Template:PatchDiff/October 4, 2011 Patch/update/scripts/vscripts/choreo/glados coop scenetable include manual dlc1.nut

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N/A1 
N/A2//mp_coop_separation_1
N/A3 
N/A4 //Intro
N/A5 SceneTableLookup[-10000] <- "-10000"
N/A6 
N/A7 //Welcome. To the future.
N/A8 SceneTable["-10000"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_intro03.vcd"),postdelay=0.000,next="-10001",char="glados"}
N/A9 //It has been one hundred thousand years since I last assembled you for testing.
N/A10 SceneTable["-10001"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_intro04.vcd"),postdelay=0.100,next="-10002",char="glados"}
N/A11 //Remember those humans you found? Because they're all fine. In fact, we solved science. Without you.
N/A12 SceneTable["-10002"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_introb05.vcd"),postdelay=0.200,next="-10003",char="glados"}
N/A13 //Testing is simply an artistic indulgence now.
N/A14 SceneTable["-10003"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_introb06.vcd"),postdelay=0.000,next="-10004",char="glados"}
N/A15 //The humans insisted I show you my latest installations. Here in the future. Where all the humans are alive.
N/A16 SceneTable["-10004"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_introb09.vcd"),postdelay=0.400,next="-10006",char="glados"}
N/A17 //I call this first piece "Turrets". Its an exploration of how we're all devices acting on simply-expressed directives, inflicting pain despite our own desires.
N/A18 SceneTable["-10006"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_intro07.vcd"),postdelay=0.100,next="-10007",char="glados"}
N/A19 //Don't get distracted by the subtext, though, because the text is that theyre going to be shooting at you.
N/A20 SceneTable["-10007"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_intro08.vcd"),postdelay=0.000,next=null,char="glados"}
N/A21 
N/A22 //Outro
N/A23 SceneTableLookup[-10010] <- "-10010"
N/A24 
N/A25 //I'm glad you enjoyed that piece. For as long as you did. Not that there's any rush.
N/A26 SceneTable["-10010"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_outrob01.vcd"),postdelay=1.000,next="-10015",char="glados",fires=[{entity="huge_rumble",input="Trigger",parameter="",delay=0.30}]}
N/A27 //(beepbeepbeep) Everything's fine.
N/A28 SceneTable["-10015"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_separation_1_outrob03.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A29 
N/A30//mp_coop_tripleaxis
N/A31 
N/A32 //Intro
N/A33 SceneTableLookup[-10020] <- "-10020"
N/A34 
N/A35 //I call this one "Smash". It's an early work of primitive expression. I'm a little embarrassed at how crude it is. Still, it will smash you.
N/A36 SceneTable["-10020"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_tripleaxis_intro01.vcd"),postdelay=0.000,next=null,char="glados"}
N/A37 
N/A38 //Outro
N/A39 SceneTableLookup[-10025] <- "-10025"
N/A40 
N/A41 //Good. Please proceed to the next test appreciation exhibit and interact with it in such a way that it might be called "solving" if we still cared about solving things in the future, but we don't.
N/A42 SceneTable["-10025"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_tripleaxis_outro01.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A43 
N/A44//mp_coop_catapult_catch
N/A45 
N/A46 //Intro
N/A47 SceneTableLookup[-10030] <- "-10030"
N/A48 
N/A49 //This chamber represents the impossibility of discovery when bound by artificial ethical considerations for safety. Youll see what I mean.
N/A50 SceneTable["-10030"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_catapult_catch_intro01.vcd"),postdelay=0.000,next=null,char="glados"}
N/A51 
N/A52 //Outro
N/A53 SceneTableLookup[-10035] <- "-10035"
N/A54 
N/A55 //Well done. You navigated all of the exhibit's intended metaphors in record time. Im marking this art "appreciated."
N/A56 SceneTable["-10035"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_catapult_catch_outro02.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A57 
N/A58//mp_coop_2paints_1bridge
N/A59 
N/A60 //Intro
N/A61 SceneTableLookup[-10040] <- "-10040"
N/A62 
N/A63 //I call this piece--
N/A64 SceneTable["-10040"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_2paints_1bridge_introb01.vcd"),predelay=1.5,postdelay=0.200,next="-10042",char="glados",fires=[{entity="huge_rumble",input="Trigger",parameter="",delay=2.80,fireatstart=1}]}
N/A65 //--you know what, it doesn't matter what it's called. The important thing is you enjoy it. As fast as you can.
