Ai sound: Difference between revisions

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* 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


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


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


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


* '''Sound Type''' ''soundtype <choices>''
* '''Sound Type''' ''soundtype <choices>''
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: 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)
: 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'''
* [[Targetname]]
: Removes this entity from the world.


* '''KillHierarchy'''
* [[Parentname]]
: 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>'''  
* '''InsertSound <integer>'''  
: Insert a sound in the AI sound list
: Insert a sound in the AI sound list


===Outputs===
==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.


* [[Targetname]]
[[category:AI]]
[[category:AI]]
[[category:Entities]]
[[category:Entities]]

Revision as of 16:57, 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

Keyvalues

  • 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

  • InsertSound <integer>
Insert a sound in the AI sound list

Outputs