How to make Cave Johnson speak

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Nexif
14 Posts
Posted May 20, 2011
I would very much appreciate if someone could fill me in on how to create Cave Johnson's voice speech. I managed to make GlaDos speak with the func_instance, but the problem is that there isn't any with Cave or the personality core :\
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ChickenMobile
2,460 Posts
Posted May 20, 2011
Replied 3 hours later
Cave Johnson is triggered to speak using a number of ambient_generic's when you walk in certain triggers or activate certain objects in the game.

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/.

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Nexif
14 Posts
Posted May 20, 2011
Replied 3 hours later
Figured that out half and hour before you posted m8 :razz:, but on the other hand, those sounds made by ambient_generic didn't produce subtitles while playing. Know anything about fixing that ?
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msleeper
4,136 Posts
Admin
Posted May 20, 2011
Replied 1 hour later
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.
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Mr. P. Kiwi
97 Posts
Posted Sep 19, 2012
Replied 1 year later
It seems that logic_choreographed_scene don't work (as they usually do with GLaDOS's speech lines) Is there any other way, except ambient_generics, to make Cave Johnson speak in a map?
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?
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Pitkakorvaa
200 Posts
Posted Sep 19, 2012
Replied 12 minutes later

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.

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Mr. P. Kiwi
97 Posts
Posted Sep 19, 2012
Replied 14 minutes later
I'd prefer having subtitles for my dialogue, and when on different language settings, different languages...
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soptipp1
60 Posts
Posted Sep 19, 2012
Replied 14 minutes later
I've tried this a couple of times before and I can tell you that it works with logic_choreographed_scenes. You just need to have an npc_bullseye that the scene will use as an actor.

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!

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Mr. P. Kiwi
97 Posts
Posted Sep 20, 2012
Replied 9 hours later
Thanks!