VoiceAttack
Flag: | VoiceAttack |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Sound Entries) |
Default: | <none> |
Applicable to: | AudioVisual |
Specifies any valid sound to play when a unit fires its weapon. This is the most generic sound related to firing weapons and it only applies if none of the more specific flags are set.
In Red Alert 2
Red Alert 2 uses [AudioVisual]→VoiceIFVRepair=, if the firing techno is of type [FV] and the selected weapon deals negative damage (like an Engineer in an Infantry Fighting Vehicle), otherwise [TechnoType]→VoiceAttack= is used.
In Yuri's Revenge
Yuri's Revenge uses this method to select a firing voice:
- Find the first matching case, even if the flag is invalid or contains no sounds.
- If the firing techno is of type [FV] and the selected weapon deals negative damage (like an Engineer in an Infantry Fighting Vehicle), [AudioVisual]→VoiceIFVRepair= is used.
- If the firing techno is elite, use either [TechnoType]→VoicePrimaryEliteWeaponAttack= or [TechnoType]→VoiceSecondaryEliteWeaponAttack=, depending on which weapon is fired.
- If the firing techno is rookie or veteran, use either [TechnoType]→VoicePrimaryWeaponAttack= or [TechnoType]→VoiceSecondaryWeaponAttack=, depending on which weapon is fired.
- If the selected flag is not valid (undefined or set to <none>), fall back to [TechnoType]→VoiceAttack=.
- Randomly play a sound from the selected list. If it is not valid either (undefined or set to <none>), play no sound.
Note that this means a unit will lose its specialized VoicePrimaryWeaponAttack and VoiceSecondaryWeaponAttack voices once it becomes elite, unless VoicePrimaryEliteWeaponAttack and VoiceSecondaryEliteWeaponAttack are defined and valid. In the original game this happens to Boris' airstrike weapon, the Magnetron's building shake attack, the Boomer's missile attack and many others.