ai_sound
- Half-Life: Alyx
- Steam VR
Point Entity
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
-
Volume (
volume
) <Integer
>
How far away this sound can be heard. This is a radius. -
Duration (
duration
) <Float
>
How long the sound persists each time you insert it. -
Sound Type (
soundtype
) <Choices
>
The type of sound or smell will determine the reaction of NPCs that sense it.- Select one
- Combat
- World
- Danger
- Bullet Impact
- Carcass
- Meat
- Garbage
- Thumper
- Move Away - Most NPCs will clear the radius of this sound when heard.
- Readiness - Low
- Readiness - Medium
- Readiness - High
-
Additional sound context (optional) (
soundcontext
) <Choices
>
Optional settings specifying such things as who can or cannot hear the sound.- Select one
- Only Combine hear
- Combine cannot hear
-
Location Proxy (
locationproxy
) <TargetDestination
>
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
-
EmitAISound <
Void
>
Start playing the AI sound. -
StopAISound <
Void
>
Stop this AI sound if it is currently playing.
Point Entity
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
-
Volume (
volume
) <Integer
>
How far away this sound can be heard. This is a radius. -
Duration (
duration
) <Float
>
How long the sound persists each time you insert it. -
Sound Type (
soundtype
) <Choices
>
The type of sound or smell will determine the reaction of NPCs that sense it.- Select one
- Combat
- World
- Danger
- Bullet Impact
- Carcass
- Meat
- Garbage
- Thumper
- Move Away - Most NPCs will clear the radius of this sound when heard.
- Readiness - Low
- Readiness - Medium
- Readiness - High
-
Additional sound context (optional) (
soundcontext
) <Choices
>
Optional settings specifying such things as who can or cannot hear the sound.- Select one
- Only Combine hear
- Combine cannot hear
-
Location Proxy (
locationproxy
) <TargetDestination
>
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
-
EmitAISound <
Void
>
Start playing the AI sound. -
StopAISound <
Void
>
Stop this AI sound if it is currently playing.