My level is ending too early [SOLVED]

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Hzamd
61 Posts
Posted Oct 29, 2011
I'm working on a level with Glados's speach (one at the level's beginig, one at the end)
Those sounds are working with a logic_choreographed_scenes.
But the last one one is too long and the transition works too early.
I have tried to set a lower elevator's speed but it isn't enough.
Is there any way (with the scripts would be the best for me) so the player could hear the logic entirely.
Thanks.
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spongylover123
944 Posts
Posted Oct 29, 2011
Replied 20 minutes later
They use an on completed output and then the level changes I think.
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Hzamd
61 Posts
Posted Oct 29, 2011
Replied 1 hour later
Yeah, but I forgot to say :
My level is transitioning with scripts, not with trigger_changelevel, so, which entity do I have to trigger with this output ?
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spongylover123
944 Posts
Posted Oct 29, 2011
Replied 50 minutes later

Hzamd wrote:
Yeah, but I forgot to say :
My level is transitioning with scripts, not with trigger_changelevel, so, which entity do I have to trigger with this output ?

Valve doesn't use trigger_changelevel -__-

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Hzamd
61 Posts
Posted Oct 29, 2011
Replied 45 minutes later
T_T
You are right
Any ideas about the entities or about the scripts to trigger ?
Please :notworthy:
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ChickenMobile
2,460 Posts
Posted Oct 30, 2011
Replied 14 hours later
Technically Valve used scripts to play most voice lines. Hence the long amount of time the coop disassemblers wait if you have put in the @glados generic_actor.

You can edit the instance (and save it as a custom one) to delay the script being run, even by changing which entity runs the script.
hint: look for an output that runs transitionFromMap()

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Hzamd
61 Posts
Posted Oct 30, 2011
Replied 2 hours later
If I understand, i had to run the choreo sooner
Or change the arrival_departure entity to run the entity which trigger the transition script later ?
I'll try that
thanks