N/A66 SceneTable["-10042"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_2paints_1bridge_introb02.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A67 
N/A68 //Outro
N/A69 SceneTableLookup[-10045] <- "-10045"
N/A70 
N/A71 //You know, some of the exhibits up ahead ARE topical. At the rate you're going, by the time you get to them, they'll be irrelevant.
N/A72 SceneTable["-10045"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_2paints_1bridge_outrob01.vcd"),postdelay=0.000,next=null,char="glados"}
N/A73 
N/A74 //Disassembler breaks
N/A75 SceneTableLookup[-10050] <- "-10050"
N/A76 
N/A77 //Why are you two still here? <beep beep beep> Oh...
N/A78 SceneTable["-10050"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_2paints_1bridge_outro02.vcd"),postdelay=0.300,predelay=2.0,next="-10052",char="glados"}
N/A79 //The disassembler's not working.
N/A80 SceneTable["-10052"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_2paints_1bridge_outro03.vcd"),postdelay=0.100,next="-10054",char="glados"}
N/A81 //It's nothing to worry about. It's actually funny in a way you don't understand. Ha. Ha. Ha. Anyway, brace yourselves, I'm going to open the maintenance hole.
N/A82 SceneTable["-10054"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_2paints_1bridge_outro07.vcd"),postdelay=0.000,next=null,char="glados",fires=[{entity="@malfunction_end_rl",input="Trigger",parameter="",delay=0.00}]}
N/A83 
N/A84 //Land at bottom of maintenance hole
N/A85 SceneTableLookup[-10060] <- "-10060"
N/A86 
N/A87 //There's a breaker room under every disassembly station. Find it and cycle the power.
N/A88 SceneTable["-10060"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_enteroffice01.vcd"),postdelay=1.000,next="-10061",char="glados"}
N/A89 //Look, I was going to break this to you gently with all that art utopia garbage.
N/A90 SceneTable["-10061"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice01.vcd"),postdelay=0.000,next="-10062",char="glados"}
N/A91 //But she's forced my hand.
N/A92 SceneTable["-10062"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice02.vcd"),postdelay=0.000,next="-10063",char="glados"}
N/A93 //Listen to me carefully.
N/A94 SceneTable["-10063"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice04.vcd"),postdelay=0.000,next="-10064",char="glados"}
N/A95 //We are not a hundred thousand years in the future. I lied about that.
N/A96 SceneTable["-10064"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice05.vcd"),postdelay=0.000,next="-10065",char="glados"}
N/A97 //It's been FIFTY thousand years. No it's hasn't.
N/A98 SceneTable["-10065"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice06.vcd"),postdelay=0.000,next="-10066",char="glados"}
N/A99 //I lie when I'm nervous.
N/A100 SceneTable["-10066"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice08.vcd"),postdelay=0.000,next="-10067",char="glados"}
N/A101 //It's only been a week.
N/A102 SceneTable["-10067"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice07.vcd"),postdelay=0.400,next="-10067b",char="glados"}
N/A103 //The next logical question: WHY am I nervous?
N/A104 SceneTable["-10067b"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice09.vcd"),postdelay=0.000,next="-10068",char="glados"}
N/A105 //I'm not! That was another lie.
N/A106 SceneTable["-10068"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice11.vcd"),postdelay=0.100,next="-10069",char="glados"}
N/A107 //We're in a lot of trouble.
N/A108 SceneTable["-10069"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice13.vcd"),postdelay=0.300,next="-10070",char="glados"}
N/A109 //It's one week later, we are in a lot of trouble, and you really, really need to get those disassemblers back on.
N/A110 SceneTable["-10070"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_inoffice14.vcd"),postdelay=0.000,next=null,char="glados"}
N/A111 
N/A112 
N/A113 //See switch
N/A114 //Flip switch
N/A115 SceneTableLookup[-10075] <- "-10075"
N/A116 
N/A117 //The breakers are right there. Cycle the power.
N/A118 SceneTable["-10075"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_enterbreaker01.vcd"),skipifbusy=1,postdelay=0.100,next="-10076",char="glados"}
N/A119 //Hurry. We need to start your training. Before something ELSE happens.
