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Env soundscape proxy: Difference between revisions

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{{lang|Env soundscape proxy}}
<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env soundscape proxy}}{{CD|CEnvSoundscapeProxy|file1=soundscape.cpp}}
{{CD|CEnvSoundscapeProxy|file1=soundscape.cpp}}
{{this is a|name=env_soundscape_proxy|e0|sprite=env_soundscape.png}} 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.
{{entity|type=e0|env_soundscape_proxy|sprite=env_soundscape.png}} 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}}
{{PreservedEnt}}

Revision as of 10:17, 4 January 2024

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C++ Class hierarchy
CEnvSoundscapeProxy
CEnvSoundscape
CServerOnlyEntity
CBaseEntity
C++ soundscape.cpp
Env soundscape.png

env_soundscape_proxy is an e0 available in all Source Source games. 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.


Keyvalues

Soundscape entity (MainSoundscapeName) <targetname>
The soundscape entity to become a copy of.
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.
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

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

ToggleEnabled
Toggle the soundscape on/off.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

OnPlay
Fired when this soundscape becomes the active one.