Ai sound

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Revision as of 04:27, 4 July 2005 by Sgtsanity (talk | contribs) (add AI category)

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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.

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: 
 Thumper: causes antlions to run away briefly
 Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness


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)


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


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.