ai_sound
From Valve Developer Community
Contents |
Entity Description
This entity makes abstract sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs.Contexts
| Literal Value | Description |
|---|---|
| 1048576 | Sound is from Sniper |
| 2097152 | Sound is from Launcher |
| 4194304 | Mortar Explosion Here |
| 8388608 | Only Combine hear/smell |
| 33554432 | Explosion (Usually added to combat sound) |
| 67108864 | Exclude Combine (Combine don't hear/smell) |
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
- soundtype
- <choices> The type of sound or smell will determine the reaction of NPCs that sense it. The contexts above can be factored into the number and entered manually.
Literal Value Description 1 Combat: Will cause most NPCs to become alert 2 World: Will cause most NPCs to become alert 4 Player: Feign player audible 8 Danger: Will cause most NPCs to move away from the position of the sound 16 Bullet Impact 32 Carcass 64 Meat 128 Garbage 256 Thumper: causes antlions to run away briefly 512 Bugbait: get nearby antlions' attention 1024 Physics Danger: Scares off npc_metropolice, npc_combine_s, and npc_antlion 2048 Sniper Danger: Scares npc_snipers into their hole 4096 Move Away: Pushes away npc_metropolice, npc_citizen, npc_combine_s, npc_alyx, and npc_barney, npc_fisherman 8192 Player Vehicle: Makes NPCs hear the player & makes npc_metropolice turn towards the sound (only used by prop_vehicle_airboat 16384 Player Comanion Readiness: Low 32768 Player Comanion Readiness: Medium 65536 Player Comanion Readiness: High
- locationproxy
- <target_destination> The name of an entity to use as a proxy to determine the location at which to make the sound.
- If you specify an entity here, the sound will be made at that entity's location (!player included)
- volume
- <integer> How far away this sound can be heard. This is a radius.
- duration
- <float> How long the sound persists each time you insert it.
Inputs
-
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
-
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
- InsertSound <integer>
- Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius. Obsolete
- EmitAISound
- Make the sound.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.

