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3 problems : GLaDOS potato, cores and level transition

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Alternatively, logic_choreographed_scene entities have an 'OnCompleted' output, which you could use to start the next one.

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I encourage logic_choreographed_scenes. However, some of them contain more than one voice line, so they're not always what you want.

My Maps:
[spoiler][SP] Alternate[/spoiler]

Thanks a lot for your answers !
Last question :
for the bug of the portalgun,do you have any soutions ?

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It's actually pretty simple: First, create a logic_playerproxy and give it a name. (In my example I named it playerproxy but you don't have to.) Create a logic auto and put in this output:

Code: Select all
OnMapSpawn, playerproxy, removepotatosfromportalgun, with a delay of .30 seconds.

Remember the delay of .30 seconds is important if you want it to work. Hope this helps!

Iwasn't speaking oh this bug
but for this one :

Hzamd wrote:
By the way, when I make a portalgun on the floor, there is no potato, even if I checked "show potatos"

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Oops, oh well, misread. :lol:

ABout making potatos speak though: Try looking into this thread. You should be able to make potatos talk using this method.

thatis'nt my problem
in others of my maps, I had to found a portalgun on the floor, i want it to have GLaDOS on it
But even if I have checked "show potatos" there is no potatos
How can I make it so threre is a potato ?

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http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav
Hzamd wrote:
thatis'nt my problem
in others of my maps, I had to found a portalgun on the floor, i want it to have GLaDOS on it
But even if I have checked "show potatos" there is no potatos
How can I make it so threre is a potato ?

Use the method I described the first time: It can be used to remove potatos and put it on.

OKaaaaaaaay thanks a lot
that was my fault

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