Elevator talk scene

Avatar
Mr. P. Kiwi
97 Posts
Posted Sep 22, 2011
In the game, the screen faded into the loading screen only after the character finished it's monologue and until then you could see the elevator just keep passing through an occasional light. How do I make that happen in my map? How should I call my logic_choreographed_scenes in order for the elevator's script will recognize it?

Also, partially unrelated, can I add more than one sentence in a logic_choreographed_scene or if I want to create a complex scene like the first core transfer do I need to place hundreds of these everywhere?

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Avatar
baca25
342 Posts
Posted Sep 22, 2011
Replied 7 hours later
I've never made a sp map, so I dont know much about those elevlators. But. If I were you... I would click "edit instance" find the trigger/script/relay/whatever it is that ends the map. Then either adjust the time or delete it and make my own to fit my needs. Then copy everything in the instance and paste it into my map.
Avatar
spongylover123
944 Posts
Posted Sep 22, 2011
Replied 5 hours later
I think there is an option that when the sound stops, the map will transition, it's in the elevator or logic_choreographed_scene
And yes you can have two, just like in the original portal
Avatar
Mr. P. Kiwi
97 Posts
Posted Sep 23, 2011
Replied 6 hours later

This is the code that is responsible of the elevator speed and "ReadyForTransition()" command. Does it help?

ElevatorMotifs <- 
[
   { map = "sp_a1_intro1", speed = 200 },
   { map = "sp_a1_intro2", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro3", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro5", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro6", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a2_bridge_intro", speed = 200  },
//   { map = "sp_a2_laser_over_goo", speed = 300, motifs = [ "@shaft_stoppage_1", "transition", ] },
   { map = "sp_a2_column_blocker", speed = 200 },
   { map = "sp_a2_trust_fling", speed = 300 },


   { map = "sp_a2_intro", speed = 125 },   
   { map = "sp_a2_laser_intro", speed = 200 },
   { map = "sp_a2_laser_stairs", speed = 200 },
   { map = "sp_a2_dual_lasers", speed = 200 },
   { map = "sp_a2_catapult_intro", speed = 200 },
   { map = "sp_a2_pit_flings", speed = 200 },
//   { map = "sp_a2_fizzler_intro", speed = 200 },
   { map = "sp_a2_sphere_peek", speed = 200 },
   { map = "sp_a2_ricochet", speed = 200 },
   { map = "sp_a2_bridge_the_gap", speed = 200},
   { map = "sp_a2_turret_intro", speed = 200 },
   { map = "sp_a2_laser_relays", speed = 200 },
   { map = "sp_a2_turret_blocker", speed = 200 },
   { map = "sp_a2_laser_vs_turret", speed = 200 },
   { map = "sp_a2_pull_the_rug", speed = 200 },
   { map = "sp_a2_ring_around_turrets", speed = 200 },
   { map = "sp_a2_laser_chaining", speed = 200 },
   { map = "sp_a2_triple_laser", speed = 200 },
   { map = "sp_a3_jump_intro", speed = 120 },
   { map = "sp_a3_bomb_flings", speed = 120 },
   { map = "sp_a3_crazy_box", speed = 120 },
   { map = "sp_a3_speed_ramp", speed = 120 },
   { map = "sp_a3_speed_flings", speed = 120 },
   { map = "sp_a4_intro", speed = 200 },
   { map = "sp_a4_tb_intro", speed = 200 },
   { map = "sp_a4_tb_trust_drop", speed = 200 },
   { map = "sp_a4_tb_wall_button", speed = 200 },
   { map = "sp_a4_tb_polarity", speed = 200 },
   { map = "sp_a4_tb_catch", speed = 100 },
   { map = "sp_a4_stop_the_box", speed = 200 },
   { map = "sp_a4_laser_catapult", speed = 200 },
   { map = "sp_a4_speed_tb_catch", speed = 200 },
   { map = "sp_a4_jump_polarity", speed = 200 },
]

function StartMoving()
{
   SendToConsole( "map_wants_save_disable 1" )   
   
