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StartSound
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For SuperWeaponType
| Flag: | StartSound |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: Names of Sounds) |
| Default: | none |
| Applicable to: | SuperWeaponTypes |
Only used for Type=ForceShield super weapon to play a sound effect when it is activated.
For VoxelAnims and Animation
| Flag: | StartSound |
| File(s): | rules(md).ini for VoxelAnims, art(md).ini for Animations |
| Values: | Strings: Normal text. (Limited to: Names of Sounds) |
| Default: | none |
| Applicable to: | VoxelAnims, Animations |
The sound effect played when a (Voxel) Animation is initially created.
Notes
For non-Voxel Animations, Report is more commonly used to specify the sound, with the following rule:
- For an Animation's sound effect, first look for StartSound.
- If it exists, use it and exit.
- If not, then try to find Report.
Since the few instances of using StartSound on Animation did not actually appear until the art.ini of Red Alert 2, this might be a version compatibility measure by Westwood.