How to make Cave Johnson speak
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/.
, but on the other hand, those sounds made by ambient_generic didn't produce subtitles while playing. Know anything about fixing that ?
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?
npc_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.
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!