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==For | ==For SuperWeaponTypes== | ||
{{Flag | {{Flag | ||
|values={{Values|strings|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_Values1|{{Arr|d}}]]}}}} | |values={{Values|strings|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_Values1|{{Arr|d}}]]}}}} |
Revision as of 04:17, 28 April 2008
For SuperWeaponTypes
Flag: | Type |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: hardcoded values↓) |
Applicable to: | SuperWeaponTypes |
This determines the effect of a SuperWeaponType once it is activated by a player.
Accepted values
In Tiberian Sun
Value | Internal ID | Remarks |
---|---|---|
MultiMissile
|
0x00 | |
EMPulse
|
0x01 | |
Firestorm
|
0x02 | |
IonCannon
|
0x03 | |
HunterSeeker
|
0x04 | |
ChemMissile
|
0x05 | |
DropPod
|
0x06 |
In Red Alert 2
Value | Internal ID | Remarks |
---|---|---|
MultiMissile
|
0x00 | The Nuke |
IronCurtain
|
0x01 | |
LightningStorm
|
0x02 | |
ChronoSphere
|
0x03 | This is the SuperWeapon selecting the units to chronowarp. |
ChronoWarp
|
0x04 | This is the SuperWeapon selecting the chronowarp destination. |
ParaDrop
|
0x05 | |
AmerParaDrop
|
0x06 |
In Yuri's Revenge
In addition to the accepted values in Red Alert 2, the following are also valid:
Value | Internal ID | Remarks |
---|---|---|
PsychicDominator
|
0x07 | |
SpyPlane
|
0x08 | |
GeneticConverter
|
0x09 | |
ForceShield
|
0x0A | |
PsychicReveal
|
0x0B |
For VoxTypes
In sound(md).ini
Flag: | Type |
File(s): | sound(md).ini |
Values: | Whitespace-separated list of strings. (Limited to: hardcoded values↓) |
Default: | SCREEN |
Applicable to: | VoxTypes |
This flag controls how and under which circumstances this section's sound is played.
Accepted values
All of these are case-insensitive.
Value | Effect |
---|---|
AMBIENT
|
|
VIOLENT
|
|
MOVEMENT
|
|
QUIET
|
|
LOUD
|
|
GLOBAL
|
Can be heard by all players across the whole map |
SCREEN
|
Can be heard only if a player is viewing the part of the map on which it is played |
LOCAL
|
Can be heard only at its point of origin and at the distance from its Template:TTL |
PLAYER
|
Can be heard only by the player causing this sound event to be played |
NORMAL
|
no effect |
GUN_SHY
|
Over-ride, sound does not play if sounds with greater Volume= are being played |
NOISE_SHY
|
Over-ride, sound does not play if other sounds are being played |
UNSHROUD
|
Can be heard only when played when not under shroud |
SHROUD
|
Can be heard only when played under shroud |
See also
In eva(md).ini
Flag: | Type |
File(s): | eva(md).ini |
Values: | Whitespace-separated list of strings. (Limited to: hardcoded values↓) |
Default: | STANDARD |
Applicable to: | VoxTypes |
In eva(md).ini, this flag, if present, is only set to QUEUE. There are, however, hundreds of sections omitting it, suggesting there's a default value. Whether this is QUEUE or something else is not known. If this flag is present and set to QUEUE, the voice in it's section will be played after the currently playing voices have finished (the alternative being that it gets ignored).
Note that this questions the use of the alleged QUEUE and QUEUE_INTERRUPT values of Priority. What would you need a priority of QUEUE for, if the type tells the game to queue the sound anyway?
Accepted values
Template:NeedTesting All of these are case-insensitive. More information is needed to determine their exact effects.
- QUEUE
- STANDARD
- INTERRUPT
- QUEUED_INTERRUPT