3 problems : GLaDOS potato, cores and level transition
Quote from Hzamd on August 18, 2011, 10:22 amHello everyone
As said I've got 3 problems
I searched in the forum to resolve them but i haven't found any solutions for two of them, and I am not sure for the other oneProblems :
1) How can I make GLaDOS speak while she is in a potato ? I can make the sound but I can't make GLaDOS's light activating while she is speaking. I tried to do it with a trigger but it asks me a target entity and I spawn with an elevator and there isn't any portal gun.
By the way, when I make a portalgun on the floor, there is no potato, even if I checked "show potatos"2)How can I make the cores speaking whithout stoping ? I make them speak once when I'm in a trigger but for only one sentence, and I want them to speak as they spawn and whiithout stoping, like in the solo.
3) I want to know step by step, how I can, after finishing a level, spawn in an elevator on another level whithout doing anything, like in the solo
there is a tutorial here but I'm french and I don't understand everyting :http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
Have you got an easier one (not for the vocabulary but for the way to do it)
or can you explain the way to me step by stepThank you very much
Hello everyone
As said I've got 3 problems
I searched in the forum to resolve them but i haven't found any solutions for two of them, and I am not sure for the other one
Problems :
1) How can I make GLaDOS speak while she is in a potato ? I can make the sound but I can't make GLaDOS's light activating while she is speaking. I tried to do it with a trigger but it asks me a target entity and I spawn with an elevator and there isn't any portal gun.
By the way, when I make a portalgun on the floor, there is no potato, even if I checked "show potatos"
2)How can I make the cores speaking whithout stoping ? I make them speak once when I'm in a trigger but for only one sentence, and I want them to speak as they spawn and whiithout stoping, like in the solo.
3) I want to know step by step, how I can, after finishing a level, spawn in an elevator on another level whithout doing anything, like in the solo
there is a tutorial here but I'm french and I don't understand everyting :http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
Have you got an easier one (not for the vocabulary but for the way to do it)
or can you explain the way to me step by step
Thank you very much
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from KenJeKenny!? on August 18, 2011, 11:23 amHzamd wrote:3) I want to know step by step, how I can, after finishing a level, spawn in an elevator on another level whithout doing anything, like in the solo
there is a tutorial here but I'm french and I don't understand everyting :http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
Have you got an easier one (not for the vocabulary but for the way to do it)
or can you explain the way to me step by stepTrigger_ChangeLevel Should do the job just fine.
there is a tutorial here but I'm french and I don't understand everyting :http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
Have you got an easier one (not for the vocabulary but for the way to do it)
or can you explain the way to me step by step
Trigger_ChangeLevel Should do the job just fine.
Quote from RubbishyUsername on August 18, 2011, 11:49 amI'm having problems with level transitions as well - somebody told me to use a trigger_changelevel except it didn't work and somebody else told me I should never use a trigger_changelevel.
So I'm kinda confused.
I'm having problems with level transitions as well - somebody told me to use a trigger_changelevel except it didn't work and somebody else told me I should never use a trigger_changelevel.
So I'm kinda confused.
Quote from KenJeKenny!? on August 18, 2011, 1:25 pmI've used it many times without problems so far... Maybe with co-op but that's a whole different story.
I just placed one in the bottom of the elevator shaft so that the player triggers it once the elevator goes down.
I've used it many times without problems so far... Maybe with co-op but that's a whole different story.
I just placed one in the bottom of the elevator shaft so that the player triggers it once the elevator goes down.
Quote from ChickenMobile on August 19, 2011, 3:53 amFor both 1 and 2 they are both done using scripts and scenes. The reason GLaDOS doesn't light up when she talks is because the current scene file needed is not executed with the sound you are playing. The same for the cores talking.
Seeing as Valve was being lazy, they made every npc talking and moving scene file into GLaDOS' file. In order to replicate this, try decompiling the map where the cores are and try finding what scenes they play.
For both 1 and 2 they are both done using scripts and scenes. The reason GLaDOS doesn't light up when she talks is because the current scene file needed is not executed with the sound you are playing. The same for the cores talking.
Seeing as Valve was being lazy, they made every npc talking and moving scene file into GLaDOS' file. In order to replicate this, try decompiling the map where the cores are and try finding what scenes they play.
Quote from Hzamd on August 19, 2011, 4:43 amThanks for your answers !
I tried the trigger_changelevel and it works very good !!
but for the cores, can I put an output so when it's triggered, the core start talking and don't stop ?
If not, which prgram I had to use to decompile te Valve's map ?
And how can I know the name of the map I want ?
Thanks for your answers !
I tried the trigger_changelevel and it works very good !!
but for the cores, can I put an output so when it's triggered, the core start talking and don't stop ?
If not, which prgram I had to use to decompile te Valve's map ?
And how can I know the name of the map I want ?
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from KenJeKenny!? on August 19, 2011, 6:09 amTo decompile, try out BSP Source
To decompile, try out BSP Source
Quote from Vordwann on August 19, 2011, 9:40 amThey almost definately have a script associated with them that makes them play the sounds in order. And i think they are prop_physics_ovverides when the player is carrying them. When they are attached they become parented and the phys_ovveride is destroyed... i think...
They almost definately have a script associated with them that makes them play the sounds in order. And i think they are prop_physics_ovverides when the player is carrying them. When they are attached they become parented and the phys_ovveride is destroyed... i think...
[spoiler][SP] Alternate[/spoiler]
Quote from Hzamd on August 19, 2011, 1:09 pmdo you think I can add an output which launch every sounds with a delay (0; +1;+2) and they'll wait until their sentence is finished to begin the other or it will start te next one after one second whithout waiting the end or the previous one ???
do you think I can add an output which launch every sounds with a delay (0; +1;+2) and they'll wait until their sentence is finished to begin the other or it will start te next one after one second whithout waiting the end or the previous one ???
http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Quote from Vordwann on August 19, 2011, 1:57 pmYou will have to keep adding the delays together for each ambient_generic if you don't want to find their scripts that do it automatically.
You will have to keep adding the delays together for each ambient_generic if you don't want to find their scripts that do it automatically.
[spoiler][SP] Alternate[/spoiler]
