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Stumped by logic_choreographed_scene (triggering VCDs)

Hi. My first Portal 2 map created entirely in Hammer is coming along nicely, but now I want to add some GLADOS speech and I'm failing so far.

I've tried following this tutorial: https://developer.valvesoftware.com/wik ... aDOS_speak

... but I'm having two problems:

1. I can't preview the vcd (I get told "current sound: none. next sound: none", and yet the scene file is set to scenes/npc/glados/sp_a2_dilemma01.vcd)
2. The sound never triggers in game.

First I had the generic_actor entity in a separate nodraw rooom but based on this note: "Note: For better performance, instead of creating an empty room (thus increasing file size, compilation size and creating more visleafs), place the entity in an inaccessible place like an observation room", I put it in the same room as the player, but up in an inaccessible corner. Does it HAVE to be in a separate room?

The logic_choreographed_scene is right where the player enters the room.

The "name" property of the generic_actor is @glados, just as instructed.

Question: Am I lacking a separate trigger for the logic_choreographed_scene? Do I need to create one? And as a further question, why do you think I can't preview any of the VCDs?

The VCD that I chose is just for test purposes. Ideally, I'd like to use some Portal 1 files (Glados saying things like, "Where are you going? I don't even think you're going where you think you're going", etc) and I don't really know how to import them, but one problem at a time. :thumbup:

Thanks for any help you can provide.

It doesn't matter where you put @glados, a separate little nodraw room isn't going to hurt compilation time much.

The previews not working is a known issue, but not one that VALVe is likely to fix. The best way to pick choreo lines is to look through the scripts/vscripts/choreo/*.nut files, pick a line you like, and look at the VCD name.

How are you triggering the scene? You need to send it the Start input to make it play.

Falsi sumus crusto!

Some of that stuff is harder to follow than your experienced brain might think. :)

Where will I find the scripts/vscripts/choreo/*.nut files?

Can I import Glados choreo lines from Portal 1?

As for HOW I'm triggering the scene, I'll have to look into what it means to send something to the Start input...

Thanks for your help!

There are three folders for stuff, depending on what update added them - portal2/ for the main game, portal2_dlc1/ for Peer Review/Art Therapy, and portal2_dlc2 for the Workshop update.
To trigger lines, you need to use an output on something to trigger the voice line. Most of the time this comes from a trigger (an invisible box which activates when a player touches it, or other objects). Sometimes lines are triggered after you open a door or something similar as well.
I personally use the [http://theportalwiki.com/wiki/GLaDOS_voice_lines]Portal Wiki[/url] to find lines. Hover over the download link the url is the same as the choreo .vcd file.

You can import the portal 1 lines, but it's more complicated. You'd want to use ambient-generics since I don't think valve included the portal 1 choreographed scenes in Portal 2. You need GCFScape to extract the WAVs from the Portal 1 vpk (open the pak01_dir files). Then you'll need to pack the sound files into your compiled BSP so players have a copy of the lines. (This is the same as adding custom ones bascically.)

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Lunch wrote:
Where will I find the scripts/vscripts/choreo/*.nut files?

On this forum, most paths are given relative to your Portal 2 folder. Assuming you're on Windows 64-bit, you would go to C:Program Files (x86)Steamsteamappscommonportal 2portal2scriptsvscriptschoreo and look at all the .nut files there.

Lunch wrote:
Can I import Glados choreo lines from Portal 1?

Yes, but it's difficult. I'd recommend working with the Portal 2 lines first.

Lunch wrote:
As for HOW I'm triggering the scene, I'll have to look into what it means to send something to the Start input...

Have you worked with I/O (inputs and outputs) in Hammer before? If not, try creating a basic box room with a prop_button and a prop_wall_projector. Open the button's properties, go to the Outputs tab, and click Add. Change the output to OnPressed, the target to the name of your projector, and the input to Enable. Then compile and run your map. Pressing the button will cause the light bridge to turn on.

Falsi sumus crusto!

Thanks, Felix. Yeah, I have a handful of working I/0 entities in my map already. I wish the choreo stuff seemed as straightforward, but so far I haven't been able to get it working.

For the actors, place a func_instance and load in the global_ents instance. It has the actors for GLaDOS and the Announcer pre-placed for you.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]