Difference between revisions of "DeactivateSound"
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Sound to play when VehicleTypes with PoweredUnit=yes set are deactivated by the loss of power to, or destruction of, the BuildingType with the corresponding PowersUnit= statement. Can be any sound as defined in the SOUND.INI file.<br /> | Sound to play when VehicleTypes with PoweredUnit=yes set are deactivated by the loss of power to, or destruction of, the BuildingType with the corresponding PowersUnit= statement. Can be any sound as defined in the SOUND.INI file.<br /> | ||
+ | (Yuri's Revenge Only) | ||
+ | ---- | ||
+ | This specifies the sound from SOUNDMD.INI to play when this VehicleType is deactivated if it has PoweredUnit=yes set and is co-ordinated with a BuildingType which has had power lost or has been destroyed.<br /> | ||
(Yuri's Revenge Only) | (Yuri's Revenge Only) |
Latest revision as of 03:38, 11 December 2009
Flag: | DeactivateSound |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Sound to play when VehicleTypes with PoweredUnit=yes set are deactivated by the loss of power to, or destruction of, the BuildingType with the corresponding PowersUnit= statement. Can be any sound as defined in the SOUND.INI file.
(Yuri's Revenge Only)
This specifies the sound from SOUNDMD.INI to play when this VehicleType is deactivated if it has PoweredUnit=yes set and is co-ordinated with a BuildingType which has had power lost or has been destroyed.