Ai sound: Difference between revisions
Jump to navigation
Jump to search
(→Keyvalues: pulled choice values from FGD) |
|||
Line 48: | Line 48: | ||
[[category:AI]] | [[category:AI]] | ||
[[category:Entities]] | [[category:Entities]] | ||
==See also== | |||
[http://www.akilling.org/akg/tutorials/wiseAiSound.asp Example] |
Revision as of 18:15, 28 November 2005
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
- Template:Kv targetname
- Template:Kv parentname
- soundtype
- <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