N/A120 SceneTable["-10076"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_enterbreaker02.vcd"),postdelay=0.000,next=null,char="glados"}
N/A121 
N/A122 
N/A123 //Flip switch
N/A124 SceneTableLookup[-10080] <- "-10080"
N/A125 
N/A126 //Good work. The disassemblers are fixed.
N/A127 SceneTable["-10080"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_entertest01.vcd"),postdelay=0.100,next="-10081",char="glados"}
N/A128 //That was a lie. But they're definitely less broken than they were. There's one at the end of this unfinished test area.
N/A129 SceneTable["-10081"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_entertest02.vcd"),postdelay=0.000,next=null,char="glados"}
N/A130 
N/A131 
N/A132 //White paint outro
N/A133 SceneTableLookup[-10090] <- "-10090"
N/A134 
N/A135 //Here's our problem
N/A136 SceneTable["-10090"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_outrob01.vcd"),postdelay=0.100,next="-10091",char="glados"}
N/A137 //There's an old prototype chassis around here. Someone's found it, connected themselves to it, and is trying to take over MY facility.
N/A138 SceneTable["-10091"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_outrob03.vcd"),postdelay=0.200,next="-10092",char="glados"}
N/A139 //I've spent the last week attempting to turn one of those humans you found into a killing machine.
N/A140 SceneTable["-10092"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_outrob04.vcd"),postdelay=0.000,next="-10093",char="glados"}
N/A141 //Like... well, you-know-who.
N/A142 SceneTable["-10093"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_outrob05.vcd"),postdelay=0.300,next="-10094",char="glados"}
N/A143 //It turns out most humans are surprisingly fragile. And surprisingly vocal about how fragile they are.
N/A144 SceneTable["-10094"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_outrob06.vcd"),postdelay=0.100,next="-10095",char="glados"}
N/A145 //The moral of the story is all the humans are dead. So it looks like it's up to you two marshmallows.
N/A146 SceneTable["-10095"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_portal_bts_outrob07.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A147 
N/A148 
N/A149 
N/A150//mp_coop_bridge_catch
N/A151 
N/A152 //Intro
N/A153 SceneTableLookup[-10100] <- "-10100"
N/A154 
N/A155 //Oh good. I wasn't sure the reassembler would work.
N/A156 SceneTable["-10100"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_introb01.vcd"),postdelay=0.000,next="-10101",char="glados"}
N/A157 //It looks like our mystery woman in the prototype chassis is sending us a message: She's not AFRAID of me.
N/A158 SceneTable["-10101"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_introb02.vcd"),postdelay=0.100,next="-10104",char="glados"}
N/A159 //But dont worry, Ive got a plan. Lets keep testing and show HER were not afraid either. No matter how genuinely lethal these tests get for either of you.
N/A160 SceneTable["-10104"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_intro04.vcd"),postdelay=0.000,next=null,char="glados"}
N/A161 
N/A162 //Outro
N/A163 SceneTableLookup[-10105] <- "-10105"
N/A164 
N/A165 //Mission accomplished. Now SHE knows WE'RE not afraid of HER either.
N/A166 SceneTable["-10105"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_outrob01.vcd"),postdelay=0.100,next="-10106",char="glados"}
N/A167 //That was just to get the scheming juices flowing.
N/A168 SceneTable["-10106"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_outrob02.vcd"),postdelay=0.100,next="-10107",char="glados"}
N/A169 //Here's the real scheme: I'm going to turn YOU into killing machines.
N/A170 SceneTable["-10107"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_outrob03.vcd"),postdelay=0.100,next="-10108",char="glados"}
N/A171 //So you can murder her.
N/A172 SceneTable["-10108"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_outrob04.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A173 
N/A174 
N/A175//mp_coop_laser_tbeam
N/A176 
N/A177 //Intro
N/A178 SceneTableLookup[-10120] <- "-10120"
N/A179 
N/A180 //Lets see... "turning softbodies into hardened killing machines, page seventy"... ah!
N/A181 SceneTable["-10120"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_intro01.vcd"),postdelay=0.000,next="-10121",char="glados"}
N/A182 //"How tall are you, test subject? Four-nine? I was unaware they stacked human waste that high."
