Ai sound: Difference between revisions
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* Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness | * Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness | ||
== | ==Keyvalues== | ||
* | * [[Targetname]] | ||
* | * [[Parentname]] | ||
* '''Sound Type''' ''soundtype <choices>'' | * '''Sound Type''' ''soundtype <choices>'' | ||
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: 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) | : 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== | |||
* | * [[Targetname]] | ||
* | * [[Parentname]] | ||
* '''InsertSound <integer>''' | * '''InsertSound <integer>''' | ||
: Insert a sound in the AI sound list | : Insert a sound in the AI sound list | ||
==Outputs== | |||
* [[Targetname]] | |||
[[category:AI]] | [[category:AI]] | ||
[[category:Entities]] | [[category:Entities]] |
Revision as of 16:57, 9 July 2005
Entity Description
Entity Name: ai_sound
This entity makes sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs.
Sound Types
- Combat: Will cause most NPCs to become alert
- World: Will cause most NPCs to become alert
- Danger: Will cause most NPCs to move away from the position of the sound
- Bullet Impact:
- Carcass:
- Meat:
- Garbage:
- Thumper: causes antlions to run away briefly
- Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness
Keyvalues
- Sound Type soundtype <choices>
- The type of sound or smell will determine the reaction of NPCs that sense it.
- Location Proxy 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