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Type

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Revision as of 14:35, 30 April 2008 by Vinifera7 (talk | contribs) (I had actually screwed this up slightly earlier..)
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For SuperWeaponTypes

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): rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values)
Applicable to: SuperWeaponTypes


This determines the effect of a SuperWeaponType once it is activated by a player.

Accepted values

In Tiberian Sun

Value Internal ID Remarks
MultiMissile 0x00
EMPulse 0x01
Firestorm 0x02
IonCannon 0x03
HunterSeeker 0x04
ChemMissile 0x05
DropPod 0x06

In Red Alert 2

Value Internal ID Remarks
MultiMissile 0x00 The Nuke
IronCurtain 0x01
LightningStorm 0x02
ChronoSphere 0x03 This is the SuperWeapon selecting the units to chronowarp.
ChronoWarp 0x04 This is the SuperWeapon selecting the chronowarp destination.
ParaDrop 0x05
AmerParaDrop 0x06

In Yuri's Revenge

In addition to the accepted values in Red Alert 2, the following are also valid:

Value Internal ID Remarks
PsychicDominator 0x07
SpyPlane 0x08
GeneticConverter 0x09
ForceShield 0x0A
PsychicReveal 0x0B

For VocTypes

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: VocTypes


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

For VoxTypes

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