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How do I make logic_choreographed_scene work?

Ok, in the example map, it shows logic_choreographed_scenes whic makes GLaDOS Talk. It makes an output to a logic_relay. the logic_relay takes in a output. logic_choreographed_scene it its triggered by a trigger. So, what do I need to do? I copied everything they did and it is not working.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

You should probably learn to do it, rather than copy first!

The idea is you need three things, a box (mainly a npc), a logic_relay, (if you want of course.) And, a Logic_choreographed_scene. I'd tell you how to do it, but Im sure you can figure it out.

Currently working on Darksiders 3.
MrTwoVideoCards wrote:
You should probably learn to do it, rather than copy first!

The idea is you need three things, a box (mainly a npc), a logic_relay, (if you want of course.) And, a Logic_choreographed_scene. I'd tell you how to do it, but I'm sure you can figure it out.

Oh, when I meant "copy" I meant looking at how they did it and then animating it. Thats how I got my auto portals to shake. I want it to trigger when you past a trigger.

However, I can't understand is that where the sound comes from. The soundscape does not show an input, it looks like it is just there.

And what does the box do? I don't want it to activate when the player picks up the box.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

The box is essentially GLaDOS, since it's only used for making the scene working and you never actually see GLaDOS

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, it should simply be hidden away in a small chamber that the player can't see nor reach, somewhere outside the actual map. You can use any model, but Valve used the box.

Image

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