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And almost EVERYTHING, every action the player can do, creates at least a marginal amount of "heat." Including killing zombies/animals, opening drawers, and so on. Generally speaking, outside of workstation blocks, "heat"="player noise." A lot of things are a small amount vs. the big things like workstations/campfires/gunfire that could get you to that 25% marker in mere seconds without too much effort, but sometimes it adds up I guess.
You can open up the data/config/sounds.xml and search heat_map_strength to see what I mean.
Even the Trader announcement generates a little "heat".
I tried a test game and I semi-easily got to the 25% in a T4 (a highschool) by opening things, looting a lot of bookselves in a room, whacking wastebaskets/doors, and using a ratchet to dismantle all the computers and other things in it. I say semi-easily, because if you were doing it slowly, heat created by any action does disappate over time, so if you are slow about doing all of that, it might go up and down enough to avoid the 25%. EDIT: so you hit the 25% heat at some point, and got the lucky random lottery of screamers spawning in, instead of not spawning.
You can look at all this yourself by hitting F1/type DM, exit F1, then hitting F8 a couple times, to see the heat-chunk measuring number under the FPS counter number.
From the test, salvaging makes a lot of noise. Salavaging one car put the chunk heat up to around 2.5%. Opening a car to loot it, small but noticable rise (maybe .5%). Opening out in the open loot piles, like large ammo pile, .25-.5%.
Strangely, killing most zombies (with melee) did nothing. The ones I killed were all silent on death - I guess/maybe you have to get one that makes a lot of death noises or a death scream.