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: hlcoders@list.valvesoftware.com
>> 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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>
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