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CloakSound: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|strings|[[sounds]]}} | |||
|types={{Categ|AudioVisual}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
This specifies the sound to make when an object with Cloakable=yes set reveals or cloaks itself. Can be any sound as defined in the SOUND.INI file. Note that the 'cloaking' logic actually refers to the emerging and submerging logic for submarine and underwater units objects in Red Alert 2. | This specifies the sound to make when an object with Cloakable=yes set reveals or cloaks itself. Can be any sound as defined in the SOUND.INI file. Note that the 'cloaking' logic actually refers to the emerging and submerging logic for submarine and underwater units objects in Red Alert 2. |
Revision as of 17:49, 10 September 2021
Flag: | CloakSound |
File(s): | Rules(md).ini |
Values: | Strings: Normal text. (Limited to: sounds) |
Applicable to: | AudioVisual |
This specifies the sound to make when an object with Cloakable=yes set reveals or cloaks itself. Can be any sound as defined in the SOUND.INI file. Note that the 'cloaking' logic actually refers to the emerging and submerging logic for submarine and underwater units objects in Red Alert 2.