Ai sound: Difference between revisions

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* [[Parentname]]
* [[Parentname]]


* '''Sound Type''' ''soundtype <choices>''
* '''soundtype'''
: 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.
:*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


* '''Location Proxy''' ''locationproxy <target_destination>''
* '''locationproxy'''
: 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)
: <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==
==Inputs==

Revision as of 16:58, 9 July 2005

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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

  • soundtype
<choices> The type of sound or smell will determine the reaction of NPCs that sense it.
  • 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
  • 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

Outputs