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CloakSound: Difference between revisions
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{{ | {{Flag | ||
This specifies the sound to make when an object with Cloakable | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|strings|[[sounds]]}} | |||
|types={{Categ|AudioVisual}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
This specifies the sound to make when an object with {{f|Cloakable|yes|link}} set reveals or cloaks itself. Can be any sound as defined in the SOUND.INI file. Note that the ''' 'cloaking' ''' logic actually refers to the emerging and submerging logic for submarine and underwater units objects in Red Alert 2. | |||
==Note== | |||
*For [[Red Alert]] even without this tag But when the unit receives the effect {{f|Cloakable|yes|link}} It always makes a sound. When the '''Cloaking''' effect is activated (I suspect it's a hardcoded sound). |
Latest revision as of 12:01, 27 October 2024
Flag: | CloakSound |
File(s): | Rules(md).ini |
Values: | Strings: Normal text. (Limited to: sounds) |
Applicable to: | AudioVisual |
This specifies the sound to make when an object with Cloakable=yes set reveals or cloaks itself. Can be any sound as defined in the SOUND.INI file. Note that the 'cloaking' logic actually refers to the emerging and submerging logic for submarine and underwater units objects in Red Alert 2.
Note
- For Red Alert even without this tag But when the unit receives the effect Cloakable=yes It always makes a sound. When the Cloaking effect is activated (I suspect it's a hardcoded sound).