Same as scripted_sequence, except that this always overrides the AI and never allows any interruptions. See scripted_sequence
Entity-specific keyvalues (in addition to scripted_sequence)
- "AI finish schedule", m_iFinishSchedule :
- Allows you to have the monster's AI schedule change to 'Ambush' when the sequence is done, which means that the monster will be in an attentive state and encounter enemies more actively.
- If 'Move to position' is set to 'Instantaneous' and you have an action animation set, the monster may freeze up and no longer react.