Ai sound

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Revision as of 06:37, 6 October 2005 by Maven (talk | contribs) (→‎Keyvalues: pulled choice values from FGD)
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Entity Description

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

<choices> The type of sound or smell will determine the reaction of NPCs that sense it.
Literal Value Description
1 Combat: Will cause most NPCs to become alert
2 World: Will cause most NPCs to become alert
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
16384, 32768, 65536 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