How to make Cave Johnson speak
Quote from Nexif on May 20, 2011, 9:18 amI would very much appreciate if someone could fill me in on how to create Cave Johnson's voice speech. I managed to make GlaDos speak with the func_instance, but the problem is that there isn't any with Cave or the personality core :
I would very much appreciate if someone could fill me in on how to create Cave Johnson's voice speech. I managed to make GlaDos speak with the func_instance, but the problem is that there isn't any with Cave or the personality core :

Quote from ChickenMobile on May 20, 2011, 12:58 pmCave Johnson is triggered to speak using a number of ambient_generic's when you walk in certain triggers or activate certain objects in the game.
If you want him to say a certain line in one of your maps, just create an ambient_generic and search for the sound you want. Usually any Voice recordings start with vo/.
Cave Johnson is triggered to speak using a number of ambient_generic's when you walk in certain triggers or activate certain objects in the game.
If you want him to say a certain line in one of your maps, just create an ambient_generic and search for the sound you want. Usually any Voice recordings start with vo/.
Quote from Nexif on May 20, 2011, 4:19 pmFigured that out half and hour before you posted m8
, but on the other hand, those sounds made by ambient_generic didn't produce subtitles while playing. Know anything about fixing that ?
Figured that out half and hour before you posted m8 , but on the other hand, those sounds made by ambient_generic didn't produce subtitles while playing. Know anything about fixing that ?

Quote from msleeper on May 20, 2011, 5:46 pmambient_generics also don't pause when you pause the game. I haven't looked at those specific maps, but this most certainly uses an NPC and not a generic. NPCs are the only things that get subtitles.
ambient_generics also don't pause when you pause the game. I haven't looked at those specific maps, but this most certainly uses an NPC and not a generic. NPCs are the only things that get subtitles.
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Quote from Mr. P. Kiwi on September 19, 2012, 2:01 pmIt seems that logic_choreographed_scene don't work (as they usually do with GLaDOS's speech lines) Is there any other way, except ambient_generics, to make Cave Johnson speak in a map?
I also tried copying the trigger and all related entities of what made Cave talk in sp_a3_speed_ramp, however the game refuses to play that as well.
Any ideas?
It seems that logic_choreographed_scene don't work (as they usually do with GLaDOS's speech lines) Is there any other way, except ambient_generics, to make Cave Johnson speak in a map?
I also tried copying the trigger and all related entities of what made Cave talk in sp_a3_speed_ramp, however the game refuses to play that as well.
Any ideas?
Quote from Pitkakorvaa on September 19, 2012, 2:13 pmnpc_msleeper_boss wrote:ambient_generics also don't pause when you pause the game. I haven't looked at those specific maps, but this most certainly uses an NPC and not a generic. NPCs are the only things that get subtitles.They do pause in Portal 2. In older source games like Half-Life 2 and Portal 1 ambient_generics continued playing even game is paused.
They do pause in Portal 2. In older source games like Half-Life 2 and Portal 1 ambient_generics continued playing even game is paused.
Quote from Mr. P. Kiwi on September 19, 2012, 2:28 pmI'd prefer having subtitles for my dialogue, and when on different language settings, different languages...
I'd prefer having subtitles for my dialogue, and when on different language settings, different languages...
Quote from soptipp1 on September 19, 2012, 2:43 pmI've tried this a couple of times before and I can tell you that it works with logic_choreographed_scenes. You just need to have an npc_bullseye that the scene will use as an actor.
The main problem is that the bullseye needs to have a different name depending on which scene you are using. What it needs to be called can be seen when the scene is triggered without a bullseye. For example, when I trigger the scene "scenes/npc/cavejohnson/fifties_intro04.vcd" without a bullseye, I get the error "CSceneEntity cave_sc unable to find actor named "cave_a3_03_lift_shaft" " in the dev console. When you have this, just add an npc_bullseye called "cave_a3_03_lift_shaft" to your map and it works!
I've tried this a couple of times before and I can tell you that it works with logic_choreographed_scenes. You just need to have an npc_bullseye that the scene will use as an actor.
The main problem is that the bullseye needs to have a different name depending on which scene you are using. What it needs to be called can be seen when the scene is triggered without a bullseye. For example, when I trigger the scene "scenes/npc/cavejohnson/fifties_intro04.vcd" without a bullseye, I get the error "CSceneEntity cave_sc unable to find actor named "cave_a3_03_lift_shaft" " in the dev console. When you have this, just add an npc_bullseye called "cave_a3_03_lift_shaft" to your map and it works!
Quote from Mr. P. Kiwi on September 20, 2012, 12:18 amThanks!
Thanks!