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Ai sound

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Contents

ai_sound

Half-Life 2 Point Entity


description

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:
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

properties

  • 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) - default: The type of sound or smell will determine the reaction of NPCs that sense it.
    • 1 - Combat
    • 2 - World
    • 8 - Danger
    • 16 - Bullet Impact
    • 32 - Carcass
    • 64 - Meat
    • 128 - Garbage
    • 256 - Thumper
    • 16384 - Readiness - Low
    • 32768 - Readiness - Medium
    • 65536 - Readiness - High
  • 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)


spawn flags

none.


inputs

  • Kill(void)
    Removes this entity from the world.
  • KillHierarchy(void)
    Removes this entity and all its children from the world.
  • AddOutput(string)
    Adds an entity I/O connection to this entity. Format
  • FireUser1(void)
    Causes this entity's OnUser1 output to be fired.
  • FireUser2(void)
    Causes this entity's OnUser2 output to be fired.
  • FireUser3(void)
    Causes this entity's OnUser3 output to be fired.
  • FireUser4(void)
    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 it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
  • ClearParent(void)
    Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • InsertSound(integer)
    Insert a sound in the AI sound list.

outputs

  • OnUser1(void)
    Fired in response to FireUser1 input.
  • OnUser2(void)
    Fired in response to FireUser2 input.
  • OnUser3(void)
    Fired in response to FireUser3 input.
  • OnUser4(void)
    Fired in response to FireUser4 input.


related tutorials

Submit your tutorial for ai_sound

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