Ai sound: Difference between revisions

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m (→‎Inputs: expanded)
m (→‎Keyvalues: Upgraded sound list)
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* {{kv parentname}}
* {{kv parentname}}
* '''soundtype'''
* '''soundtype'''
: <choices> The type of sound or smell will determine the reaction of NPCs that sense it.
: <choices> The type of sound or smell will determine the reaction of NPCs that sense it. The [[#Contexts|contexts above]] can be factored into the number and entered manually.
:{|
:{|
! Literal Value || Description
! Literal Value || Description
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|-
|-
| 2 || World: 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  
| 8 || Danger: Will cause most NPCs to move away from the position of the sound  
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|-
|-
| 256 || Thumper: causes antlions to run away briefly
| 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_sniper]]s 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
| 16384 || Player Comanion Readiness: Low

Revision as of 20:30, 6 April 2006

Template:Wrongtitle

Entity Description

Ai sound.png

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.

Keyvalues

<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)

Inputs

  • InsertSound <integer>
Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius

Outputs

See also

Example