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My level is ending too early [SOLVED]

I'm working on a level with Glados's speach (one at the level's beginig, one at the end)
Those sounds are working with a logic_choreographed_scenes.
But the last one one is too long and the transition works too early.
I have tried to set a lower elevator's speed but it isn't enough.
Is there any way (with the scripts would be the best for me) so the player could hear the logic entirely.
Thanks.

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They use an on completed output and then the level changes I think.

Yeah, but I forgot to say :
My level is transitioning with scripts, not with trigger_changelevel, so, which entity do I have to trigger with this output ?

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Hzamd wrote:
Yeah, but I forgot to say :
My level is transitioning with scripts, not with trigger_changelevel, so, which entity do I have to trigger with this output ?

Valve doesn't use trigger_changelevel -__-

T_T
You are right
Any ideas about the entities or about the scripts to trigger ?
Please :notworthy:

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http://portal.biringa.com/images/d/d4/Announcer_prehub18.wav

Technically Valve used scripts to play most voice lines. Hence the long amount of time the coop disassemblers wait if you have put in the @glados generic_actor.

You can edit the instance (and save it as a custom one) to delay the script being run, even by changing which entity runs the script.
hint: look for an output that runs transitionFromMap()

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If I understand, i had to run the choreo sooner
Or change the arrival_departure entity to run the entity which trigger the transition script later ?
I'll try that
thanks

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