Chamber 04: add trigger for cube in corridor; add cutscene to check for cube in corridor, opening the "escape hatch" like in Portal Non-64

This commit is contained in:
Deconimus 2024-02-28 13:16:43 +01:00
parent 672d4b558d
commit 93d6d33b2b
2 changed files with 9 additions and 1 deletions

View file

@ -11,6 +11,13 @@ cutscenes:
- q_sound SOUNDS_02_PART1_SUCCESS_2 CH_GLADOS PORTAL_02_PART1_SUCCESS_2
DROP_CUBE:
- set_signal cube_dropper
- start_cutscene CHECK_TRAPPED
CHECK_TRAPPED:
- wait_for_signal cube_corridor 210
- q_sound 08_PART1_TRAPPED_1 CH_GLADOS PORTAL_08_PART1_TRAPPED_1
- q_sound 08_PART1_TRAPPED_2 CH_GLADOS PORTAL_08_PART1_TRAPPED_2
- wait_for_channel CH_GLADOS
- set_signal escape_hatch
SIGNAGE_5:
- activate_signage 5
ENTER_BUTTON_ROOM:
@ -28,4 +35,5 @@ operators:
- should_open_door = exit_2_0 and exit_2_1
- should_open_door = should_open_door or bad_person
- not_in_room = not in_room
- double_door = should_open_door and not_in_room
- double_door = should_open_door and not_in_room
- exit = exit or escape_hatch