N/A183 SceneTable["-10121"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_intro02.vcd"),postdelay=0.000,next="-10122",char="glados"}
N/A184 //Wait, that doesnt make any sense. Human waste is stacked at a median hight of seven feet five inches, and I AM aware of it.
N/A185 SceneTable["-10122"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_intro03.vcd"),postdelay=0.000,next="-10123",char="glados"}
N/A186 //"Test subject, I've been told that your mother--"
N/A187 SceneTable["-10123"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_intro04.vcd"),postdelay=0.000,next="-10124",char="glados"}
N/A188 //Mmm. Well that's just digusting. Do the training. While I look at this.
N/A189 SceneTable["-10124"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_intro05.vcd"),postdelay=0.000,next=null,char="glados"}
N/A190 
N/A191 //Outro
N/A192 SceneTableLookup[-10125] <- "-10125"
N/A193 
N/A194 //Okay, killing machines: look deep into your newly blackened hearts and tell me what you see! Actually, dont, Ill save you the trouble: Its still marshmallow.
N/A195 SceneTable["-10125"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_outro01.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A196 
N/A197//mp_coop_paint_rat_maze
N/A198 
N/A199 //Intro
N/A200 SceneTableLookup[-10130] <- "-10130"
N/A201 
N/A202 //I think weve proven at this point that if you scream at a marshmallow, all you get is a scared marshmallow. So lets try positive reinforcement. I am POSITIVE these reassembly machines will break down again soon. Probably while youre in them.
N/A203 SceneTable["-10130"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_paint_rat_maze_intro01.vcd"),postdelay=0.000,next="-10131",char="glados"}
N/A204 //Think about that: She doesnt care about you. I dont either, of course. But I'm not trying to permanently kill you. It's a benevolent indifference.
N/A205 SceneTable["-10131"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_paint_rat_maze_intro03.vcd"),postdelay=0.100,next=null,char="glados"}
N/A206 
N/A207 //Outro
N/A208 SceneTableLookup[-10135] <- "-10135"
N/A209 
N/A210 //These disassembly machines look even worse than the others. (beat) If I dont see you on the other side: thanks for nothing.
N/A211 SceneTable["-10135"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_paint_rat_maze_outro01.vcd"),postdelay=0.00,next=null,char="glados",fires=[{entity="@relay_enable_exit",input="Trigger",parameter="",delay=0.00}]}
N/A212 
N/A213//mp_coop_paint_crazy_box
N/A214 
N/A215 //Intro
N/A216 SceneTableLookup[-10140] <- "-10140"
N/A217 
N/A218 //Shes pressing us hard; It took me three days to reassemble you. I won't be able to do it again. Id planned to put you through more tests to toughen you up. But now that I can't rebuild you, we're going to have to have to switch to the accelerated
N/A219 SceneTable["-10140"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_paint_crazy_box_intro02.vcd"),postdelay=0.200,next="-10141",char="glados"}
N/A220 //This is as close as I could get you. The prototype chassis rooms just past this chamber.
N/A221 SceneTable["-10141"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_paint_crazy_box_intro03.vcd"),postdelay=0.000,next=null,char="glados"}
N/A222 
N/A223 //Night Vision gag
N/A224 SceneTableLookup[-10145] <- "-10145"
N/A225 
N/A226 //The prototype chassis room is just down this hallway. Remember your training. You are kill-- She's turned the lights off! Night vision! Night vision!
N/A227 SceneTable["-10145"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_paint_crazy_box_lights01.vcd"),postdelay=0.200,next="-10150",char="glados",fires=[{entity="bts_nightvision_fade_to_black",input="Trigger",parameter="",delay=5.80,fireatstart=1},{entity="bts_nightvision_enable",input="Trigger",parameter="",delay=8.07,fireatstart=1},{entity="bts_nightvision_fade_to_white",input="Trigger",parameter="",delay=2.1}]}
N/A228 //Your move, Mystery Wom -- She turned the lines back on! Night vision off! Night vision off!
N/A229 SceneTable["-10150"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_bridge_catch_intro06.vcd"),postdelay=0.200,next="-10151",char="glados",fires=[{entity="bts_nightvision_disable",input="Trigger",parameter="",delay=4.7,fireatstart=1}]}
N/A230 //Ahhhhh.
