ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

CloakSound: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
Testid123 (talk | contribs)
mNo edit summary
 
Line 11: Line 11:
|ares=yes
|ares=yes
}}
}}
This specifies the sound to make when an object with {{f|Cloakable|yes|link}} 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.
==Note==
*For [[Red Alert]] even without this tag But when the unit receives the effect {{f|Cloakable|yes|link}} It always makes a sound. When the '''Cloaking''' effect is activated (I suspect it's a hardcoded sound).

Latest revision as of 12:01, 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: 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.

Note

  • For Red Alert even without this tag But when the unit receives the effect Cloakable=yes It always makes a sound. When the Cloaking effect is activated (I suspect it's a hardcoded sound).