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ac6-refmat:param:aisoundparam

AiSoundParam

Fields

Field Type Offset Description Notes
radius f32 0x0 AI sound radius
lifeFrame f32 0x4 Time for AI sound to remain
bSpEffectEnable u8 0x8 Whether it is affected by the special effect Sound Radius Magnification This field is a boolean.
type u8 0x9 AI sound type This field uses the following enum: AI_SOUND_RATE_TYPE
opposeTarget u8 0xa [0] Target: Hostile This field is a boolean.
friendlyTarget u8 0xa [1] Target: Allies This field is a boolean.
selfTarget u8 0xa [2] Target: myself This field is a boolean.
doSetSearchTarget u8 0xa [3] If ON, set the search target when sound is heard. This field is a boolean.
pad dummy8 0xa [4-7] This field is padding.
rank u8 0xb Character behavior (former: sound type) This field uses the following enum: AI_SOUND_RANK
forgetTime f32 0xc Time to forget the sound target (overwrite) [sec]
priority s32 0x10 AI sound priority
soundBehaviorId s32 0x14 Behavior ID
searchPoint f32 0x18 Increased search degree for characters within the audible range of AI sounds
combatPoint f32 0x1c 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.txt · Last modified: by admin