Env soundscape proxy: Difference between revisions

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{{base_point|env_soundscape_proxy|sprite=env_soundscape}} It is an [[env_soundscape]] that inherits all of its properties except radius 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. {{clr}}
{{lang|Env soundscape proxy}}
{{base point|env_soundscape_proxy|sprite=env_soundscape}} It plays a [[soundscape]] with the properties set by an {{ent|env_soundscape}} or {{ent|env_soundscape_triggerable}}. This is convenient for soundscapes that can be triggered through many possible entrances/exits as it prevents the mapper from having to synchronize settings for many individual entities.
 
{{PreservedEnt}}
 
{{code class|CEnvSoundscapeProxy|soundscape.cpp}}


==Keyvalues==
==Keyvalues==
{{KV|Soundscape entity|targetname|The [[env_soundscape]] or [[env_soundscape_triggerable]] to become a copy of.}}
{{KV|Soundscape entity (MainSoundscapeName)|targetname|The soundscape entity to become a copy of.}}
{{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!)}}
{{KV|Radius (radius)|float|Defines the entity's sphere of influence. Players must also have [[LOS]] to the entity for it to trigger. -1 means infinite range. A note inside the FGD file says this does not work, but it does.}}
{{KV Parentname with warning}}
{{KV BaseEntity}}
{{KV Targetname}}


==Inputs==
==Inputs==
{{I Parentname}}
{{I BaseEntity}}
{{I Targetname}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity|l4d=1}}
 
== See also ==
* [[Soundscapes]]
* [[env_soundscape]]


[[Category:Sound System]]
[[Category:Sound System]]

Revision as of 21:27, 1 October 2018

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Template:Base point It plays a soundscape with the properties set by an env_soundscape or env_soundscape_triggerable. This is convenient for soundscapes that can be triggered through many possible entrances/exits as it prevents the mapper from having to synchronize settings for many individual entities.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
C++ In code, it is represented by theCEnvSoundscapeProxyclass, defined in thesoundscape.cppfile.

Keyvalues

Soundscape entity (MainSoundscapeName) ([todo internal name (i)]) <targetname>
The soundscape entity to become a copy of.
Radius (radius) ([todo internal name (i)]) <float>
Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range. A note inside the FGD file says this does not work, but it does.


Inputs

Outputs