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DigSound: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
This specifies the sound to make when a Nuclear Missile is launched and is usually of the air raid siren type. If you are trying to enable the subterranean unit logic, you will get this sound whenever they submerge/emerge however there is a way around this by assigning this sound as 'Dummy' and attaching the relevant sounds to the animations in ART.INI. Can be any sound as defined in the SOUND.INI file.
|name=DigSound
|files={{Categ|Rules(md).ini}}
|values=Sound file defined in Sound(md).ini
|types={{Categ|General}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini.
 
In Red Alert 2 and Yuri's Revenge, however, this logic was broken for the Nuclear Missile siren. This is a simple issue if you're re-adding subterranean units to Red Alert 2. Assign the sound as dummy, and assign the sounds of your choice to the burrowing animations in Art(md).ini. Any sound in the Sound(md).ini can be assigned.

Revision as of 17:05, 19 April 2008

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: DigSound
File(s): Rules(md).ini
Values: Sound file defined in Sound(md).ini
Applicable to: General


Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini.

In Red Alert 2 and Yuri's Revenge, however, this logic was broken for the Nuclear Missile siren. This is a simple issue if you're re-adding subterranean units to Red Alert 2. Assign the sound as dummy, and assign the sounds of your choice to the burrowing animations in Art(md).ini. Any sound in the Sound(md).ini can be assigned.