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snd_soundscape_triggerable

snd_soundscape_triggerable icon

Point Entity

An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it.

Keyvalues

  • Start Disabled (StartDisabled) <Boolean>

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Radius (radius) <Integer>
    If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it).

  • Soundscape (soundscape) <String>
    The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts directory.

  • Override soundscape with sound event (enablesoundevent) <Boolean>

  • Sound Event (soundevent) <Sound>
    The name of the sound event to start from the soundscape entity.

  • Sound Position 0 (position0) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 1 (position1) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 2 (position2) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 3 (position3) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 4 (position4) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 5 (position5) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 6 (position6) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

  • Sound Position 7 (position7) <TargetDestination>
    A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

Inputs

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • SetParent <TargetDestination>
    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.

  • SetParentAttachmentMaintainOffset <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. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • 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.

  • ToggleEnabled <Void>
    Toggle the soundscape enabled state.

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.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnPlay <Void>
    Fired when this soundscape becomes the active one.