Ai sound: Difference between revisions

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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.
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==
==Keyvalues==

Revision as of 16:58, 9 July 2005

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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.

Keyvalues

  • soundtype
<choices> The type of sound or smell will determine the reaction of NPCs that sense it.
  • 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
  • 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