Using Voice Lines

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MasterLagger
1,695 Posts
Posted Nov 20, 2011
How could I make voice lines play without using a trigger to delay each voice line? It's hard to predict how many seconds it takes for a voice line to complete itself. Please be specific (if its possible).
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Brainstatic
219 Posts
Posted Nov 20, 2011
Replied 58 minutes later
Logic_choreographed_scene has an OnCompletion output. Just have that output for the first scene trigger the next.
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beecake
484 Posts
Posted Nov 21, 2011
Replied 10 hours later

BOB74j wrote:
Logic_choreographed_scene has an OnCompletion output. Just have that output for the first scene trigger the next.

I cant make it start talking! I made an output: OnTrigger; [Choreo_name]; Start

But that doesnt work. How do i do it?

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MasterLagger
1,695 Posts
Posted Nov 21, 2011
Replied 4 hours later
I don't know how to use the Logic_choreographed_scene entity either. I checked the Wiki, but no dice.
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andyb
257 Posts
Posted Nov 21, 2011
Replied 1 hour later
This the one you checked? https://developer.valvesoftware.com/wik ... phed_scene
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Brainstatic
219 Posts
Posted Nov 21, 2011
Replied 1 hour later
For GLaDOS lines, I think you need to use her actor instance in sdk_content\maps\instances\choreo. I'm not sure what the proper procedure is for other actors, but I am sure that there are countless tutorials on the interwebs.
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MasterLagger
1,695 Posts
Posted Nov 21, 2011
Replied 3 hours later

andyb wrote:
This the one you checked? https://developer.valvesoftware.com/wik ... phed_scene

That's the one I checked.

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beecake
484 Posts
Posted Nov 22, 2011
Replied 9 hours later

BOB74j wrote:
For GLaDOS lines, I think you need to use her actor instance in sdk_content\maps\instances\choreo. I'm not sure what the proper procedure is for other actors, but I am sure that there are countless tutorials on the interwebs.

So a logic_choreography_scene needs an actor, to be able to make any sound?

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Pitkakorvaa
200 Posts
Posted Nov 22, 2011
Replied 6 hours later

beecake wrote:
BOB74j wrote:

For GLaDOS lines, I think you need to use her actor instance in sdk_content\maps\instances\choreo. I'm not sure what the proper procedure is for other actors, but I am sure that there are countless tutorials on the interwebs.

So a logic_choreography_scene needs an actor, to be able to make any sound?

generic_actor, but it crashed my level when it loads, I just placed the entity though, maybe it won't crash if used right way.

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Brainstatic
219 Posts
Posted Nov 22, 2011
Replied 36 minutes later

beecake wrote:
So a logic_choreography_scene needs an actor, to be able to make any sound?

Precisely. For GLaDOS actor, put the instance just outside the walls of your map. The scene will automatically use the actor, so you don't need to set up any inputs or outputs with the actor.

Pitk?korva wrote:
generic_actor, but it crashed my level when it loads, I just placed the entity though, maybe it won't crash if used right way.

I'm not familiar with that entity, but I would guess that it's left over from a previous version of Source and no longer works in Portal 2. Again, use GLaDOS' actor instance for any of her lines.

EDIT: I looked inside the GLaDOS actor instance and it turns out that it's just a generic_actor inside a nodraw box. What you most likely did wrong, Pitk?korva, is that it seems you need to use the appropriate entity script from portal 2\portal2\scripts\vscripts\choreo.

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MasterLagger
1,695 Posts
Posted Nov 22, 2011
Replied 9 hours later
So what are the targets for logic_choreography_scene? I got GLaDOS to use one line, but don't know how to make her use more lines.
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Brainstatic
219 Posts
Posted Nov 22, 2011
Replied 14 minutes later

MasterLagger wrote:
So what are the targets for logic_choreography_scene? I got GLaDOS to use one line, but don't know how to make her use more lines.

I'm not entirely sure what you mean by the targets, but just select one scene file per logic_choreographed_scene. If what you mean by targets is in fact what I think you mean, then don't bother with those keyvalues. The only keyvalues you need to worry about for the entity are the scene file and the targetname. Keep in mind that a single logic_choreographed_scene can only play a single line. For the next line, use the first scene's OnCompletion output to trigger a second scene.