Ai sound: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
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[http://www.akilling.org/akg/tutorials/wiseAiSound.asp Example] | [http://www.akilling.org/akg/tutorials/wiseAiSound.asp Example] | ||
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Revision as of 00:18, 30 November 2011
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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- 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 (in all games since
)
- <integer> How far away this sound can be heard. This is a radius.
- duration (in all games since
)
- <float> How long the sound persists each time you insert it.
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- 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 the the movement hierarchy, leaving it free to move independently.
- InsertSound <integer>
- Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius. Obsolete (in all games since
)
- EmitAISound (in all games since
)
- Make the sound.