If you can find someone who knows how to do this, then sure, that would be easiest.
If not, then you could learn how to do it yourself using the tools I mentioned. For example, if you decompile the first tutorial level, t0a0.bsp, and open up the resulting .map file in J.A.C.K., then you'll find a trigger_once
in the middle of the first room. This triggers a multi_manager
. When you look at the properties of that entity (press the SmartEdit button so you can see the raw keyvalues) then you'll see that it triggers multiple other entities, each at a specific time:
targetname intromm -- the name of this multi_manager
intro .5 -- someone at Valve forgot to remove this, because there's no entity with the name 'intro'
td1 15 -- the door to the HEV suit room
td1l 14.5 -- the light above the door to the HEV suit room
holo1light 0 -- the hologram light
sent_intro 0 -- the scripted_sentence entity for the hologram welcome speech (sentence: !HOLO_WELCOME)
sent_button 14.5 -- the scripted_sentence for the hologram speech about buttons (sentence: !HOLO_BUTTON)
butlight 15.1 -- the light above the button in front of the hologram
butsprite 15.2 -- the twinkling sprite that shows up above the button
J.A.C.K. can display arrows between entities that trigger each other, but unfortunately that doesn't work for multi_managers. Fortunately J.A.C.K. does have a way to search for entities with specific names: in the menu, go to Map -> Entity report, then in the Filter area of that window, enable 'by key/value', enter 'targetname' as key and the name of the entity you're looking for as value.
In this case, we can see that the first scripted_sentence
is triggered immediately, with another shorter speech triggered after 14.5 seconds, along with a door and some lights and sprites. If your translated speech has a different duration, then you'll have to modify all those 14/15 second delays. In BSPEdit, search for multi_manager entities until you find the one with the same targetname (in this case that's the first multi_manager). Here's what it looks like in BSPEdit:
"origin" "-1328 -1484 -4"
The key/value order is different, but that doesn't matter. Now change the 14/15 second delays to something suitable and save the map. Just be sure not to remove or add any double-quotes, otherwise Half-Life won't be able to read these entities anymore.