Ai sound: Difference between revisions

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(→‎Keyvalues: pulled choice values from FGD)
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* '''soundtype'''
* '''soundtype'''
: <choices> The type of sound or smell will determine the reaction of NPCs that sense it.
: <choices> The type of sound or smell will determine the reaction of NPCs that sense it.
{|
:{|
! Literal Value || Description
! Literal Value || Description
|-
|-
| ? || Combat: Will cause most NPCs to become alert  
| 1 || Combat: Will cause most NPCs to become alert  
|-
|-
| ? || World: Will cause most NPCs to become alert  
| 2 || World: Will cause most NPCs to become alert  
|-
|-
| ? || Danger: Will cause most NPCs to move away from the position of the sound  
| 8 || Danger: Will cause most NPCs to move away from the position of the sound  
|-
|-
| ? || Bullet Impact
| 16 || Bullet Impact
|-
|-
| ? || Carcass
| 32 || Carcass
|-
|-
| ? || Meat
| 64 || Meat
|-
|-
| ? || Garbage
| 128 || Garbage
|-
|-
| ? || Thumper: causes antlions to run away briefly
| 256 || Thumper: causes antlions to run away briefly
|-
|-
| ? || Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness  
| 16384, 32768, 65536 || Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness  
|}
|}
* '''locationproxy'''
* '''locationproxy'''

Revision as of 06:37, 6 October 2005

Template:Wrongtitle

Entity Description

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

<choices> The type of sound or smell will determine the reaction of NPCs that sense it.
Literal Value Description
1 Combat: Will cause most NPCs to become alert
2 World: Will cause most NPCs to become alert
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
16384, 32768, 65536 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

Outputs