Ai sound: Difference between revisions

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| 512 || Bugbait: get nearby antlions' attention
| 512 || Bugbait: get nearby antlions' attention
|-
|-
| 1024 || Physics Danger: Scares off [[npc_metropolice]], [[npc_combine]], and [[npc_antlion]]
| 1024 || Physics Danger: Scares off [[npc_metropolice]], [[npc_combine_s]], and [[npc_antlion]]
|-
|-
| 2048 || Sniper Danger: Scares [[npc_sniper]]s into their hole
| 2048 || Sniper Danger: Scares [[npc_sniper]]s into their hole
|-
|-
| 4096 || Move Away: Pushes away [[npc_metropolice]], [[npc_citizen]], [[npc_combines]], [[npc_alyx]], and [[npc_barney]], [[npc_fisherman]]
| 4096 || Move Away: Pushes away [[npc_metropolice]], [[npc_citizen]], [[npc_combine_s]], [[npc_alyx]], and [[npc_barney]], [[npc_fisherman]]
|-
|-
| 8192 || Player Vehicle: Makes NPCs hear the player & makes [[npc_metropolice]] turn towards the sound (only used by [[prop_vehicle_airboat]]
| 8192 || Player Vehicle: Makes NPCs hear the player & makes [[npc_metropolice]] turn towards the sound (only used by [[prop_vehicle_airboat]]

Revision as of 17:49, 1 August 2008

Template:Wrongtitle

Entity Description

Ai sound.png

This entity makes abstract sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs.

Contexts

Literal Value Description
1048576 Sound is from Sniper
2097152 Sound is from Launcher
4194304 Mortar Explosion Here
8388608 Only Combine hear/smell
33554432 Explosion (Usually added to combat sound)
67108864 Exclude Combine (Combine don't hear/smell)

Keyvalues

<choices> The type of sound or smell will determine the reaction of NPCs that sense it. The contexts above can be factored into the number and entered manually.
Literal Value Description
1 Combat: Will cause most NPCs to become alert
2 World: Will cause most NPCs to become alert
4 Player: Feign player audible
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
512 Bugbait: get nearby antlions' attention
1024 Physics Danger: Scares off npc_metropolice, npc_combine_s, and npc_antlion
2048 Sniper Danger: Scares npc_snipers into their hole
4096 Move Away: Pushes away npc_metropolice, npc_citizen, npc_combine_s, npc_alyx, and npc_barney, npc_fisherman
8192 Player Vehicle: Makes NPCs hear the player & makes npc_metropolice turn towards the sound (only used by prop_vehicle_airboat
16384 Player Comanion Readiness: Low
32768 Player Comanion Readiness: Medium
65536 Player Comanion Readiness: High
  • 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)
<integer> How far away this sound can be heard. This is a radius.
<float> How long the sound persists each time you insert it.

Inputs

  • InsertSound <integer>
Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius. Template:Ep1 add
Make the sound.

Outputs

See also