Q2PRO-X

Q2PRO-X 1.6 Beta 5 by ly — Health and Protection Ambience

The complete guide in HTML. The original DOCX is available from its documentation card.

Q2PRO-X 1.6 Beta 5 by ly

Health and Protection Ambience

Q2PRO-X document image

Project author: ly

Health and Protection Ambience

English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10


Contents

The entries are links: click one to jump to that section.

Health and protection ambience

Nine states

How armour contributes

Crossfades and death

Music priority


Health and protection ambience

Project author: ly. Q2PRO-X 1.6 Beta 5.

This optional music layer changes mood according to the controlled player's condition. It is disabled by default. Single-player and Deathmatch are enabled separately; ordinary online music retains its usual behaviour in a disabled mode.

Location: Main menu → Options → Sound & Acoustics → Q2PRO-X / Player state ambient

Q2PRO-X document image

Game-mode switches, volume, transitions and state thresholds. Russian reference screenshot; the control reference below is in English.

Q2PRO-X / Player state ambient

TypeSectionRowVariable or targetWhat it does
Togglecl_music_health_ambientcl_music_health_ambientAdaptive ambient scope; explicit online tracks take priority. Applies immediately.
Togglecl_music_health_ambient_singleplayercl_music_health_ambient_singleplayerAdaptive ambient scope; explicit online tracks take priority. Applies immediately.
Togglecl_music_health_ambient_deathmatchcl_music_health_ambient_deathmatchAdaptive ambient scope; explicit online tracks take priority. Applies immediately.
SliderVolumecl_music_health_ambient_volumeAmbient volume. Zero keeps auto online music inhibited in enabled modes. Applies immediately.
SliderCrossfadecl_music_health_ambient_transitionSmooth state and end-to-start transitions, seconds. Applies immediately.
ListProtection profilecl_music_health_ambient_profileProtection estimate: normal, energy or mixed damage. Applies immediately. [Normal / Energy / Mixed]
SectionState lower boundariesState lower boundaries
FieldState lower boundariespaniccl_music_health_ambient_min_panicInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesfearcl_music_health_ambient_min_fearInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariestensecl_music_health_ambient_min_tenseInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesuneasycl_music_health_ambient_min_uneasyInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariescalmcl_music_health_ambient_min_calmInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariestriumphantcl_music_health_ambient_min_triumphantInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesheroiccl_music_health_ambient_min_heroicInteger lower boundary; strictly increasing. Below first: critical.
FieldState lower boundariesdivinecl_music_health_ambient_min_divineInteger lower boundary; strictly increasing. Below first: critical.
SectionControlsControls
NavigationControlsCurrent state...music_health_ambient_infoShow score, state and music priority in console.
NavigationControlsDefaultsmusic_health_ambient_resetReset adaptive ambient only; master becomes off.
NavigationControlsOnline music...q2prox_online_musicExplicit track wins over ambient. Disconnect restores normal autoplay.

Nine states

Evaluation pointsMoodFile
Below 15Critical alarmha_critical.flac
15–29Panicha_panic.flac
30–49Fearha_fear.flac
50–69Tensionha_tense.flac
70–99Uneaseha_uneasy.flac
100–139Calmha_calm.flac
140–160Triumphha_triumphant.flac
161–200Heroismha_heroic.flac
201 and aboveDivineha_divine.flac

These are the initial thresholds. The menu changes the lower bounds of the following eight states; they must increase strictly. Values are integers from 1 to 10000. Below the first threshold, critical alarm is selected. Default volume is 50%; the transition is 2.5 seconds, adjustable from 2 to 3 seconds.

How armour contributes

The evaluation is not simply HP plus armour. The ordinary-damage profile uses protection fractions of 30%, 60% and 80% for green, yellow and red armour. The energy profile uses 0%, 30% and 60%. The mixed profile combines the estimates at 75/25. Shards replenish the existing armour type, not a fourth protection type.

For health H, ordinary armour A and protection fraction p, the base estimate is H + min(A, H × p / (1 − p)). For example, 30 HP and 100 red armour yield 130 points in the ordinary profile; green armour yields about 42.9. Equal quantities of different armour can therefore produce very different moods.

Power Shield accounts for energy consumption and its protection fraction. Power Screen is directional, so a conservative factor of 0.35 is used; it is not treated as the shield's all-round protection. Evaluation uses HUD icons and numbers available to the client. It guides music, not an exact lethal-damage prediction: server rounding, attack direction and third-party mod rules can differ. Unknown protection is not invented.

Crossfades and death

The new track mixes in before the previous one ends. Looping also overlaps the end and beginning without a mandatory pause. If health changes during a fade, the mix redirects to the current state. Duration comes from the FLAC actually opened, rather than a fixed number of seconds in the program.

After death, critical alarm plays until respawn or leaving the level. Respawning restores evaluation of the current condition. Demo playback, observing another player and intermissions do not pretend to be a living controlled player. Unknown third-party server modes and cooperative play are not automatically assumed to be single-player.

Music priority

The intro ends through its normal fade, after which ambience may begin. In an enabled game mode, ambience suppresses automatic online-music startup, but not an explicitly selected track or a musical AVFX preset. Disconnecting removes the restriction and restores ordinary autoplay. Disabling ambience does not rewrite online-player settings.

The nine tracks are in baseq2/q2prox_health_ambient.pak, at music/q2prox/health_ambient/ha_<state>.flac. The Audio Assets Guide describes their contents and replacement rules.