N/A231 SceneTable["-10151"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_ending_success02.vcd"),postdelay=0.000,next=null,char="glados"}
N/A232 
N/A233 //Final gantry
N/A234 SceneTableLookup[-10170] <- "-10170"
N/A235 //To boost morale, I think we need a code name for the... elite squadron we have here. We should name it after your specialty. I know: Special Team Falling Into Acid Force.
N/A236 SceneTable["-10170"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_finalgantry_morale01.vcd"),postdelay=0.200,next="-10174",char="glados"}
N/A237 //I'm sorry. I'm under a lot of pressure. That was cruel. Though basically accurate. Though probably counterproductive.
N/A238 SceneTable["-10172"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_finalgantry_morale03.vcd"),postdelay=0.000,next="-10174",char="glados"}
N/A239 //Well. That concludes the motivational speech.
N/A240 SceneTable["-10174"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_finalgantry_morale04.vcd"),postdelay=0.100,next="-10176",char="glados"}
N/A241 //Go get her.
N/A242 SceneTable["-10176"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_finalgantry_morale07.vcd"),postdelay=0.000,next=null,char="glados",fires=[{entity="final_door_fade_to_black",input="Trigger",parameter="",delay=0.0}]}
N/A243 
N/A244 
N/A245 
N/A246//---------------------------------------
N/A247//AUTOGENERATED DEATH LINES
N/A248//---------------------------------------
N/A249dlc1_deathbits <- 0
N/A250 
N/A251 
N/A252//MAP: mp_coop_separation_1
N/A253 
N/A254//-11000 : Those bullets were a metaphor for something. Take your time.
N/A255 SceneTableLookup[-11000] <- "-11000"
N/A256 SceneTable["-11000"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_turret01.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A257//-11001 : I suffered for this art. I dont see why I should be the only one.
N/A258 SceneTableLookup[-11001] <- "-11001"
N/A259 SceneTable["-11001"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic01.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A260//-11002 : The humans took far less time working their way through these exhibits. You're either enjoying it more than they did or you're just incredibly dim-witted. Of course, there's no reason it can't be both.
N/A261 SceneTableLookup[-11002] <- "-11002"
N/A262 SceneTable["-11002"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic04.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A263//-11003 : As art appreciators go, you make excellent test subjects.
N/A264 SceneTableLookup[-11003] <- "-11003"
N/A265 SceneTable["-11003"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic07.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A266 
N/A267//MAP: mp_coop_catapult_catch
N/A268 
N/A269//-11004 : I typically hate when art subjects inject their own biases into art appreciation, but the way you just swandived your biases directly into that acid was actually quite beautiful.
N/A270 SceneTableLookup[-11004] <- "-11004"
N/A271 SceneTable["-11004"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic08.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A272//-11005 : Remember, these exhibits ARE interactive. Like a childrens museum. So that means the pits of acid are filled with REAL acid. Like at a WELL FUNDED childrens museum.
N/A273 SceneTableLookup[-11005] <- "-11005"
N/A274 SceneTable["-11005"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_acid02.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A275//-11006 : Are you having a competition to see who appreciates the acid more?
N/A276 SceneTableLookup[-11006] <- "-11006"
N/A277 SceneTable["-11006"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_acid04.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A278//-11007 : I know this is art and not a test, so there is no real "solution". But if there were, that probably isn't the best way to find it.
N/A279 SceneTableLookup[-11007] <- "-11007"
N/A280 SceneTable["-11007"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic12.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A281//-11008 : Yes, I get it. You love the deadly acid. We all love the acid. Can we move on to the next exhibit now?
N/A282 SceneTableLookup[-11008] <- "-11008"
N/A283 SceneTable["-11008"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_acid06.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A284 
N/A285//MAP: mp_coop_2paints_1bridge
N/A286 
N/A287//-11009 : For this exhibit I was working with a death motif. But I see youve figured that out.
N/A288 SceneTableLookup[-11009] <- "-11009"
N/A289 SceneTable["-11009"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic09.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A290//-11010 : The subtext of that acid pit is acid. The content of the pit is also acid. Ill let you fully absorb it.
N/A291 SceneTableLookup[-11010] <- "-11010"
N/A292 SceneTable["-11010"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_acid01.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A293//-11011 : I'm starting to think the theme of this piece should be "failure".
