Env soundscape triggerable: Difference between revisions

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==Entity Description==
==Entity Description==
[[Image:env_soundscape.png|left]]A point entity that works like the [[env_soundscape]] entity except that it works in conjunction with the [[trigger_soundscape]] entity to determine when a player hears it.  
[[Image:env_soundscape.png|left]]A point entity that works like the [[env_soundscape]] entity except that it works in conjunction with the [[trigger_soundscape]] entity to determine when a player hears it. In some mods such as TF2, soundscapes cannot be "seen" through water, in which case a triggerable soundscape is useful workaround.


{{note|This entity has the same keyvalues, (non-existant) flags, inputs, and outputs as [[env_soundscape]].}}
{{note|This entity has the same keyvalues, (non-existant) flags, inputs, and outputs as [[env_soundscape]].}}

Revision as of 14:12, 19 September 2009

Template:Wrongtitle Template:Base point Template:In code

Entity Description

Env soundscape.png

A point entity that works like the env_soundscape entity except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it. In some mods such as TF2, soundscapes cannot be "seen" through water, in which case a triggerable soundscape is useful workaround.

Note.pngNote:This entity has the same keyvalues, (non-existant) flags, inputs, and outputs as env_soundscape.



Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
  • radius
<integer> Radius - If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it).
  • soundscape
<string> Soundscape - The name of the soundscape to use. Corresponds to an entry in the soundscapes_*.txt file in the hl2/scripts directory (normally packed into the source engine.gcf file).
Literal Value Description
Nothing Nothing
Automatic Automatic
Automatic_Dialog Automatic (dialog)
GenericIndoor Indoor
GenericOutdoor Outdoor
  • position0-7
<target_destination> Sound Position 0-7 - Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • Disabled
Todo: Write description. (It's not a typo - both Disable and Disabled exists.)
  • ToggleEnabled
Toggle the soundscape enabled state.

Outputs

  • OnPlay
Fired when this soundscape becomes the active one.