Ai sound: Difference between revisions

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{{IO|InsertSound|param=int|deprecated=1|Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius.}}<!--Check CAISound::InputInsertSound. I'm not sure why exactly this is deemed obsolete but it is. -Pinsplash-->
{{IO|InsertSound|param=int|deprecated=1|Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius.}}<!--Check CAISound::InputInsertSound. I'm not sure why exactly this is deemed obsolete but it is. -Pinsplash-->
{{IO|EmitAISound|Make the Sound.}}
{{IO|EmitAISound|Make the Sound.}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1|prel4d=1}}


==Outputs==
==Outputs==

Revision as of 14:44, 7 September 2018

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Ai sound.png

Template:Hl2 point 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. An entity called soundent appears to help with managing AI sounds when the game runs.

C++ In code, it is represented by theCAISoundclass, defined in thesoundent.cppfile.

Keyvalues

Volume (volume) ([todo internal name (i)]) <integer>
How far away this sound can be heard. This is a radius.
Duration (duration) ([todo internal name (i)]) <float>
How long the sound persists each time it plays.
Sound Type (soundtype) ([todo internal name (i)]) <choices>
The type of sound or smell will determine the reaction of NPCs that sense it.
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, 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 Companion Readiness: Low
32768 Player Companion Readiness: Medium
65536 Player Companion Readiness: High
Additional sound context (optional) (soundcontext) ([todo internal name (i)]) <choices>
Optional settings specifying such things as who can or cannot hear the sound. Some settings will require SmartEdit to be turned off.
Todo: Is this list complete?
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)
Location Proxy (locationproxy) ([todo internal name (i)]) <targetname>
If you specify an entity here, the sound will be made at that entity's location (!player is an option).


Inputs

InsertSound <integerRedirectInput/integer> Obsolete
Deprecated.
Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius.
EmitAISound
Make the Sound.


Outputs