CloakSound: Difference between revisions
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|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values={{Values|strings|[[sounds]]}} | |values={{Values|strings|[[sounds]]}} | ||
|types={{Categ|AudioVisual}} | |types={{Categ|AudioVisual}},{{CatAllTypes|}}(Ares Only) | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
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==Note== | ==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). | *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). | ||
*For [[Ares]] this tag can be used with [[TechnoTypes]] (which is a good idea. And it is [[Westwood]] fault that this is not allowed. Even though they should have done it from [[TS]] to [[RA2]]) | |||
Latest revision as of 21:39, 31 March 2025
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| Flag: | CloakSound |
| File(s): | Rules(md).ini |
| Values: | Strings: Normal text. (Limited to: sounds) |
| Applicable to: | AudioVisual,TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes(Ares Only) |
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).
- For Ares this tag can be used with TechnoTypes (which is a good idea. And it is Westwood fault that this is not allowed. Even though they should have done it from TS to RA2)





