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CreateUnitSound

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This flag specifies two types of sound effects during the production of units, which act on the production building and the units being produced respectively. Please pay attention to distinguish them.


In [AudioVisual]

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: CreateUnitSound
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Sounds)
Applicable to: AudioVisual


Specify the default sound effects for all vehicles upon creation.

Notes

This can be achieved through micro-definition using CreateSound on specific vehicles.

See Also


On BuildingTypes

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: CreateUnitSound
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Sounds)
Applicable to: BuildingTypes


The sound effect played when a unit is created through this Factory building.

Notes

This is a sound effect played by the production building itself, not the one specified on the unit being produced via CreateSound (which defaults to the global value in [AudioVisual]). Therefore, take care to avoid confusing it with the global [AudioVisual]CreateUnitSound= function.

Trivia

In the unmodified game, Cloning Vats also has a CreateUnitSound=CloningVatsCreate setting. This might be related to Westwood's originally planned Factory=CloningType factory. However, the latter ultimately chose to implement it through Cloning=yes rather than as a factory building. Therefore, Cloning Vats cannot play the sound effect it sets.

See Also