SOUNDS
Sounds
act as markers to entities that can hear them and create points of
interest that entities can choose to investigate. Entities respond to
sounds in automatic mode depending on their stance, which can be set
to make them run away from or move towards sounds. In manual mode an
entity will still detect sounds but it is up to you to move them in
response.
Sounds are not created automatically by the AI
system so all sounds should be added using the AI Create Sound
command. Sounds exist for a short period of time, usually about a
second, and are then remove automatically. During this time any
entity that moves within range of the sound can hear it and respond
to it.
Sounds can be given a priority level that will make
some sounds more important than others, such as gun shots compared
with foot steps. Given a choice between two sounds being heard at the
same time an entity will investigate the high priority sound. An
entity can also have a choice between following up on a lost target,
by going to its last position, or investigating a sound it has just
heard. In which case if the sound type is less than 10 the entity
will go to the target, otherwise it will investigate the sound. If an
entity can see a target it will always chose to attack the target
over any sound heard.