Dayz Build 1.29.163047, Scripts Rev. 123548
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noise.c
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2{
3 private void NoiseSystem() {}
4 private void ~NoiseSystem() {}
5
6 proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier = 1.0);
7 proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier = 1.0);
8
10 proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier = 1.0);
11}
12
13class NoiseParams
14{
15 void NoiseParams()
16 {
18 }
20 proto native void Load(string noise_name);
21
22 proto native void LoadFromPath(string noise_path);
proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier=1.0)
void ~NoiseSystem()
Definition noise.c:4
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier=1.0)
Will make a noise at that position which the AI will "see" for the duration of 'lifetime'.
void NoiseSystem()
Definition noise.c:3
proto native void Load(string noise_name)
proto native void LoadFromPath(string noise_path)
class NoiseSystem NoiseParams()
Definition noise.c:15