Beta Neurotoxin Dialog
Quote from TeamSpen210 on July 30, 2013, 6:09 amI found the script file "portal2/vscripts/choreo/sphere_sabotage01.nut" when I was rooting though the game files. This has a bunch of comments describing the referenced voice lines like the other scripts. Unlike the others, this one appears unused, corresponding to what seems like a more complex neurotoxin sabotage level with bombs and electromagnets. Wheatley/Pendleton describes the bombs as containing antimatter, and here seems to take a more active role where puzzles are concerned. Obviously the script has changed a lot, but I thought this might be still interesting.
sphere_sabotage01.nut
[spoiler]Dialog <- {}
Dialog[0] <- { one = "The neurotoxin is housed in this wing of the labs", two = "I can't disable it but I've got a plan for taking it out", nextLine = 1, nextLineDelay = 5 }
Dialog[1] <- { one = "Walk forward slowly!", two = "There's a gap ahead" }
Dialog[2] <- { one = "Let me light this jump for you" }Dialog[3] <- { one = "Nice Jump!" }
Dialog[4] <- { one = "Watch your step" }Dialog[5] <- { one = "Wait - did you hear something?", nextLine = 6, nextLineDelay = 5 }
Dialog[6] <- { one = "Oh sorry", two = "I forgot you can't see in the dark" }
Dialog[7] <- { one = "It sure is dark in here" }
Dialog[8] <- { one = "You may not be much of a conversationalist" two = "but at least you are a champion jumper!" }
Dialog[9] <- { one = "I'll join you on the other side of that wall" }
Dialog[10] <- { one = "Coming! I'm coming!", two = "Sorry for leaving you in the dark", nextLine = 11, nextLineDelay = 7 }Dialog[11] <- { one = "These Platforms look unstable", two = "You can make it though" }
Dialog[12] <- { one = "You need to get up onto the walkway", nagDelay = 5 }Dialog[13] <- { one = "That's the spirit!" }
Dialog[14] <- { one = "Onto the panel assembly" }
Dialog[15] <- { one = "Watch your head" }
Dialog[16] <- { one = "Now that's what I call a tight squeeze!" }
Dialog[17] <- { one = "Try to get onto the walkway", two = "The manual override for the panel assembly is up here" }Dialog[18] <- { one = "Don't fall off!" }
Dialog[19] <- { one = "We need to find across over that tube down there" two = "Maybe you can use the electro-magnet crane to cross the gap" nagDelay = 30 }
Dialog[31] <- { one = "You should be able to use that panel to get across!" nagDelay = 15 }
Dialog[20] <- { one = "" }
Dialog[21] <- { one = "Nice" }Dialog[22] <- { one = "You see that red machine down there? That's the nerotoxin pump", two = "We need to destroy that so Glados can't gas you."}
Dialog[23] <- { one = "That tube there contains energy cores" two = "Each core contains a very small amount of animatter", nextLine = 24, nextLineDelay = 5 }
Dialog[24] <- { one = "Matter plus Antimatter equals a big explosion" two = "What I need you to do is blow up the tube so we can get a core", nextLine = 25, nextLineDelay = 5 }
Dialog[25] <- { one = "Reverse the tube direction then run!" }Dialog[26] <- { one = "Crap - We are locked out.", two = "New Plan - we are going to get physical with the tube.", nextLine = 27, nextLineDelay = 6 }
Dialog[27] <- { one = "Up here", two = "I bet we can make use of this crane." }Dialog[28] <- { one = "Good idea! - Maybe you can bash the tube with that" }
Dialog[29] <- { one = "That doesn't appear to be working" two = "Maybe we can use this crane some other way" }Dialog[30] <- { one = "Well - there goes that plan" two = "Using the magnet might work out better for us anyway", nextLine = 41, nextLineDelay = 10 }
// 31 is taken aboveDialog[32] <- { one = "Good idea!", two = "maybe now we can use that magnet to get a core", nextLine = 41, nextLineDelay = 10 }
Dialog[33] <- { one = "That's the ticket", two = "Let me try to route something metal through there.", nextLine = 34, nextLineDelay = 5 }
Dialog[34] <- { one = "Stand back", two = "This is going to get messy!", nextLine = 35, nextLineDelay = 10 }Dialog[35] <- { one = "Let's make a plan before you grab one of those cores", two = "If you set it down... well... boom" nextLine = 36, nextLineDelay = 5 }
Dialog[36] <- { one = "The core should be able to destroy the neurotoxin pump", two = "It looks like it's too far away for you to throw it", nextLine = 42, nextLineDelay = 10 }Dialog[37] <- { one = "Bam! - Haha!", two = "Good job" nextLine = 38, nextLineDelay = 6 }
Dialog[38] <- { one = "Not to alarm you but you should probably get out of here", two = "That is neurotoxin leaking out of that thing afterall." nextLine = 39, nextLineDelay = 8 }
Dialog[39] <- { one = "I'll catch up with you later", two = "If anyone asks just pretend nothing happened." }Dialog[40] <- { one = "Cruuuunch!" }
Dialog[41] <- { one = "Maybe we can use that magnet to get an energy core", nagDelay = 20 }
Dialog[42] <- { one = "Whatever you do - don't put the core down", two = "Pitch it over the railing if you need to drop it", nextLine = 36, nextLineDelay = 10 }Dialog[43] <- { one = "It's good to finally meet you", two = "You can call me Pendleton", nextLine = 44, nextLineDelay = 5 }
Dialog[44] <- { one = "Glados used to terrorize us AI task cores", two = "I've been able to avoid detection for now but she's bound to find me", nextLine = 45, nextLineDelay = 5 }
Dialog[45] <- { one = "She's unstable so it's critical that we take her out", two = "We got to strike before she can fully rebuild", nextLine = 46, nextLineDelay = 5 }
Dialog[46] <- { one = "I hope I can count on you" two = "Let's get going" }[/spoiler]
I found the script file "portal2/vscripts/choreo/sphere_sabotage01.nut" when I was rooting though the game files. This has a bunch of comments describing the referenced voice lines like the other scripts. Unlike the others, this one appears unused, corresponding to what seems like a more complex neurotoxin sabotage level with bombs and electromagnets. Wheatley/Pendleton describes the bombs as containing antimatter, and here seems to take a more active role where puzzles are concerned. Obviously the script has changed a lot, but I thought this might be still interesting.
sphere_sabotage01.nut
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from FelixGriffin on July 30, 2013, 10:22 amInteresting. That seems to be from a time before the voice lines were recorded, when exploding futbols could still be picked up.
I wonder what you were supposed to do with the magnet, though. It sounds like you were supposed to swing it at the pipe to attract a futbol into hitting the glass, then grab a futbol with it to get it out of the pipe. But a phys_magnet in the Source engine only sticks to things on contact, it doesn't attract them. And a futbol would explode if it came into contact with the magnet.
Interesting. That seems to be from a time before the voice lines were recorded, when exploding futbols could still be picked up.
I wonder what you were supposed to do with the magnet, though. It sounds like you were supposed to swing it at the pipe to attract a futbol into hitting the glass, then grab a futbol with it to get it out of the pipe. But a phys_magnet in the Source engine only sticks to things on contact, it doesn't attract them. And a futbol would explode if it came into contact with the magnet.