Ai sound: Difference between revisions
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m (Robot: fixing template case.) |
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: <target_destination> The name of an entity to use as a proxy to determine the location at which to make the sound. | : <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) | : If you specify an entity here, the sound will be made at that entity's location (!player included) | ||
* '''{{ | * '''{{EP1 add|volume}}''' | ||
: <integer> How far away this sound can be heard. This is a radius. | : <integer> How far away this sound can be heard. This is a radius. | ||
* '''{{ | * '''{{EP1 add|duration}}''' | ||
: <float> How long the sound persists each time you insert it. | : <float> How long the sound persists each time you insert it. | ||
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* '''InsertSound <integer>''' | * '''InsertSound <integer>''' | ||
: Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius. {{ | : Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius. {{EP1 add|Obsolete}} | ||
* '''{{ | * '''{{EP1 add|EmitAISound}}''' | ||
: Make the sound. | : Make the sound. | ||
Revision as of 19:18, 19 January 2009
Entity Description
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.
Contexts
Literal Value | Description |
---|---|
1048576 | Sound is from Sniper |
2097152 | Sound is from Launcher |
4194304 | Mortar Explosion Here |
8388608 | Only Combine hear/smell |
33554432 | Explosion (Usually added to combat sound) |
67108864 | Exclude Combine (Combine don't hear/smell) |
Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- soundtype
- <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_combine_s, and npc_antlion 2048 Sniper Danger: Scares npc_snipers into their hole 4096 Move Away: Pushes away npc_metropolice, npc_citizen, npc_combine_s, 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)
- volume (in all games since
)
- <integer> How far away this sound can be heard. This is a radius.
- duration (in all games since
)
- <float> How long the sound persists each time you insert it.
Inputs
- InsertSound <integer>
- Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius. Obsolete (in all games since
)
- EmitAISound (in all games since
)
- Make the sound.