Making GLaDOS speak: Difference between revisions
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# Create a {{ent|logic_choreographed_scene}} in your play area and set the Scene property to whatever scene you want to play. | # Create a {{ent|logic_choreographed_scene}} in your play area and set the Scene property to whatever scene you want to play. | ||
# Now, just trigger the logic_choreographed_scene entity and listen to GLaDOS speak! | # Now, just trigger the logic_choreographed_scene entity and listen to GLaDOS speak! | ||
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Revision as of 01:51, 21 November 2007
It's actually very easy to make GLaDOS talk, but which method to use may not be immediately obvious. You can play one of her lines using an ambient_generic, but this has an unfortunate downside. ambient_generic entities continue to play even when the game is paused (hence the "ambient" part of the entity name).
In Valve's maps, a logic_choreographed_scene is used instead. Here's how to make GLaDOS speak in your own maps with a logic_choreographed_scene entity:
- Create a small room outside of your regular play area. Cover the walls with the "nodraw" texture.
- Inside the room, create a generic_ai entity. Set the entity's model to metal_box.mdl or something similar. The model doesn't really matter, but Valve uses metal_box in their maps.
- Set the generic_ai entity's Name property to Aperture_AI (the name cannot be anything other than Aperture_AI, otherwise the scenes will not function)
- Create a logic_choreographed_scene in your play area and set the Scene property to whatever scene you want to play.
- Now, just trigger the logic_choreographed_scene entity and listen to GLaDOS speak!
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