AmbientSound: Difference between revisions
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Specifies the sound to make when this object is in existence on the map. This should be set to a valid entry from SOUND.INI and is usually one of the 'ambient' type sounds which loops continually for as long as the object exists. This is used as a 'background' effect and is utilized on the Naval Yards to give the impression of waves on the water and also on the Cow (although on the Cow, the VoiceComment= statement could have been used to the same effect). | Specifies the sound to make when this object is in existence on the map. This should be set to a valid entry from SOUND.INI and is usually one of the 'ambient' type sounds which loops continually for as long as the object exists. This is used as a 'background' effect and is utilized on the Naval Yards to give the impression of waves on the water and also on the Cow (although on the Cow, the VoiceComment= statement could have been used to the same effect). | ||
Revision as of 20:59, 21 November 2008
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| Flag: | AmbientSound |
| File(s): | rules(md).ini |
| Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. | |
Specifies the sound to make when this object is in existence on the map. This should be set to a valid entry from SOUND.INI and is usually one of the 'ambient' type sounds which loops continually for as long as the object exists. This is used as a 'background' effect and is utilized on the Naval Yards to give the impression of waves on the water and also on the Cow (although on the Cow, the VoiceComment= statement could have been used to the same effect).





