Ai sound: Difference between revisions
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==Keyvalues== | ==Keyvalues== | ||
* | * {{kv targetname}} | ||
* [[Parentname]] | * [[Parentname]] | ||
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==Inputs== | ==Inputs== | ||
* | * {{i targetname}} | ||
* [[Parentname]] | * [[Parentname]] | ||
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==Outputs== | ==Outputs== | ||
* | * {{o targetname}} | ||
[[category:AI]] | [[category:AI]] | ||
[[category:Entities]] | [[category:Entities]] |
Revision as of 21:05, 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.
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