   local foundLevel = false
   
   foreach (index, level in ElevatorMotifs)
   {
      if (level.map == GetMapName() && ("speed" in level) )
      {
         printl( "Starting elevator " + self.GetName() + " with speed " + level.speed )
         EntFire(self.GetName(),"SetSpeedReal",level.speed,0.0)
         foundLevel = true
      }
   }
   
   if (foundLevel == false) 
   {
      printl( "Using default elevator speed 300" )
      EntFire(self.GetName(),"SetSpeedReal","300",0.0)
   }
}

function ReadyForTransition()
{
   // see if we need to teleport to somewhere else or 
   PrepareTeleport()
}

function FailSafeTransition()
{
   // fire whichever one of these we have.
   EntFire("@transition_from_map","Trigger","",0.0)
   EntFire("@transition_with_survey","Trigger","",0.0)
}

function PrepareTeleport()
{   
   local foundLevel = false
      
   if ( ::TransitionFired == 1 )
      return

   foreach (index, level in ElevatorMotifs)
   {
      if ( level.map == GetMapName() )
      {
         if ("motifs" in level)
         {
            printl( "Trying to connect to motif " + level.motifs[::MotifIndex] )

            if( level.motifs[::MotifIndex] == "transition" )
            {
               EntFire("@transition_with_survey","Trigger","",0.0)
               EntFire("@transition_from_map","Trigger","",0.0)
               return
            }
            else
            {
               EntFire(self.GetName(),"SetRemoteDestination",level.motifs[::MotifIndex],0.0)
               if( ::MotifIndex == 0 )
               {
                  EntFire("departure_elevator-elevator_1","Stop","",0.05)
               }
            }
            foundLevel = true
         }
         else
         {
            if( ::TransitionReady == 1 )
            {
               ::TransitionFired <- 1
               EntFire("@transition_from_map","Trigger","",0.0)
               EntFire("@transition_with_survey","Trigger","",0.0)
            }
            // just bail, we don't need to do anything weird here.
            return;
         }
      }
   }
   
   if (foundLevel == false)
   {
//      printl("**********************************")
//      printl("Level not found in elevator_motifs")
//      printl("**********************************")
      {
         ::TransitionFired <- 1
         EntFire("@transition_with_survey","Trigger","",0.0)
         EntFire("@transition_from_map","Trigger","",0.0)
         printl("Level not found in elevator_motifs defaulting to transition")
      }

      // just bail, we don't need to do anything weird here.
      return;
   }
   
   EntFire(self.GetName(),"Enable",0.0)   
   ::MotifIndex += 1
}

function OnPostSpawn()
{
   ::MotifIndex <- 0
   ::TransitionReady <- 0
   ::TransitionFired <- 0
}
[code]ElevatorMotifs <- 
[
   { map = "sp_a1_intro1", speed = 200 },
   { map = "sp_a1_intro2", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro3", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro5", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro6", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a2_bridge_intro", speed = 200  },
//   { map = "sp_a2_laser_over_goo", speed = 300, motifs = [ "@shaft_stoppage_1", "transition", ] },
   { map = "sp_a2_column_blocker", speed = 200 },
   { map = "sp_a2_trust_fling", speed = 300 },


