Ai sound
From Valve Developer Community
| Table of contents |
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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.[edit]
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) |
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- parentname <target_destination>
- Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities 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_combines, and npc_antlion 2048 Sniper Danger: Scares npc_snipers into their hole 4096 Move Away: Pushes away npc_metropolice, npc_citizen, npc_combines, 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 [Episode One Update]
- <integer> How far away this sound can be heard. This is a radius.
- duration [Episode One Update]
- <float> How long the sound persists each time you insert it.
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Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- 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 [Episode One Update]
- EmitAISound [Episode One Update]
- Make the sound.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
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