Please or Register to create posts and topics.

Using Voice Lines

Page 1 of 2Next

How could I make voice lines play without using a trigger to delay each voice line? It's hard to predict how many seconds it takes for a voice line to complete itself. Please be specific (if its possible).

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Logic_choreographed_scene has an OnCompletion output. Just have that output for the first scene trigger the next.

Try out Twin Pillars, a Portal 2 map by BOB74j.
BOB74j wrote:
Logic_choreographed_scene has an OnCompletion output. Just have that output for the first scene trigger the next.

I cant make it start talking! I made an output: OnTrigger; [Choreo_name]; Start

But that doesnt work. How do i do it?

Mostly lurking

I don't know how to use the Logic_choreographed_scene entity either. I checked the Wiki, but no dice.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

This the one you checked? https://developer.valvesoftware.com/wik ... phed_scene

For GLaDOS lines, I think you need to use her actor instance in sdk_contentmapsinstanceschoreo. I'm not sure what the proper procedure is for other actors, but I am sure that there are countless tutorials on the interwebs.

Try out Twin Pillars, a Portal 2 map by BOB74j.
andyb wrote:
This the one you checked? https://developer.valvesoftware.com/wik ... phed_scene

That's the one I checked.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
BOB74j wrote:
For GLaDOS lines, I think you need to use her actor instance in sdk_contentmapsinstanceschoreo. I'm not sure what the proper procedure is for other actors, but I am sure that there are countless tutorials on the interwebs.

So a logic_choreography_scene needs an actor, to be able to make any sound?

Mostly lurking
beecake wrote:
BOB74j wrote:
For GLaDOS lines, I think you need to use her actor instance in sdk_contentmapsinstanceschoreo. I'm not sure what the proper procedure is for other actors, but I am sure that there are countless tutorials on the interwebs.

So a logic_choreography_scene needs an actor, to be able to make any sound?

generic_actor, but it crashed my level when it loads, I just placed the entity though, maybe it won't crash if used right way.

The Corrupted - 1st place winner of the ThinkingWithPortals.com mapping contest 2012 !!
beecake wrote:
So a logic_choreography_scene needs an actor, to be able to make any sound?

Precisely. For GLaDOS actor, put the instance just outside the walls of your map. The scene will automatically use the actor, so you don't need to set up any inputs or outputs with the actor.

Pitk?korva wrote:
generic_actor, but it crashed my level when it loads, I just placed the entity though, maybe it won't crash if used right way.

I'm not familiar with that entity, but I would guess that it's left over from a previous version of Source and no longer works in Portal 2. Again, use GLaDOS' actor instance for any of her lines.

EDIT: I looked inside the GLaDOS actor instance and it turns out that it's just a generic_actor inside a nodraw box. What you most likely did wrong, Pitk?korva, is that it seems you need to use the appropriate entity script from portal 2portal2scriptsvscriptschoreo.

Try out Twin Pillars, a Portal 2 map by BOB74j.
Page 1 of 2Next