Ok, plus for the idea, but minus for uploading whilst still broken - what's the point of uploading something still randomly non-functional? It should work properly before posting.
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Because it does not affect the gameplay or the outcome of the cutscenes.
But it does not seem to be fixable, it is all very intrinsic to timings of the garg going from hostile to forced scripted sequence.
I found out the main problem is the garg getting distracted by npcs or the players while in-between the previous and next scripted sequence, making it run around a bit so it takes longer to reach the sequence locations. The thing is the spawnflags 128 that make the garg not react only work for the first sequence, but then reverts to normal(thats my theory). A fix is to make it prisoner, but that leaves the garg unable to pursue npcs which is part of the sequences.
Another problem is the sequences themselves, sometimes the events of destruction trigger alongside another ones for no reason at all. This may be a problem of things getting triggered as soon as the map starts. I have tried by using some delay (5 seconds works best), but things sometimes still trigger on their own. Its all very wonky.
And this all happens in THIS map. I have taken a look and the entities are the same as the ones in the Uplink port (where it does work fine), only the origins are different.
I have encountered similar wonky stuff happening on only maps from mods when trying to port them, that have no explanation at all. (like a grunt getting the beret head no matter what was changed)
If the events aren't properly synchronised to the garg's activity then that section needs to be overhauled and all non-synchronous events properly tied to the outcome of a specific scripted sequence. It is tricky taking and releasing control of monsters but "random results" aren't acceptable, it's not a conversion then, it's a bodge up.
Sequences already were tied to events. Anyways I managed to fix it mostly using some trickery with brushes, since it looks like that was the main problem when I compared it to the original uplink here in scmapdb.
Events now trigger in proper sequence everytime although the garg may take longer because it runs around a bit, but this does not always happen.
Weewooweewoo, this is the Grammar Police
You are under arrest for murdering the English language on multiple occasions
Added a script that will automatically change the map from uplink to uplink_extended. The map pack contains a modified uplink.cfg that will run the script. When playing the original map, when you reach the platform from the vents, uplink will change the level to uplink_extended automatically where the garg events will continue, hopefully making the experience more seamless.