DigSound: Difference between revisions
changing flag formatting to be consistent with other sound tags from AudioVisual |
No-one said to keep Ares notes out... |
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{{Flag | {{Flag | ||
|name= | |name={{PAGENAME}} | ||
|files={{Categ| | |files={{Categ|ini=rules}} | ||
|values={{Values|strings|[[ | |values={{Values|strings|[[Sounds]]}} | ||
|types={{Categ|AudioVisual}} | |types={{Categ|AudioVisual}} | ||
|default=none | |||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 10: | Line 11: | ||
|yr=yes | |yr=yes | ||
|rp=yes | |rp=yes | ||
|ares=yes | |||
}} | }} | ||
Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini. | Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini. | ||
In | ==In {{ra2}} and {{yr}}== | ||
Apart from the burrow logic, this sound is also used for the nuclear missile siren. Re-adding subterranean units to the game might require leaving this entry blank and putting appropriate sounds on the animations instead (such as: dig sound on the [[Dig]] animation and nuke siren on PSIWARN animation). | |||
=With {{Ares}}= | |||
DigSound can stay as it is, but then you need to attach DigInSound and DigOutSound properly to the Technotype. | |||
As the [[Dig]] flag that specifies what animation to play during the digging process is omitted, it too needs to be manually defined per Technotype. | |||
Just make sure the animation specified isn't one that doesn't vanish from the field on its own like CHRONOAR. Take something like NUKEBALL instead. | |||
See http://ares-developers.github.io/Ares-docs/new/dig.html for details. |
Latest revision as of 06:42, 8 September 2018
Flag: | DigSound |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Sounds) |
Default: | none |
Applicable to: | AudioVisual |
Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini.
In Red Alert 2 and Yuri's Revenge
Apart from the burrow logic, this sound is also used for the nuclear missile siren. Re-adding subterranean units to the game might require leaving this entry blank and putting appropriate sounds on the animations instead (such as: dig sound on the Dig animation and nuke siren on PSIWARN animation).
With Ares
DigSound can stay as it is, but then you need to attach DigInSound and DigOutSound properly to the Technotype. As the Dig flag that specifies what animation to play during the digging process is omitted, it too needs to be manually defined per Technotype.
Just make sure the animation specified isn't one that doesn't vanish from the field on its own like CHRONOAR. Take something like NUKEBALL instead. See http://ares-developers.github.io/Ares-docs/new/dig.html for details.