Same as scripted_sequence, except that this always overrides the AI and never allows any interruptions.
OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of aiscripted_sequence so other entities can trigger it to play animation. Every trigger use-type works uniformly. Kill-targeting this entity will remove it from map but won't stop animation.
Target target : Entity to trigger when animation ends. Trigger use-type is 'Toggle'.
Delay Before Trigger delay : Delay before trigger entity specified in "Target".
Kill Target killtarget : Non-functional in aiscripted_sequence.
Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.
Target Monster m_iszEntity : Name of the monster which shall do the sequence. When referencing multiple monsters, only one will react. If you want to make use of the search radius, you can also set a monster classname here.
Action Animation m_iszPlay : Name of the animation to play when the monster arrives at the aiscripted_sequence's location. Animation names and animations vary between monsters. A model viewer like Jed's Half-Life Model Viewer allows you to look at the animations of a Half-Life model file. The action animation is optional.
Search Radius m_flRadius : Radius, in units, in which to search for a valid target monster. This will only work if you specified a monster classname for 'Target monster'.
Repeat Rate ms m_flRepeat : Delay, in milliseconds, between checks for whether a valid target monster is within search radius or not. Set this to a large value if not used, as the game even does the check when the 'Search radius' is zero. Setting zero here means that it will check every server frame.
Move to Position m_fMoveTo : Here, you can set in which manner the monster will move to the aiscripted_sequence, or to not have it move there at all.
Move to Radius moveto_radius : When the monster hits the supplied radius around the script, it'll stop moving and start its sequence. Useful when the area around the aiscripted_sequence is hard to navigate or you want your monster to stop in a distance from the aiscripted_sequence no matter from which direction the monster comes.
AI Schedule when done m_iFinishSchedule : Allows you to have the monster's AI schedule change when the sequence is done.
4 : Repeatable : The aiscripted_sequence won't be removed after finishing, allowing to use it again.
8 : Leave Corpse : If the action animation is a death animation, causing the monster to die, the corpse will not fade out.
If 'Move to position' is set to 'Instantaneous' and you have an action animation set, the monster may freeze up and no longer react.