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Potatos Flashing Light

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It's me again. :lol:

I'm trying to get Potatos' light to flash while she speaks. I remember I read an older post where someone asked this, and someone replied that it was done with scripts. So which scripts make Potatos' light flash while she talks, and where do I find them?

You can call the script functions easily from Hammer like this:

[your output] > [some random entity] > RunScriptCode > GetPlayer().TurnOnPotatos()

Replace TurnOnPotatos with TurnOffPotatos to turn it off.

Falsi sumus crusto!
FelixGriffin wrote:
You can call the script functions easily from Hammer like this:

[your output] > [some random entity] > RunScriptCode > GetPlayer().TurnOnPotatos()

Replace TurnOnPotatos with TurnOffPotatos to turn it off.

I'm a little lost here. Just as an example:

[entity:prop_button]OnPressed > [logic_script here] > RunScriptCode > ???

So what exactly am I doing with GetPlayer ().TurnOnPotatos ()?

Also, I've been reading some of the scripts for Potatos talking in the vscripts folder. Some even have a manual at the beginning to show what the script is telling the game to do, but nothing looks like it's triggering her light.

I think the choreo files are flashing the light automatically. Try using a choreo scene and see what happens.

If you want a button to flash the light when pressed, do it like this:

Output: OnPressed
Target: [can be anything you like, perhaps @glados would be fitting]
Input : RunScriptCode
Param : GetPlayer().TurnOnPotatos()

That will turn on the light.

Falsi sumus crusto!

Thanks for clarifying, I didn't know you meant to put GetPlayer().TurnOnPotatos() in Paramater Override.

I'll also try using choreo scenes when I get back to my computer.

Dr.Toaster Waffles wrote:
I'll also try using choreo scenes when I get back to my computer.

If you have custom audio for GLaDOS to 'flash talk', unfortunately that may be impossible without creating a whole new mod.

?????????????????????????????TWP Releases | My Workshop

Wait... are you saying I have to create my own "flash talk" for it to work? Because I barely know a thing about scripting and I'm certainly not making a mod. (at least for now.)

Dr.Toaster Waffles wrote:
Wait... are you saying I have to create my own "flash talk" for it to work? Because I barely know a thing about scripting and I'm certainly not making a mod. (at least for now.)

If you are wanting to use already included audio in Portal 2 you are fine. But what I'm saying is if you have a custom voice actor to say a line like "I like toasty Waffles" - it would be impossible without a scene - because it is impossible to recompile scenes.image with your custom scene included. Unless of course the new update changes this.

?????????????????????????????TWP Releases | My Workshop

Felix, neither a scene or the GetPlayer().TurnOnPotatos() suggestions worked. In the logic_choreographed_scene, under the scene property, I chose the Potatos line I wanted. With a floor button I triggered:

OnPressed
[logic_choreographed_scene]
Start

When I stepped on the button in-game, her light didn't flash and the line didn't play. The sound was in Raw format, which for some reason plays all the music but never plays character lines. Game Sounds for me doesn't play either music or lines, and Scenes doesn't play either character lines or music too.

Then I did everything you said to do for triggering a light flash with GetPlayer().TurnOnPotatos(), but that didn't work either.

Actually, I just realized that PotatOS was already "on" when I tried that. I'll have to try the one to turn her off.
I still need help with sounds, though. This has been an ongoing problem where neither my sound browser or game will play any voice lines.

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