Env soundscape proxy: Difference between revisions

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{{wrongtitle|title=env_soundscape_proxy}}
[[Image:env_soundscape.png|right]]
{{base_point}}
 
[[Category:Sound System]]
{{base_point|env_soundscape_proxy}} It is an [[env_soundscape]] that inherits all of its properties from another entity. This is useful when dealing with an area that doesn't have clear line of sight, and so requires several identical soundscape entities.


==Entity Description==
== See also ==
[[Image:env_soundscape.png|left]] An entity that acts like a soundscape but gets all of its sound parameters from another [[env_soundscape]] entity.
{{clr}}


==Availability==
* [[Soundscapes]]
{{in game|point}} {{game-base}}
* [[env_soundscape]]
{{in code|class=class_c_env_soundscape_proxy.html CEnvSoundscapeProxy|file=soundscape_8cpp-source.html soundscape.cpp}}


==Keyvalues==
==Keyvalues==
*{{KV Targetname}}
 
*{{KV Parentname with warning}}
{{KV|Soundscape entity|targetname|The [[env_soundscape]] or [[env_soundscape_triggerable]] to become a copy of.}}
*'''MainSoundscapeName'''
{{KV|Radius|float|Defines the entity's sphere of influence. Players must also be able to see the entity for it to trigger. -1 means infinite range. (The FGD warning about this not working is wrong!)}}
:<target_destination> The soundscape to get all sound parameters from
{{KV Parentname with warning}}
*'''radius'''
{{KV Targetname}}
:<float> Radius


==Inputs==
==Inputs==
*{{I Targetname}}
 
*{{I Parentname}}
{{I Parentname}}
{{I Targetname}}


==Outputs==
==Outputs==
*{{O Targetname}}


{{O Targetname}}


== See also ==
[[Category:Sound System]]
 
* [[Soundscapes]]
* [[env_soundscape]]
* [[env_soundscape_triggerable]]
* [[trigger_soundscape]]

Revision as of 10:13, 29 May 2011

Env soundscape.png

Template:Base point It is an env_soundscape that inherits all of its properties from another entity. This is useful when dealing with an area that doesn't have clear line of sight, and so requires several identical soundscape entities.

See also

Keyvalues

Soundscape entity ([todo internal name (i)]) <targetname>
The env_soundscape or env_soundscape_triggerable to become a copy of.
Radius ([todo internal name (i)]) <float>
Defines the entity's sphere of influence. Players must also be able to see the entity for it to trigger. -1 means infinite range. (The FGD warning about this not working is wrong!)
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.
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

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.


Outputs