Ai sound: Difference between revisions

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{{wrongtitle|title=ai_sound}}
{{wrongtitle|title=ai_sound}}


==ai_sound==
==Entity Description==
'''Entity Name:''' ai_sound


This entity makes sounds or smells that can be sensed by NPCs, butnot by the player. This can be used to cause reactions in nearby NPCs.
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.


===Sound Types===
===Sound Types===
Line 17: Line 18:
* Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness
* Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness


==Keys==
==Entity Values==
===Keys===


'''Name''' targetname <target_source> The name that other entities refer to this entity by.
* '''Name''' ''targetname <target_source>''
: The name that other entities refer to this entity by.


'''Parent''' parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
* '''Parent''' ''parentname <target_destination>''
: The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.


'''Sound Type''' soundtype <choices> The type of sound or smell will determine the reaction of NPCs that sense it.
* '''Sound Type''' ''soundtype <choices>''
: The type of sound or smell will determine the reaction of NPCs that sense it.


'''Location Proxy''' 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)
* '''Location Proxy''' ''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==
===Inputs===


'''Kill''' Removes this entity from the world.
* '''Kill'''  
: Removes this entity from the world.


'''KillHierarchy''' Removes this entity and all its children from the world.
* '''KillHierarchy'''  
: Removes this entity and all its children from the world.


'''AddOutput <string>''' Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
* '''AddOutput <string>'''
: Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.


'''FireUser1''' Causes this entity's OnUser1 output to be fired.
* '''FireUser1'''
: Causes this entity's OnUser1 output to be fired.


'''FireUser2''' Causes this entity's OnUser2 output to be fired.
* '''FireUser2'''
: Causes this entity's OnUser2 output to be fired.


'''FireUser3''' Causes this entity's OnUser3 output to be fired.
* '''FireUser3'''
: Causes this entity's OnUser3 output to be fired.


'''FireUser4''' Causes this entity's OnUser4 output to be fired.
* '''FireUser4'''
: Causes this entity's OnUser4 output to be fired.


'''SetParent <string>''' Changes the entity's parent in the movement hierarchy.
* '''SetParent <string>'''
: Changes the entity's parent in the movement hierarchy.


'''SetParentAttachment <string>''' Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
* '''SetParentAttachment <string>'''
: Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.


'''ClearParent''' Removes this entity from the the movement hierarchy, leaving it free to move independently.
* '''ClearParent'''
: Removes this entity from the the movement hierarchy, leaving it free to move independently.


'''InsertSound <integer>''' Insert a sound in the AI sound list
* '''InsertSound <integer>'''  
: Insert a sound in the AI sound list


==Outputs==
===Outputs===


'''OnUser1''' Fired in response to FireUser1 input.
* '''OnUser1'''
: Fired in response to FireUser1 input.


'''OnUser2''' Fired in response to FireUser2 input.
* '''OnUser2'''
: Fired in response to FireUser2 input.


'''OnUser3''' Fired in response to FireUser3 input.
* '''OnUser3'''
: Fired in response to FireUser3 input.


'''OnUser4''' Fired in response to FireUser4 input.
* '''OnUser4'''
: Fired in response to FireUser4 input.


[[category:AI]]
[[category:AI]]
[[category:Entities]]
[[category:Entities]]

Revision as of 08:30, 9 July 2005

Template:Wrongtitle

Entity Description

Entity Name: ai_sound

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.

Sound Types

  • Combat: Will cause most NPCs to become alert
  • World: Will cause most NPCs to become alert
  • Danger: Will cause most NPCs to move away from the position of the sound
  • Bullet Impact:
  • Carcass:
  • Meat:
  • Garbage:
  • Thumper: causes antlions to run away briefly
  • Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness

Entity Values

Keys

  • Name targetname <target_source>
The name that other entities refer to this entity by.
  • Parent parentname <target_destination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
  • Sound Type soundtype <choices>
The type of sound or smell will determine the reaction of NPCs that sense it.
  • Location Proxy 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

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string>
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1
Causes this entity's OnUser1 output to be fired.
  • FireUser2
Causes this entity's OnUser2 output to be fired.
  • FireUser3
Causes this entity's OnUser3 output to be fired.
  • FireUser4
Causes this entity's OnUser4 output to be fired.
  • SetParent <string>
Changes the entity's parent in the movement hierarchy.
  • SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
  • ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • InsertSound <integer>
Insert a sound in the AI sound list

Outputs

  • OnUser1
Fired in response to FireUser1 input.
  • OnUser2
Fired in response to FireUser2 input.
  • OnUser3
Fired in response to FireUser3 input.
  • OnUser4
Fired in response to FireUser4 input.