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ac6-refmat:param:aisoundparam

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AiSoundParam

Fields

Field Description Notes
radius AI sound radius
lifeFrame Time for AI sound to remain
bSpEffectEnable Whether it is affected by the special effect Sound Radius Magnification This field is a boolean.
type AI sound type This field uses the following enum: AI_SOUND_RATE_TYPE
opposeTarget Target: Hostile This field is a boolean.
friendlyTarget Target: Allies This field is a boolean.
selfTarget Target: myself This field is a boolean.
doSetSearchTarget If ON, set the search target when sound is heard. This field is a boolean.
pad This field is padding.
rank Character behavior (former: sound type) This field uses the following enum: AI_SOUND_RANK
forgetTime Time to forget the sound target (overwrite) [sec]
priority AI sound priority
soundBehaviorId Behavior ID
searchPoint Increased search degree for characters within the audible range of AI sounds
combatPoint Increased engagement of characters within the audible range of AI sounds

Enums

AI_SOUND_RANK

Option Description Notes
0 Normal Sound
1 Important Sound
2 Threat Sound
3 Auditory Hallucination
4 Soul Coin
5 Soul Coin (Immortality)
6 Soul Coin (Beast Type)
7 Weak Soul Coin
8 Behavior ID Reference

AI_SOUND_RATE_TYPE

Option Description Notes
0 Direct Sound
1 Moving Sound
2 Attack Sound

AI_SOUND_REPLANNING_STATE_TYPE

Option Description Notes
0 Type 0
1 Type 1
2 Type 2
ac6-refmat/param/aisoundparam.1740506010.txt.gz · Last modified: by admin