3 problems : GLaDOS potato, cores and level transition

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Hzamd
61 Posts
Posted Aug 18, 2011
Hello everyone
As said I've got 3 problems
I searched in the forum to resolve them but i haven't found any solutions for two of them, and I am not sure for the other one

Problems :

1) How can I make GLaDOS speak while she is in a potato ? I can make the sound but I can't make GLaDOS's light activating while she is speaking. I tried to do it with a trigger but it asks me a target entity and I spawn with an elevator and there isn't any portal gun.
By the way, when I make a portalgun on the floor, there is no potato, even if I checked "show potatos"

2)How can I make the cores speaking whithout stoping ? I make them speak once when I'm in a trigger but for only one sentence, and I want them to speak as they spawn and whiithout stoping, like in the solo.

3) I want to know step by step, how I can, after finishing a level, spawn in an elevator on another level whithout doing anything, like in the solo
there is a tutorial here but I'm french and I don't understand everyting :http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
Have you got an easier one (not for the vocabulary but for the way to do it)
or can you explain the way to me step by step

Thank you very much

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KenJeKenny!?
238 Posts
Posted Aug 18, 2011
Replied 1 hour later

Hzamd wrote:
3) I want to know step by step, how I can, after finishing a level, spawn in an elevator on another level whithout doing anything, like in the solo
there is a tutorial here but I'm french and I don't understand everyting :http://developer.valvesoftware.com/wiki/Level_Transition_(Portal_2)
Have you got an easier one (not for the vocabulary but for the way to do it)
or can you explain the way to me step by step

Trigger_ChangeLevel Should do the job just fine.

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RubbishyUsername
167 Posts
Posted Aug 18, 2011
Replied 26 minutes later
I'm having problems with level transitions as well - somebody told me to use a trigger_changelevel except it didn't work and somebody else told me I should never use a trigger_changelevel.

So I'm kinda confused.

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KenJeKenny!?
238 Posts
Posted Aug 18, 2011
Replied 1 hour later
I've used it many times without problems so far... Maybe with co-op but that's a whole different story.

I just placed one in the bottom of the elevator shaft so that the player triggers it once the elevator goes down.

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ChickenMobile
2,460 Posts
Posted Aug 19, 2011
Replied 14 hours later
For both 1 and 2 they are both done using scripts and scenes. The reason GLaDOS doesn't light up when she talks is because the current scene file needed is not executed with the sound you are playing. The same for the cores talking.

Seeing as Valve was being lazy, they made every npc talking and moving scene file into GLaDOS' file. In order to replicate this, try decompiling the map where the cores are and try finding what scenes they play.

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Hzamd
61 Posts
Posted Aug 19, 2011
Replied 50 minutes later
Thanks for your answers !
I tried the trigger_changelevel and it works very good !!
but for the cores, can I put an output so when it's triggered, the core start talking and don't stop ?
If not, which prgram I had to use to decompile te Valve's map ?
And how can I know the name of the map I want ?
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KenJeKenny!?
238 Posts
Posted Aug 19, 2011
Replied 1 hour later
To decompile, try out BSP Source
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Vordwann
767 Posts
Posted Aug 19, 2011
Replied 3 hours later
They almost definately have a script associated with them that makes them play the sounds in order. And i think they are prop_physics_ovverides when the player is carrying them. When they are attached they become parented and the phys_ovveride is destroyed... i think...
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Hzamd
61 Posts
Posted Aug 19, 2011
Replied 3 hours later
do you think I can add an output which launch every sounds with a delay (0; +1;+2) and they'll wait until their sentence is finished to begin the other or it will start te next one after one second whithout waiting the end or the previous one ???
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Vordwann
767 Posts
Posted Aug 19, 2011
Replied 48 minutes later
You will have to keep adding the delays together for each ambient_generic if you don't want to find their scripts that do it automatically.
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Rubrica
305 Posts
Posted Aug 19, 2011
Replied 4 minutes later
Alternatively, logic_choreographed_scene entities have an 'OnCompleted' output, which you could use to start the next one.
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Vordwann
767 Posts
Posted Aug 19, 2011
Replied 1 hour later
I encourage logic_choreographed_scenes. However, some of them contain more than one voice line, so they're not always what you want.
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Hzamd
61 Posts
Posted Aug 20, 2011
Replied 20 hours later
Thanks a lot for your answers !
Last question :
for the bug of the portalgun,do you have any soutions ?
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Another Bad Pun
516 Posts
Posted Aug 20, 2011
Replied 1 hour later
It's actually pretty simple: First, create a logic_playerproxy and give it a name. (In my example I named it playerproxy but you don't have to.) Create a logic auto and put in this output: OnMapSpawn, playerproxy, removepotatosfromportalgun, with a delay of .30 seconds.

Remember the delay of .30 seconds is important if you want it to work. Hope this helps!

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Hzamd
61 Posts
Posted Aug 20, 2011
Replied 7 minutes later

Iwasn't speaking oh this bug
but for this one :

Hzamd wrote:
By the way, when I make a portalgun on the floor, there is no potato, even if I checked "show potatos"

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Another Bad Pun
516 Posts
Posted Aug 20, 2011
Replied 5 minutes later
Oops, oh well, misread. :lol:

ABout making potatos speak though: Try looking into this thread. You should be able to make potatos talk using this method.

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Hzamd
61 Posts
Posted Aug 20, 2011
Replied 47 minutes later
thatis'nt my problem
in others of my maps, I had to found a portalgun on the floor, i want it to have GLaDOS on it
But even if I have checked "show potatos" there is no potatos
How can I make it so threre is a potato ?
Avatar
Another Bad Pun
516 Posts
Posted Aug 20, 2011
Replied 1 minutes later

Hzamd wrote:
thatis'nt my problem
in others of my maps, I had to found a portalgun on the floor, i want it to have GLaDOS on it
But even if I have checked "show potatos" there is no potatos
How can I make it so threre is a potato ?

Use the method I described the first time: It can be used to remove potatos and put it on.

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Hzamd
61 Posts
Posted Aug 20, 2011
Replied 1 minutes later
OKaaaaaaaay thanks a lot
that was my fault