L4D2 Level Design/Choreographed Scenes: Difference between revisions
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The rest you can experiment on Hope this helped and good luck! | The rest you can experiment on Hope this helped and good luck! | ||
[[Category:Left 4 Dead 2]] |
Revision as of 11:02, 1 October 2011
In this tutorial you will learn how to easily creat a choreographed scene for left4dead 2.
The essentials
- A box with the nodraw texture outside your map.
- An actor for your scene to refer to.
- A logic_choreographed_scene with the scene file you want to use.
How do I do it?
First create a hollowed out box outside your level with the nodraw texture. Then place inside of it a generic_actor, this will be the actor your scene will refer to, It won't work withought it. After you do this open up its properties menu and under its name type in left4dead_actor then you can close out of the properties tab. Then choose a common world model, something that isnt very big at all we used the f18_placeholder. Last but certainly not least somwhere in your map place down a logic_choreographed_scene, It doesnt really matter where you put it but its best near where you trigger it. The scene that you choose from the scene list in the sound browser Is completely up to you. The sound will come from the actual person being used so if its francis then it will come from him and his lips will move as well. If you want to make a character such as Whitiker in the gun shop then place the actor in the room you want the sound to come from but notice how valve never let you see the actor. Just for the purpose of the tutorial to be thorough We'll show you how to trigger it and how to make complex scenes.(not the sounds themselves just some tips on how to make a scene with mutiple actors flow correctly.)
Triggering It
You will need to make a brush the size you want with the nodraw texture somewhere you players will trigger it and not skip over it. Then click crnt+t to tie to entity and in its class tab make it a trigger_once. Go back to your choreographed scene and name it something appropriate so like Ellis1, Ellis2, Ellis_interrupt which could be used for one of Ellis' many Keeth stories. Now go back to the trigger and under its properties menu go to the outputs tab and click add,
- MyOutputNamed: OnTrigger
- TargetsEntitiesNamed: "Your scenes name"
- ViaThisInput: Start
If your making a conversation then in every choregraphedd scene used make an output basically saying when its done make the next one start (a good start time is with a delay of 1.5 to 2 seconds)
The rest you can experiment on Hope this helped and good luck!