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Difference between revisions of "VoiceAttack"

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{{DeeZireInclusion}}<br />
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{{Flag
Specifies the sound to make when this object is selected and ordered to fire. Should be set to a valid entry from SOUND.INI and applies only to those objects that have a Primary= and/or Secondary= weapon defined.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|values={{Values|string|Sound Entries}}
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|default=<none>
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|types={{Categ|AudioVisual}}
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|ra2=yes
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|yr=yes
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}}
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Specifies any valid sound to play when a unit fires its weapon. This is the most generic sound related to firing weapons and it only applies if none of the more specific flags are set.
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==In Red Alert 2==
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Red Alert 2 uses {{sl|AudioVisual|VoiceIFVRepair}}, if the firing techno is of type {{s|FV}} and the selected weapon deals negative damage (like an Engineer in an Infantry Fighting Vehicle), otherwise {{sl|TechnoType|VoiceAttack}} is used.
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==In Yuri's Revenge==
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Yuri's Revenge uses this method to select a firing voice:
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# Find the first matching case, even if the flag is invalid or contains no sounds.
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#* If the firing techno is of type {{s|FV}} and the selected weapon deals negative damage (like an Engineer in an Infantry Fighting Vehicle), {{sl|AudioVisual|VoiceIFVRepair}} is used.
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#* If the firing techno is elite, use either {{sl|TechnoType|VoicePrimaryEliteWeaponAttack}} or {{sl|TechnoType|VoiceSecondaryEliteWeaponAttack}}, depending on which weapon is fired.
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#* If the firing techno is rookie or veteran, use either {{sl|TechnoType|VoicePrimaryWeaponAttack}} or {{sl|TechnoType|VoiceSecondaryWeaponAttack}}, depending on which weapon is fired.
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# If the selected flag is not valid (undefined or set to {{f|<none>}}), fall back to {{sl|TechnoType|VoiceAttack}}.
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# Randomly play a sound from the selected list. If it is not valid either (undefined or set to {{f|<none>}}), play no sound.
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Note that this means a unit will lose its specialized {{f|VoicePrimaryWeaponAttack}} and {{f|VoiceSecondaryWeaponAttack}} voices once it becomes elite, unless {{f|VoicePrimaryEliteWeaponAttack}} and {{f|VoiceSecondaryEliteWeaponAttack}} are defined and valid. In the original game this happens to Boris' airstrike weapon, the Magnetron's building shake attack, the Boomer's missile attack and many others.
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=See also=
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* {{f|VoicePrimaryWeaponAttack|link}}
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* {{f|VoicePrimaryEliteWeaponAttack|link}}
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* {{f|VoiceSecondaryWeaponAttack|link}}
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* {{f|VoiceSecondaryEliteWeaponAttack|link}}
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* {{f|VoiceIFVRepair|link}}

Latest revision as of 01:23, 18 April 2011

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: VoiceAttack
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Sound Entries)
Default: <none>
Applicable to: AudioVisual


Specifies any valid sound to play when a unit fires its weapon. This is the most generic sound related to firing weapons and it only applies if none of the more specific flags are set.

In Red Alert 2

Red Alert 2 uses [AudioVisual]VoiceIFVRepair=, if the firing techno is of type [FV] and the selected weapon deals negative damage (like an Engineer in an Infantry Fighting Vehicle), otherwise [TechnoType]VoiceAttack= is used.

In Yuri's Revenge

Yuri's Revenge uses this method to select a firing voice:

  1. Find the first matching case, even if the flag is invalid or contains no sounds.
  2. If the selected flag is not valid (undefined or set to <none>), fall back to [TechnoType]VoiceAttack=.
  3. Randomly play a sound from the selected list. If it is not valid either (undefined or set to <none>), play no sound.

Note that this means a unit will lose its specialized VoicePrimaryWeaponAttack and VoiceSecondaryWeaponAttack voices once it becomes elite, unless VoicePrimaryEliteWeaponAttack and VoiceSecondaryEliteWeaponAttack are defined and valid. In the original game this happens to Boris' airstrike weapon, the Magnetron's building shake attack, the Boomer's missile attack and many others.

See also