Trigger soundscape: Difference between revisions
Jump to navigation
Jump to search

Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
Note:This entity has special check if dead players or spectators are touching it. For living players this entity's brush model is used to determine if they are touching it, but for dead players or spectators AABB is used. See lazy brush entities and the picture there.
Warning:Does NOT use filters or flags to determine whether the specified soundscape should be activated or not. Touching this in its enabled state is all that matters.
Note:As this entity is derived from CBaseTrigger it has regular trigger properties available. Filters and flags work on outputs but because this is a preserved entity and the filters are not, the filter will be lost upon round restart and not set up again so it's not advised to be used for those purposes as regular triggers are available.
(semi lazy brush entity) |
|||
Line 6: | Line 6: | ||
{{PreservedEnt|trigger_soundscape}} | {{PreservedEnt|trigger_soundscape}} | ||
{{note|This entity has special check if dead players or spectators are touching it. For living players this entity's brush model is used to determine if they are touching it, but for dead players or spectators AABB is used. See [[lazy brush entities]] and the picture there.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 17:06, 1 October 2024


![]() |
---|
CTriggerSoundscape |
![]() |
trigger_soundscape
is a brush entity available in all Source games. It automatically triggers an env_soundscape_triggerable whenever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that
env_soundscape_triggerable
will still act like regular env_soundscape which means it can be activated when getting into its line of sight and specified radius, so it should be placed somewhere out of reach of the player if this behavior is undesired.









If the game has round restart mechanics this entity may not behave as expected:
|

Keyvalues
- Soundscape (soundscape) <targetname>
- Targetname of the env_soundscape_triggerable that this brush triggers.
Risk of Confusion:Not to be confused with the actual soundscape that the env_soundscape_triggerable then plays.
- StartDisabled (StartDisabled) <boolean>
- If true starts disabled

Inputs
- Enable / Disable / Toggle
- Enables, disables or toggles the trigger. Act of disabling it doesn't end the soundscape if it's already playing.
Important:Make sure to take into consideration that this is preserved entity so the effect of enabling or disabling will carry over during restart
