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Fixing flag template, needtesting, needs rewording on the dz-explanations where possible
Vinifera7 (talk | contribs)
m Stylistic Edits and minor fixes
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:'''''This page is about the usage of <tt>Type=</tt> in relation to sound-files; for the use on Superweapons, see [[Types]].'''''
:'''''This page is about the usage of <tt>Type=</tt> in relation to sound-files; for the use on Superweapons, see [[Types]].'''''


==sound(md).ini==
==In sound(md).ini==
{{flag
{{flag
|files={{Ini|sound}}
|files={{Ini|sound}}
|values={{Values|stringlist|hardcoded values, see below|separator=Whitespace}}
|values={{Values|stringlist|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_Values1|{{Arr|d}}]]}}|separator=Whitespace}}
|default=SCREEN
|default=SCREEN
|types={{Categ|SoundList|VocTypes}}
|types={{Categ|SoundList|VoxTypes}}
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
Line 13: Line 13:
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.


=== Special values ===
=== <span id="Accepted_values1">Accepted values</span> ===


All of these are case-insensitive.  
All of these are case-insensitive.


*AMBIENT
{| align="center" cellpadding="4" class="table_descrow"
*VIOLENT
!Value
*MOVEMENT
!Effect
*QUIET
|-
*LOUD
|<code>AMBIENT</code>
*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 Range=
|<code>VIOLENT</code>
*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
|<code>MOVEMENT</code>
*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
|<code>QUIET</code>
|
|-
|<code>LOUD</code>
|
|-
|<code>GLOBAL</code>
|Can be heard by all players across the whole map
|-
|<code>SCREEN</code>
|Can be heard only if a player is viewing the part of the map on which it is played
|-
|<code>LOCAL</code>
|Can be heard only at its point of origin and at the distance from its {{TTL|Range}}
|-
|<code>PLAYER</code>
|Can be heard only by the player causing this sound event to be played
|-
|<code>NORMAL</code>
|no effect
|-
|<code>GUN_SHY</code>
|Over-ride, sound does not play if sounds with greater Volume= are being played
|-
|<code>NOISE_SHY</code>
|Over-ride, sound does not play if other sounds are being played
|-
|<code>UNSHROUD</code>
|Can be heard only when played when not under shroud
|-
|<code>SHROUD</code>
|Can be heard only when played under shroud
|}


=== See Also ===
=== See also ===
* {{TTL|Control}}
* {{TTL|Control}}


==eva(md).ini==
==In eva(md).ini==
{{flag
{{flag
|name=Type
|name=Type
|files={{Ini|eva}}
|files={{Ini|eva}}
|values={{Values|Stringlist|hardcoded values, see below|separator=Whitespace}}
|values={{Values|Stringlist|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_Values2|{{Arr|d}}]]}}|separator=Whitespace}}
|default=STANDARD
|default=STANDARD
|types={{Categ|DialogList|VoxTypes}}
|types={{Categ|DialogList|VoxTypes}}
Line 51: Line 83:
''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?''


== Special values ==
=== <span id="Accepted_values2">Accepted values</span> ===


{{NeedTesting}}
{{NeedTesting}}

Revision as of 20:23, 26 April 2008

This page is about the usage of Type= in relation to sound-files; for the use on Superweapons, see Types.

In sound(md).ini

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: 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

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: 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