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AmbientSound: Difference between revisions
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{{Flag | {{Flag | ||
|name= | |name={{PAGENAME}} | ||
|files={{Categ|ini | |files={{Categ|Rules(md).ini}} | ||
|values={{ | |values=Strings (names of [[Sound]]s) | ||
| | |default=none | ||
| | |types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|AircraftTypes}},{{Categ|BuildingTypes}},{{categ|Projectile}}(Only when there is no {{f|Inviso|yes|link}} tag) | ||
| | |||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
Specifies the sound to make when this object is in existence on the map. This should be set to a valid entry from SOUND.INI and is usually one of the 'ambient' type sounds which loops continually for as long as the object exists. This is used as a 'background' effect and is utilized on the Naval Yards to give the impression of waves on the water and also on the Cow (although on the Cow, the VoiceComment= statement could have been used to the same effect). | Specifies the sound to make when this object is in existence on the map. This should be set to a valid entry from SOUND.INI and is usually one of the 'ambient' type sounds which loops continually for as long as the object exists. This is used as a 'background' effect and is utilized on the Naval Yards to give the impression of waves on the water and also on the Cow (although on the Cow, the [[VoiceComment]]= statement could have been used to the same effect). |
Revision as of 06:26, 29 December 2024
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Flag: | AmbientSound |
File(s): | Rules(md).ini |
Values: | Strings (names of Sounds) |
Default: | none |
Applicable to: | InfantryTypes,VehicleTypes,AircraftTypes,BuildingTypes,Projectile(Only when there is no Inviso=yes tag) |
Specifies the sound to make when this object is in existence on the map. This should be set to a valid entry from SOUND.INI and is usually one of the 'ambient' type sounds which loops continually for as long as the object exists. This is used as a 'background' effect and is utilized on the Naval Yards to give the impression of waves on the water and also on the Cow (although on the Cow, the VoiceComment= statement could have been used to the same effect).