   { map = "sp_a2_intro", speed = 125 },   
   { map = "sp_a2_laser_intro", speed = 200 },
   { map = "sp_a2_laser_stairs", speed = 200 },
   { map = "sp_a2_dual_lasers", speed = 200 },
   { map = "sp_a2_catapult_intro", speed = 200 },
   { map = "sp_a2_pit_flings", speed = 200 },
//   { map = "sp_a2_fizzler_intro", speed = 200 },
   { map = "sp_a2_sphere_peek", speed = 200 },
   { map = "sp_a2_ricochet", speed = 200 },
   { map = "sp_a2_bridge_the_gap", speed = 200},
   { map = "sp_a2_turret_intro", speed = 200 },
   { map = "sp_a2_laser_relays", speed = 200 },
   { map = "sp_a2_turret_blocker", speed = 200 },
   { map = "sp_a2_laser_vs_turret", speed = 200 },
   { map = "sp_a2_pull_the_rug", speed = 200 },
   { map = "sp_a2_ring_around_turrets", speed = 200 },
   { map = "sp_a2_laser_chaining", speed = 200 },
   { map = "sp_a2_triple_laser", speed = 200 },
   { map = "sp_a3_jump_intro", speed = 120 },
   { map = "sp_a3_bomb_flings", speed = 120 },
   { map = "sp_a3_crazy_box", speed = 120 },
   { map = "sp_a3_speed_ramp", speed = 120 },
   { map = "sp_a3_speed_flings", speed = 120 },
   { map = "sp_a4_intro", speed = 200 },
   { map = "sp_a4_tb_intro", speed = 200 },
   { map = "sp_a4_tb_trust_drop", speed = 200 },
   { map = "sp_a4_tb_wall_button", speed = 200 },
   { map = "sp_a4_tb_polarity", speed = 200 },
   { map = "sp_a4_tb_catch", speed = 100 },
   { map = "sp_a4_stop_the_box", speed = 200 },
   { map = "sp_a4_laser_catapult", speed = 200 },
   { map = "sp_a4_speed_tb_catch", speed = 200 },
   { map = "sp_a4_jump_polarity", speed = 200 },
]

function StartMoving()
{
   SendToConsole( "map_wants_save_disable 1" )   
   
   local foundLevel = false
   
   foreach (index, level in ElevatorMotifs)
   {
      if (level.map == GetMapName() && ("speed" in level) )
      {
         printl( "Starting elevator " + self.GetName() + " with speed " + level.speed )
         EntFire(self.GetName(),"SetSpeedReal",level.speed,0.0)
         foundLevel = true
      }
   }
   
   if (foundLevel == false) 
   {
      printl( "Using default elevator speed 300" )
      EntFire(self.GetName(),"SetSpeedReal","300",0.0)
   }
}

function ReadyForTransition()
{
   // see if we need to teleport to somewhere else or 
   PrepareTeleport()
}

function FailSafeTransition()
{
   // fire whichever one of these we have.
   EntFire("@transition_from_map","Trigger","",0.0)
   EntFire("@transition_with_survey","Trigger","",0.0)
}

function PrepareTeleport()
{   
   local foundLevel = false
      
   if ( ::TransitionFired == 1 )
      return

   foreach (index, level in ElevatorMotifs)
   {
      if ( level.map == GetMapName() )
      {
         if ("motifs" in level)
         {
            printl( "Trying to connect to motif " + level.motifs[::MotifIndex] )

            if( level.motifs[::MotifIndex] == "transition" )
            {
               EntFire("@transition_with_survey","Trigger","",0.0)
               EntFire("@transition_from_map","Trigger","",0.0)
               return
            }
            else
            {
               EntFire(self.GetName(),"SetRemoteDestination",level.motifs[::MotifIndex],0.0)
               if( ::MotifIndex == 0 )
               {
                  EntFire("departure_elevator-elevator_1","Stop","",0.05)
               }
            }
            foundLevel = true
         }
         else
         {
            if( ::TransitionReady == 1 )
            {
               ::TransitionFired <- 1
               EntFire("@transition_from_map","Trigger","",0.0)
               EntFire("@transition_with_survey","Trigger","",0.0)
            }
            // just bail, we don't need to do anything weird here.
            return;
         }
      }
   }
   
   if (foundLevel == false)
   {
//      printl("**********************************")
//      printl("Level not found in elevator_motifs")
//      printl("**********************************")
      {
         ::TransitionFired <- 1
         EntFire("@transition_with_survey","Trigger","",0.0)
         EntFire("@transition_from_map","Trigger","",0.0)
         printl("Level not found in elevator_motifs defaulting to transition")
      }

      // just bail, we don't need to do anything weird here.
      return;
   }
   
   EntFire(self.GetName(),"Enable",0.0)   
   ::MotifIndex += 1
}

function OnPostSpawn()
{
   ::MotifIndex <- 0
   ::TransitionReady <- 0
   ::TransitionFired <- 0
}
Avatar
spongylover123
944 Posts
Posted Sep 23, 2011
Replied 4 minutes later

