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Difference between revisions of "BuildingDamageSound"

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This specifies the sound to make when a structure is damaged. This gets played twice - when the health bar goes from Green to Yellow and again when it goes from Yellow to Red. Can be any sound as defined in the SOUND.INI file.
 
This specifies the sound to make when a structure is damaged. This gets played twice - when the health bar goes from Green to Yellow and again when it goes from Yellow to Red. Can be any sound as defined in the SOUND.INI file.
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==Note==
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*If you want to hear a different sound (other than the default sound set by the game) When [[BuildingTypes]] is damaged So set it up. '''BuildingDamageSound=dummy''' then add the tag {{f|DamageSound||link}} to [[BuildingTypes]] instead '''(But doing this You will need to completely redefine the sounds for [[BuildingTypes]])'''.
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==See Also==
 
==See Also==
 
*[[BlowupSound]]
 
*[[BlowupSound]]

Latest revision as of 12:50, 27 October 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: BuildingDamageSound
File(s): Rules(md).ini
Values: Strings (names of Sounds)
Default: none
Applicable to: AudioVisual


This specifies the sound to make when a structure is damaged. This gets played twice - when the health bar goes from Green to Yellow and again when it goes from Yellow to Red. Can be any sound as defined in the SOUND.INI file.

Note

  • If you want to hear a different sound (other than the default sound set by the game) When BuildingTypes is damaged So set it up. BuildingDamageSound=dummy then add the tag DamageSound= to BuildingTypes instead (But doing this You will need to completely redefine the sounds for BuildingTypes).

See Also