seem to work either, as I tried to fire a 
> > > second scene right after setting the NPC's health to 0.
> > >
> > > As a way of debugging this, I set the guy's health to 100--he still lived 
> > > of course--and the scene played as normal.
> > >
> > > Is there an animation I could use that looks like someone just 
> > > collapsing? I tried setting the "action" animation of a scripted sequence 
> > > to "ragdoll", but then he just stood there in the "T" pose.
> > >
> > > Thank you
> > >
> > >
> > > Chad
> > >
> > >   
> > >> Date: Sat, 19 Apr 2008 15:55:37 +0100
> > >> From: [EMAIL PROTECTED]
> > >> To: [email protected]
> > >> Subject: Re: [hlcoders] logic_choreographed_scene & killing off npcs
> > >>
> > >> Isn't there a BecomeRagdoll input now? That might help. You could also 
> > >> try splitting the scene in two.
> > >>
> > >> Chad Lehman wrote:
> > >>     
> > >>> I'm having some difficulty killing off an NPC.
> > >>>
> > >>> He's supposed to die on a trigger (trigger 5 of 7)...
> > >>>
> > >>> If I don't kill him off, the rest of the logic_choreographed_scene 
> > >>> keeps running fine.
> > >>>
> > >>> If I set his health to zero on trigger5, the scene grinds to a halt.
> > >>>
> > >>> The only flag I see is "on player death" do nothing; but this isn't a 
> > >>> player... it's an NPC.
> > >>>
> > >>> Is there a reason why this happens? What could I do to fix it?
> > >>>
> > >>>
> > >>> Thanks!
> > >>>
> > >>>
> > >>> Chad
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