DeactivateSound: Difference between revisions
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Specifies the sound to play when a vehicle with {{f|PoweredUnit|yes|link}} is deactivated by the loss of power from the [[BuildingTypes|building]] with the corresponding [[PowersUnit|PowersUnit=]] value. | Specifies the sound to play when a vehicle with {{f|PoweredUnit|yes|link}} is deactivated by the loss of power from the [[BuildingTypes|building]] with the corresponding [[PowersUnit|PowersUnit=]] value. | ||
The loss of power may be triggered by exceeding power plant output, an enemy [[Spy]] entering a power plant, or the <tt>PowersUnit</tt> building being destroyed. | The loss of power may be triggered by exceeding power plant output, an enemy [[Agent|Spy]] entering a power plant, or the <tt>PowersUnit</tt> building being destroyed. | ||
==See Also== | ==See Also== | ||
Latest revision as of 22:32, 19 April 2025
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| Flag: | DeactivateSound |
| File(s): | Rules(md).ini |
| Values: | Strings: Normal text. |
| Default: | 0 |
| Applicable to: | VehicleTypes |
Specifies the sound to play when a vehicle with PoweredUnit=yes is deactivated by the loss of power from the building with the corresponding PowersUnit= value.
The loss of power may be triggered by exceeding power plant output, an enemy Spy entering a power plant, or the PowersUnit building being destroyed.





