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The Dromesday Book
»
Dromed
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Properties
»
AI→Utility→Sound Value
Trace:
dromed:property:ai_sndtype
Sitemap
This is a sitemap over all available pages ordered by
namespaces
.
dromed
ai
ai_and_modelling
ai_priority
command
gamvars
interface
link
property
AI→AI Core→AI
AI→Attributes→Aggression
AI→AI Core→Alertness Cap (Property)
AI→State→Current Alertness
AI→Responses→Alert Response
AI→AI Core→Awareness capacitor
AI→AI Core→Awareness Delay (React Time) (Property)
AI→AI Core→Broadcast Customization (Property)
AI→Utility→Blocks AI Vision
AI→Responses→Body Response
AI→Ability Settings→Camera: parameters
AI→Responses→Sense Combat Response
AI→Conversations→Conversation
AI→Attributes→Defensive
AI→Ability Settings→Device: Parametres
AI→Attributes→Dodginess
AI→AI Core→Efficiency Settings (Property)
AI→Ability Settings→Idling: Should fidget
AI→Ability Settings→Flee: Conditions For Flee
AI→Utility→Flee Point
AI→Attributes→Hearing
AI→Ability Settings→Idling: Directions
AI→State→Idling: Origin (Property)
AI→Ability Settings→Idle: Returns To Origins (Property)
AI→Utility→Ignores Cameras
AI→Ability Settings→Inform→Inform Delay
AI→Ability Settings→Inform→Inform Others
AI→Ability Settings→Inform: Response Options
AI→Ability Settings→Investigation: Style
AI→AI Core→AI Needs Big Doors
AI→Utility→Small Creature
AI→State→Current Mode
AI→AI Core→Motion Tags (Property)
AI→AI Core→Movement: Max Speed (Property)
AI→AI Core→Movement: Z Offset (Property)
AI→Ability Settings→Non-Combat: Responds To Damage
AI→Ability Settings→Combat: Non-hostile
AI→AI Core→Notices Damage (Property)
AI→AI Core→Notices Bodies (Property)
AI→Utility→Path Avoid
AI→Utility→Pathable object
AI→AI Core→Only Notices Player (Property)
AI→Ability Settings→Patrol: Does Patrol
AI→Ability Settings→Patrol: Random Sequence
AI→Conversations→Save Conversation
AI→Responses→Signal Response
AI→Utility→Sound Value
AI→AI Core→Standing Motion Tags
AI→Responses→Suspicious Response
AI→AI Core→Team (Property)
AI→Responses→Threat Response
AI→AI Core→Movement: Turn Rate (Property)
AI→AI Core→Uses Doors (Property)
AI→Utility→Path Water
AI→Utility→Visibility Control
AI→AI Core→Vision Description
AI→State→Current Visibility
AI→Attributes→Vision
AI→AI Core→Vision Joint (Property)
AI Core→Visibility Modifier
AI Core→Vision Type
AI→Utility→Watch: Watch link defaults
AI→Utility→AI Fires Through (Property)
Dark GameSys→Air Supply
AI→AI Core→Surprise (0, 1, Rad) (Property)
Dark GameSys→AltLinkLocation
A→AmbientHacked
Renderer→Anim Light
Renderer>Texture Anim Data
Act/React→Source Scale
Editor→Auto-Multibrush (Property)
Game→Bash Factor (Property)
Dark GameSys→BeltLinkLocation
Game→Dark→BloodCause
Game→Dark→BloodType
Book→Text
Book→Art
Dark GameSys→Breath Config
Physics→Terrain→Can Attach
Tweq→Flicker
Physics→Terrain→Climbability
Physics→Misc→Collision Type
Engine Features→Combine Type
Engine Features→Inherit Contains
Physics→Model→Conveyor Velocity
Creature→Creature Type
Creature→Current Pose
Game→Damage Model→Culpable
AI→Ability Settings→Frog-beast: Explode range
Dark GameSys→Stats
Game→Damage Model→Death Stage
Editor→Design Note
Difficulty→Close (Open) Door
Difficulty → Destroy
Difficulty→Lock (Unlock)
Difficulty→Permit
Difficulty→Turn On (Off)
F→Firer
Physics→Terrain→Friction
Engine Features→FrobInfo
Inventory→Long Description
Inventory→Object Name
Game→Damage Model→Hit Points
AI→Ability Settings→HtoH Combat: Audio Response
AI→Ability Settings→HtoH Combat: Distances
AI→Ability Settings→HtoH Combat: Motion Responses
Object System→Immobile