Mr. P. Kiwi wrote:
This is the code that is responsible of the elevator speed and "ReadyForTransition()" command. Does it help?

```
ElevatorMotifs <-
[
   { map = "sp_a1_intro1", speed = 200 },
   { map = "sp_a1_intro2", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro3", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro5", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro6", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a2_bridge_intro", speed = 200  },
//   { map = "sp_a2_laser_over_goo", speed = 300, motifs = [ "@shaft_stoppage_1", "transition", ] },
   { map = "sp_a2_column_blocker", speed = 200 },
   { map = "sp_a2_trust_fling", speed = 300 },

{ map = "sp_a2_intro", speed = 125 },   
   { map = "sp_a2_laser_intro", speed = 200 },
   { map = "sp_a2_laser_stairs", speed = 200 },
   { map = "sp_a2_dual_lasers", speed = 200 },
   { map = "sp_a2_catapult_intro", speed = 200 },
   { map = "sp_a2_pit_flings", speed = 200 },
//   { map = "sp_a2_fizzler_intro", speed = 200 },
   { map = "sp_a2_sphere_peek", speed = 200 },
   { map = "sp_a2_ricochet", speed = 200 },
   { map = "sp_a2_bridge_the_gap", speed = 200},
   { map = "sp_a2_turret_intro", speed = 200 },
   { map = "sp_a2_laser_relays", speed = 200 },
   { map = "sp_a2_turret_blocker", speed = 200 },
   { map = "sp_a2_laser_vs_turret", speed = 200 },
   { map = "sp_a2_pull_the_rug", speed = 200 },
   { map = "sp_a2_ring_around_turrets", speed = 200 },
   { map = "sp_a2_laser_chaining", speed = 200 },
   { map = "sp_a2_triple_laser", speed = 200 },
   { map = "sp_a3_jump_intro", speed = 120 },
   { map = "sp_a3_bomb_flings", speed = 120 },
   { map = "sp_a3_crazy_box", speed = 120 },
   { map = "sp_a3_speed_ramp", speed = 120 },
   { map = "sp_a3_speed_flings", speed = 120 },
   { map = "sp_a4_intro", speed = 200 },
   { map = "sp_a4_tb_intro", speed = 200 },
   { map = "sp_a4_tb_trust_drop", speed = 200 },
   { map = "sp_a4_tb_wall_button", speed = 200 },
   { map = "sp_a4_tb_polarity", speed = 200 },
   { map = "sp_a4_tb_catch", speed = 100 },
   { map = "sp_a4_stop_the_box", speed = 200 },
   { map = "sp_a4_laser_catapult", speed = 200 },
   { map = "sp_a4_speed_tb_catch", speed = 200 },
   { map = "sp_a4_jump_polarity", speed = 200 },
]

function StartMoving()
{
   SendToConsole( "map_wants_save_disable 1" )   

local foundLevel = false

foreach (index, level in ElevatorMotifs)
   {
      if (level.map == GetMapName() && ("speed" in level) )
      {
         printl( "Starting elevator " + self.GetName() + " with speed " + level.speed )
         EntFire(self.GetName(),"SetSpeedReal",level.speed,0.0)
         foundLevel = true
      }
   }

if (foundLevel == false)
   {
      printl( "Using default elevator speed 300" )
      EntFire(self.GetName(),"SetSpeedReal","300",0.0)
   }
}

function ReadyForTransition()
{
   // see if we need to teleport to somewhere else or
   PrepareTeleport()
}

function FailSafeTransition()
{
   // fire whichever one of these we have.
   EntFire("@transition_from_map","Trigger","",0.0)
   EntFire("@transition_with_survey","Trigger","",0.0)
}

function PrepareTeleport()
{   
   local foundLevel = false

if ( ::TransitionFired == 1 )
      return

foreach (index, level in ElevatorMotifs)
   {
      if ( level.map == GetMapName() )
      {
         if ("motifs" in level)
         {
            printl( "Trying to connect to motif " + level.motifs[::MotifIndex] )

if( level.motifs[::MotifIndex] == "transition" )
            {
               EntFire("@transition_with_survey","Trigger","",0.0)
               EntFire("@transition_from_map","Trigger","",0.0)
               return
            }
            else
            {
               EntFire(self.GetName(),"SetRemoteDestination",level.motifs[::MotifIndex],0.0)
               if( ::MotifIndex == 0 )
               {
                  EntFire("departure_elevator-elevator_1","Stop","",0.05)
               }
            }
            foundLevel = true
         }
         else
         {
            if( ::TransitionReady == 1 )
            {
               ::TransitionFired <- 1
               EntFire("@transition_from_map","Trigger","",0.0)
               EntFire("@transition_with_survey","Trigger","",0.0)
            }
            // just bail, we don't need to do anything weird here.
            return;
         }
      }
   }

if (foundLevel == false)
   {
//      printl("******")
//      printl("Level not found in elevator_motifs")
//      printl("
********")
      {
         ::TransitionFired <- 1
         EntFire("@transition_with_survey","Trigger","",0.0)
         EntFire("@transition_from_map","Trigger","",0.0)
         printl("Level not found in elevator_motifs defaulting to transition")
      }

// just bail, we don't need to do anything weird here.
      return;
   }

EntFire(self.GetName(),"Enable",0.0)   
   ::MotifIndex += 1
}

function OnPostSpawn()
{
   ::MotifIndex <- 0
