Type: Difference between revisions
m I had actually screwed this up slightly earlier.. |
m Updating templates |
||
Line 1: | Line 1: | ||
==For SuperWeaponTypes== | ==For SuperWeaponTypes== | ||
{{Flag | {{Flag | ||
|values={{Values|strings|hardcoded values | |values={{Values|strings|[[hardcoded]] values[[{{PAGENAME}}#Accepted_values1|{{sup|{{arr|d}}}}]]}} | ||
|types={{Categ|SuperWeaponTypes}} | |types={{Categ|SuperWeaponTypes}} | ||
|ts=yes | |ts=yes | ||
Line 12: | Line 12: | ||
This determines the effect of a [[SuperWeaponType]] once it is activated by a player. | This determines the effect of a [[SuperWeaponType]] once it is activated by a player. | ||
=== | ==={{anchor|Accepted_values1||}}Accepted values=== | ||
==== In Tiberian Sun==== | ====In Tiberian Sun==== | ||
{| class="table_descrow" cellpadding="5" | {| class="table_descrow" cellpadding="5" | ||
!Value | !Value | ||
Line 49: | Line 49: | ||
|} | |} | ||
==== In Red Alert 2==== | ====In Red Alert 2==== | ||
{| class="table_descrow" cellpadding="5" | {| class="table_descrow" cellpadding="5" | ||
!Value | !Value | ||
Line 84: | Line 84: | ||
|} | |} | ||
==== In Yuri's Revenge==== | ====In Yuri's Revenge==== | ||
In addition to the accepted values in Red Alert 2, the following are also valid: | In addition to the accepted values in Red Alert 2, the following are also valid: | ||
{| class="table_descrow" cellpadding="5" | {| class="table_descrow" cellpadding="5" | ||
Line 113: | Line 113: | ||
==For VocTypes== | ==For VocTypes== | ||
{{flag | {{flag | ||
|files={{ | |files={{Categ|ini=sound}} | ||
|values={{Values|stringlist|hardcoded values | |values={{Values|stringlist|[[hardcoded]] values[[{{PAGENAME}}#Accepted_values2|{{sup|{{arr|d}}}}]]|separator=whitespace}} | ||
|default=SCREEN | |default=SCREEN | ||
|types={{Categ|SoundList|VocTypes}} | |types={{Categ|SoundList|VocTypes}} | ||
Line 125: | Line 124: | ||
This flag controls how and under which circumstances this section's sound is played. | This flag controls how and under which circumstances this section's sound is played. | ||
=== | ==={{anchor|Accepted_values2||}}Accepted values=== | ||
All of these are case-insensitive. | All of these are case-insensitive. | ||
Line 176: | Line 174: | ||
|} | |} | ||
=== See also === | ===See also=== | ||
* {{TTL|Control}} | * {{TTL|Control}} | ||
==For VoxTypes== | ==For VoxTypes== | ||
{{flag | {{flag | ||
|name=Type | |name=Type | ||
|files={{ | |files={{Categ|ini=eva}} | ||
|values={{Values| | |values={{Values|stringlist|[[hardcoded]] values[[{{PAGENAME}}#Accepted_values3|{{sup|{{arr|d}}}}]]|separator=whitespace}} | ||
|default=STANDARD | |default=STANDARD | ||
|types={{Categ|DialogList|VoxTypes}} | |types={{Categ|DialogList|VoxTypes}} | ||
Line 196: | Line 193: | ||
''Note that this questions the use of the alleged QUEUE and QUEUE_INTERRUPT values of <tt>[[Priority]]</tt>. What would you need a priority of QUEUE for, if the type tells the game to queue the sound anyway?'' | ''Note that this questions the use of the alleged QUEUE and QUEUE_INTERRUPT values of <tt>[[Priority]]</tt>. What would you need a priority of QUEUE for, if the type tells the game to queue the sound anyway?'' | ||
=== | ==={{anchor|Accepted_values3||}}Accepted values=== | ||
{{NeedTesting}} | |||
All of these are case-insensitive. More information is needed to determine their exact effects. | All of these are case-insensitive. More information is needed to determine their exact effects. | ||
*QUEUE | *QUEUE | ||
Line 204: | Line 201: | ||
*INTERRUPT | *INTERRUPT | ||
*QUEUED_INTERRUPT | *QUEUED_INTERRUPT | ||
Revision as of 22:53, 28 May 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 VocTypes
Flag: | Type |
File(s): | sound(md).ini |
Values: | whitespace-separated list of strings. (Limited to: hardcoded values↓) |
Default: | SCREEN |
Applicable to: | VocTypes |
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
For VoxTypes
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
All of these are case-insensitive. More information is needed to determine their exact effects.
- QUEUE
- STANDARD
- INTERRUPT
- QUEUED_INTERRUPT