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[SOLVED] Making cores talk & Faulty line subtitle + sparks

I'm having a problem with making corrupted cores talk. I need both Fact Core and Space Core to talk. I tried using the instance choreo/glados_gen_actor but it didn't work.

Also another problem, GLaDOS lines' subtitles (logic_choreographed_scene) and sparks (env_spark) doesn't appear in a certain area. It does work at the starting area and first chamber but as the player progress, it just disappears. There are also times when the screen turns a little red, like the effect when the player touches a laser, indicating that the player is being hurt. However, when I activate sv_cheats 1 & noclip 1 once the map starts and go to the area where the lines' subtitles and sparks disappear, it appears.

This is what it should do: [Sparks + subtitle] (happens only when I sv_cheats 1 and noclip 1 to the hallway)
Image

This is what it shouldn't do: [No sparks + No subtitle] (happens everytime if I don't turn sv_cheats 1 and noclip 1)
Image

Any ideas? :-?

EDIT: Its something to do with the Pneumatic Diversity Vent, or Turrets. Because if I proceed without killing a turret with the diversity vent, it has no problem. But when I do kill a turret with the diversity vent, the problem comes back. Hrmm...

EDIT 2:
SOLUTION
-Added output on the Pneumatic Diversity Vent end trigger to Kill activator (previously SilentDissolve only)
-Renamed Space Core to "@core01" and Fact Core to "@core03".

You need to give the cores the proper names. If I remember correctly they should be @sphere (Wheatley), @sphere_01 (Rick), @sphere_02, and @sphere_03 (I don't know in what order).

Falsi sumus crusto!
FelixGriffin wrote:
You need to give the cores the proper names. If I remember correctly they should be @sphere (Wheatley), @sphere_01 (Rick), @sphere_02, and @sphere_03 (I don't know in what order).

Nope, didn't work. :(
Thanks for the advice though. :)

Bearing in mind that I'm not an expert...

Sounds like the trigger for those events is being disabled by some other trigger in between it and the player start, since noclipping to the hallway makes it work. Check its inputs maybe?

BlackWolfe wrote:
Bearing in mind that I'm not an expert...

Sounds like the trigger for those events is being disabled by some other trigger in between it and the player start, since noclipping to the hallway makes it work. Check its inputs maybe?

Hmm, nope. Thanks for your advice though. :)
I guess its something to do with the Pneumatic Diversity Vent, or Turrets. Because if I proceed without killing a turret with the diversity vent, it has no problem. But when I do kill a turret with the diversity vent, the problem comes back. Hrmm...

RectorRocks wrote:
Hmm, nope. Thanks for your advice though. :)
I guess its something to do with the Pneumatic Diversity Vent, or Turrets. Because if I proceed without killing a turret with the diversity vent, it has no problem. But when I do kill a turret with the diversity vent, the problem comes back. Hrmm...

Is that turret anything's parent?

BlackWolfe wrote:
RectorRocks wrote:
Hmm, nope. Thanks for your advice though. :)
I guess its something to do with the Pneumatic Diversity Vent, or Turrets. Because if I proceed without killing a turret with the diversity vent, it has no problem. But when I do kill a turret with the diversity vent, the problem comes back. Hrmm...

Is that turret anything's parent?

Nope. Its a regular turret that cannot be picked up by the player. Anyway, I solved problem. I don't know why but my trigger at the end of the diversity vent does not "Kill" the turrets, only "SilentDissolve". So I included both outputs and it worked. I don't know why this will affect it but oh well. :D
Also, I solved the core talking problem. I was supposed to rename them to "@core01" (Space Core) & "@core03" (Fact Core) . :D
Thanks anyway! :thumbup:

RectorRocks wrote:
Thanks anyway! :thumbup:

So that's both your problems solved? Awesome!

BlackWolfe wrote:
RectorRocks wrote:
Thanks anyway! :thumbup:

So that's both your problems solved? Awesome!

Yeap! :D
Thanks! :thumbup: