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Difference between revisions of "DigSound"

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(changing flag formatting to be consistent with other sound tags from AudioVisual)
(No-one said to keep Ares notes out...)
 
(One intermediate revision by one other user not shown)
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{{Flag
 
{{Flag
|name=DigSound
+
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
+
|files={{Categ|ini=rules}}
|values={{Values|strings|[[sounds]]}}
+
|values={{Values|strings|[[Sounds]]}}
 
|types={{Categ|AudioVisual}}
 
|types={{Categ|AudioVisual}}
 +
|default=none
 
|ts=yes
 
|ts=yes
 
|fs=yes
 
|fs=yes
Line 10: Line 11:
 
|yr=yes
 
|yr=yes
 
|rp=yes
 
|rp=yes
 +
|ares=yes
 
}}
 
}}
  
 
Specifies the sound made when a Subterranean unit burrows underground/resurfaces in Tiberian Sun. The sound must be defined in Sound(01).ini.
 
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.
+
==In {{ra2}} and {{yr}}==
 +
Apart from the burrow logic, this sound is also used for the nuclear missile siren. Re-adding subterranean units to the game might require leaving this entry blank and putting appropriate sounds on the animations instead (such as: dig sound on the [[Dig]] animation and nuke siren on PSIWARN animation).
 +
 
 +
=With {{Ares}}=
 +
DigSound can stay as it is, but then you need to attach DigInSound and DigOutSound properly to the Technotype.
 +
As the [[Dig]] flag that specifies what animation to play during the digging process is omitted, it too needs to be manually defined per Technotype.
 +
 
 +
Just make sure the animation specified isn't one that doesn't vanish from the field on its own like CHRONOAR. Take something like NUKEBALL instead.
 +
See http://ares-developers.github.io/Ares-docs/new/dig.html for details.

Latest revision as of 08:42, 8 September 2018

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: Strings: Normal text. (Limited to: Sounds)
Default: none
Applicable to: AudioVisual


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

Apart from the burrow logic, this sound is also used for the nuclear missile siren. Re-adding subterranean units to the game might require leaving this entry blank and putting appropriate sounds on the animations instead (such as: dig sound on the Dig animation and nuke siren on PSIWARN animation).

With Ares

DigSound can stay as it is, but then you need to attach DigInSound and DigOutSound properly to the Technotype. As the Dig flag that specifies what animation to play during the digging process is omitted, it too needs to be manually defined per Technotype.

Just make sure the animation specified isn't one that doesn't vanish from the field on its own like CHRONOAR. Take something like NUKEBALL instead.

See http://ares-developers.github.io/Ares-docs/new/dig.html for details.