   ::TransitionReady <- 0
   ::TransitionFired <- 0
}
[code]ElevatorMotifs <-
[
   { map = "sp_a1_intro1", speed = 200 },
   { map = "sp_a1_intro2", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro3", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro5", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a1_intro6", speed = 200 },   // this is what we do for continual elevator shafts
   { map = "sp_a2_bridge_intro", speed = 200  },
//   { map = "sp_a2_laser_over_goo", speed = 300, motifs = [ "@shaft_stoppage_1", "transition", ] },
   { map = "sp_a2_column_blocker", speed = 200 },
   { map = "sp_a2_trust_fling", speed = 300 },

{ map = "sp_a2_intro", speed = 125 },   
   { map = "sp_a2_laser_intro", speed = 200 },
   { map = "sp_a2_laser_stairs", speed = 200 },
   { map = "sp_a2_dual_lasers", speed = 200 },
   { map = "sp_a2_catapult_intro", speed = 200 },
   { map = "sp_a2_pit_flings", speed = 200 },
//   { map = "sp_a2_fizzler_intro", speed = 200 },
   { map = "sp_a2_sphere_peek", speed = 200 },
   { map = "sp_a2_ricochet", speed = 200 },
   { map = "sp_a2_bridge_the_gap", speed = 200},
   { map = "sp_a2_turret_intro", speed = 200 },
   { map = "sp_a2_laser_relays", speed = 200 },
   { map = "sp_a2_turret_blocker", speed = 200 },
   { map = "sp_a2_laser_vs_turret", speed = 200 },
   { map = "sp_a2_pull_the_rug", speed = 200 },
   { map = "sp_a2_ring_around_turrets", speed = 200 },
   { map = "sp_a2_laser_chaining", speed = 200 },
   { map = "sp_a2_triple_laser", speed = 200 },
   { map = "sp_a3_jump_intro", speed = 120 },
   { map = "sp_a3_bomb_flings", speed = 120 },
   { map = "sp_a3_crazy_box", speed = 120 },
   { map = "sp_a3_speed_ramp", speed = 120 },
   { map = "sp_a3_speed_flings", speed = 120 },
   { map = "sp_a4_intro", speed = 200 },
   { map = "sp_a4_tb_intro", speed = 200 },
   { map = "sp_a4_tb_trust_drop", speed = 200 },
   { map = "sp_a4_tb_wall_button", speed = 200 },
   { map = "sp_a4_tb_polarity", speed = 200 },
   { map = "sp_a4_tb_catch", speed = 100 },
   { map = "sp_a4_stop_the_box", speed = 200 },
   { map = "sp_a4_laser_catapult", speed = 200 },
   { map = "sp_a4_speed_tb_catch", speed = 200 },
   { map = "sp_a4_jump_polarity", speed = 200 },
]

function StartMoving()
{
   SendToConsole( "map_wants_save_disable 1" )   

local foundLevel = false

foreach (index, level in ElevatorMotifs)
   {
      if (level.map == GetMapName() && ("speed" in level) )
      {
         printl( "Starting elevator " + self.GetName() + " with speed " + level.speed )
         EntFire(self.GetName(),"SetSpeedReal",level.speed,0.0)
         foundLevel = true
      }
   }

if (foundLevel == false)
   {
      printl( "Using default elevator speed 300" )
      EntFire(self.GetName(),"SetSpeedReal","300",0.0)
   }
}

function ReadyForTransition()
{
   // see if we need to teleport to somewhere else or
   PrepareTeleport()
}

function FailSafeTransition()
{
   // fire whichever one of these we have.
   EntFire("@transition_from_map","Trigger","",0.0)
   EntFire("@transition_with_survey","Trigger","",0.0)
}

function PrepareTeleport()
{   
   local foundLevel = false

if ( ::TransitionFired == 1 )
      return

foreach (index, level in ElevatorMotifs)
   {
      if ( level.map == GetMapName() )
      {
         if ("motifs" in level)
         {
            printl( "Trying to connect to motif " + level.motifs[::MotifIndex] )

if( level.motifs[::MotifIndex] == "transition" )
            {
               EntFire("@transition_with_survey","Trigger","",0.0)
               EntFire("@transition_from_map","Trigger","",0.0)
               return
            }
            else
            {
               EntFire(self.GetName(),"SetRemoteDestination",level.motifs[::MotifIndex],0.0)
               if( ::MotifIndex == 0 )
               {
                  EntFire("departure_elevator-elevator_1","Stop","",0.05)
               }
            }
            foundLevel = true
         }
         else
         {
            if( ::TransitionReady == 1 )
            {
               ::TransitionFired <- 1
               EntFire("@transition_from_map","Trigger","",0.0)
               EntFire("@transition_with_survey","Trigger","",0.0)
            }
            // just bail, we don't need to do anything weird here.
            return;
         }
      }
   }

if (foundLevel == false)
   {
//      printl("******")
//      printl("Level not found in elevator_motifs")
//      printl("
********")
      {
         ::TransitionFired <- 1
         EntFire("@transition_with_survey","Trigger","",0.0)
         EntFire("@transition_from_map","Trigger","",0.0)
         printl("Level not found in elevator_motifs defaulting to transition")
      }

// just bail, we don't need to do anything weird here.
      return;
   }

EntFire(self.GetName(),"Enable",0.0)   
   ::MotifIndex += 1
}

function OnPostSpawn()
{
   ::MotifIndex <- 0
   ::TransitionReady <- 0
   ::TransitionFired <- 0
}
```