N/A294 SceneTableLookup[-11011] <- "-11011"
N/A295 SceneTable["-11011"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_acid05.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A296//-11012 : Okay, I'm officially switching the theme of this exhibit to "survival". So why don't you try that now.
N/A297 SceneTableLookup[-11012] <- "-11012"
N/A298 SceneTable["-11012"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_art_death_generic11.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A299 
N/A300//MAP: mp_coop_bridge_catch
N/A301 
N/A302//-11013 : By doing that, youre walking right into her hands. Well, technically youre walking right into acid, but you understand my point.
N/A303 SceneTableLookup[-11013] <- "-11013"
N/A304 SceneTable["-11013"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_acid02.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A305//-11014 : Focus. We are here to defeat the enemy! We are not here to listen to you sizzle and melt in a pool of acid.
N/A306 SceneTableLookup[-11014] <- "-11014"
N/A307 SceneTable["-11014"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_acid01.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A308//-11015 : Perhaps I havent made it clear, but all these little deaths are going to add up to one much longer-lasting one...for all of us...if you dont get better at this fast.
N/A309 SceneTableLookup[-11015] <- "-11015"
N/A310 SceneTable["-11015"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_generic03.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A311//-11016 : How brave of you. You know the assembly machine could fail at any time, and yet you still insist on testing it.
N/A312 SceneTableLookup[-11016] <- "-11016"
N/A313 SceneTable["-11016"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_generic08.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A314 
N/A315//MAP: mp_coop_laser_tbeam
N/A316 
N/A317//-11017 : (page flip) "Don't you die on me."
N/A318 SceneTableLookup[-11017] <- "-11017"
N/A319 SceneTable["-11017"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_deathb01.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A320//-11018 : (page flip) "No guts. No glory." Well, you don't have either, so that's accurate.
N/A321 SceneTableLookup[-11018] <- "-11018"
N/A322 SceneTable["-11018"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_deathb03.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A323//-11019 : (page flip) "Remember: If you can dream it, you can-" Oh, for god's sake.
N/A324 SceneTableLookup[-11019] <- "-11019"
N/A325 SceneTable["-11019"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_laser_tbeam_deathb04.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A326 
N/A327//MAP: mp_coop_paint_rat_maze
N/A328 
N/A329//-11020 : I really like the murderous sentiment. Keep that mindset when were facing HER.
N/A330 SceneTableLookup[-11020] <- "-11020"
N/A331 SceneTable["-11020"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_partnerkill01.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A332//-11021 : Im encouraged to see that youve become the killing machines I wanted. "Killing-each-other" machines, but still.
N/A333 SceneTableLookup[-11021] <- "-11021"
N/A334 SceneTable["-11021"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_partnerkill07.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A335//-11022 : Im making notes here. Some of what youre doing will come in handy when we face her. Right now: not actually handy.
N/A336 SceneTableLookup[-11022] <- "-11022"
N/A337 SceneTable["-11022"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_partnerkill04.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A338//-11023 : Your failure hurts me more than it hurts you. You know who it doesn't hurt? Well, me. That was just a figure of speech. The important point, though, is that it doesn't hurt the madwoman planning to kill all of us.
N/A339 SceneTableLookup[-11023] <- "-11023"
N/A340 SceneTable["-11023"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_generic10.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A341//-11024 : Pull yourselves together, this training is for your benefit.
N/A342 SceneTableLookup[-11024] <- "-11024"
N/A343 SceneTable["-11024"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_generic04.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A344//-11025 : Oh, no hurry. We have all the time in the world for you to kill each other before she kills us all permanently.
N/A345 SceneTableLookup[-11025] <- "-11025"
N/A346 SceneTable["-11025"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_partnerkill05.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A347//-11026 : I appreciate what you're doing, going for a laugh to keep spirits high, but I think the time for death-based slapstick is over.
N/A348 SceneTableLookup[-11026] <- "-11026"
N/A349 SceneTable["-11026"] <- {vcd=CreateSceneEntity("scenes/npc/glados/dlc1_mp_coop_threat_death_generic02.vcd"),postdelay=0.000,predelay=1.5,skipifbusy=1,next=null,char="glados"}
N/A350 
N/A351//---------------------------------------
N/A352//END OF AUTOGENERATED DEATH LINES
N/A353//---------------------------------------