Properties
Inventory→Limb Model
Inventory→Render Type
Inventory→Type
Inventory→Store
Shape→Joint Positions (Property)
Engine Features→KeyDst
Engine Features→KeySrc
Engine Features→Locked
Dark GameSys→Loot
Game→Damage Model→Max Hit Points
Renderer→Mesh Textures
Shape→Model Name
Motions→Actor Tag List
Physics→Misc→Moving Terrain
Inventory→Can’t Drop This
Dark Gamesys→FlashInvuln
Creature→Is Non-Physical
Renderer→Runtime Object Shadow
Shape→TxtRepl r0
Shape→TxtRepl r1
Shape→TxtRepl r2
Shape→TxtRepl r3
Physics→Misc→AI Collides With
Physics→Model→Attributes
Physics→Model→Mantleable
Physics→Model→Controls
Physics→Model→Dimensions
Physics→Projectile→Explode Me
Physics→Projectile→Faces Velocity
Physics→Projectile→Initial Velocity
Physics→Misc→Pressure Plate
Physics→Misc→Rope
Physics→Model→State
Physics→Model→Type
Inventory→Pick Bias
Dark GameSys→PickCfg
Inventory→Max Pick Distance
Dark GameSys→PickSrc
Dark GameSys→PickState
Act/React→Receptrons
Door→Rotating
Inventory→Purchase Price
Shape→Scale (Property)
Schema→Action
Schema→Attenuation Factor
Schema→Message
S→Scripts
Script→Timing
Renderer→Self Illumination
Renderer→Shadow
Game→Damage Model→Slay Result
Act/React→Sources
Speech→Voice
Renderer→Spotlight
Engine Features→Stack Count
Script → TerrReplaceOff
Script → TerrReplaceOn
Engine Features→Retexture Radius
Creature→Time Warp
Inventory→Tool Reach
Door→Translating
Trap Control Flags
Trap→Quest Var
Weapon→Collides With Terrain (Property)
receptron
script
vars
Advanced Lockpick System
AI & Modelling
Alarm System
Alerting Friendly AI with Lockpicking
An Introduction to Scripts
Breaking the Cube
‘Bring Object to Location’ Objectives
Using the Time Value
Creating a CamVator Sequence
Using InvCarryOver & InvLoadUp
Copying Archetypes from one Gamesys to Another
Anatomy of a Crash Dump
Custom Archer
Custom Menus
Custom Spellcaster
Creating Resources
Creating a Custom A/R Stimulus
Dromed 2 Texture Families
Deleting all objects from a mission
Controlling Lights by Difficulty
Dromed Toolkit
Drunk Guard
Making an EmitterTrap
Creating Fan Missions
Dromed FAQ
Explanation of the Three Save Files
Fish
Using a Custom Gamesys
Garrett’s Comments
Genies–Helper AI
Getting T1 creatures into T2
Glyph Doors
Grid sizes
Implementing Books
Import AI From Dromed Deluxe
Dromed
Inheritance - What’s the difference between a guard and a barrel?
Keys and locked doors
Knocking Out an AI in Dromed
Locational Damage
Lockable Light Switches
The Player Character
Making an EmitterTrap
Map Drawing Tutorial
Creating New Types Of Roombrush
Non-hostile AI
Creating Doors That Don’t Alert the AI
Working Out Which Files Are Associated With An Object
Putting an Object on a Guard’s Belt
Making Object Roofs
Combination Locks
Creating a ‘Mission Start’ trigger
Making an AI Pause on Patrol
Making an AI Pick Up a Weapon
Pseudo-Script
Reducing Object Count
Retexturing an Object Without Converting It
Retexturing Brushes In-Game
Sources & Receptron Basics
Schema Files
Setting Up Missflag.str
Sitting AI
Steal Multiple Objects
Thief 2 Pickpocket Count Bug
Importing a Custom Texture
Texture Tutorial
The Tweq Property
Thoughts on Story
Smooth Curves using the 3 Cylinders Trick
The TrapTimedRelay Problem
Turning Guards
The Views
Using Dromed
Vaulted Arches
Versions of Dromed
Walking Lantern Guard Tutorial
On/Off Window Lights with Matching Texture
glossary
lgscript
playground
public_scripts
society
sshock2
thief1
thief2
tnhscript
wiki
The Dromesday Book
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dromed/property/ai_sndtype.txt
· Last modified: 2009/09/21 11:18 by
r_soul
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