The script the doesn't matter, you can set the speed as fast as you can and the map will not end until the lines are over I think this works for all elevators.
Anyway have you added a choreographed scene and have you set tHe "if actor is taking" wait actor to finish?

Avatar
Mr. P. Kiwi
97 Posts
Posted Sep 23, 2011
Replied 4 hours later

spongylover123 wrote:
The script the doesn't matter, you can set the speed as fast as you can and the map will not end until the lines are over I think this works for all elevators.
Anyway have you added a choreographed scene and have you set tHe "if actor is taking" wait actor to finish?

Yes I have set it to waift for actor, why?

Avatar
spongylover123
944 Posts
Posted Sep 23, 2011
Replied 3 hours later

Mr. P. Kiwi wrote:
spongylover123 wrote:

The script the doesn't matter, you can set the speed as fast as you can and the map will not end until the lines are over I think this works for all elevators.
Anyway have you added a choreographed scene and have you set tHe "if actor is taking" wait actor to finish?

Yes I have set it to waift for actor, why?

Everything will have to wait until the actor has finished

Avatar
Mr. P. Kiwi
97 Posts
Posted Sep 26, 2011
Replied 2 days later
Yet the fade with the ending lines show up before it is done playing both files.
Avatar
spongylover123
944 Posts
Posted Sep 26, 2011
Replied 12 minutes later
Were you using a wav or vcd
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Avatar
Mr. P. Kiwi
97 Posts
Posted Sep 28, 2011
Replied 2 days later
I used a .vcd file. But isn't the 'wait for actor to finish?' a command indicating when the .vcd will start? I don't think it has any effects on other entities