Can someone list all the sound conditions

Create music and sound effects for mainline or user-made content.

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Kharn
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Can someone list all the sound conditions

Post by Kharn »

i've seen a few such as
get_hit_sound and that one for movement and so on

what are the other options
is there a recruit sound?

if not how can i make one?
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.
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zookeeper
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Re: Can someone list all the sound conditions

Post by zookeeper »

If you create a good recruit sound, someone will probably code support for recruit sounds. If you just want to have recruit sounds in your campaign or whatever, you can easily trigger sounds in a recruit event.
Kharn
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Post by Kharn »

can events go inside unit cfg files?

if so is there any unique way i would do it?

what would one for a recruit sound be?
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.
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turin
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Re: reply

Post by turin »

Kharn wrote:can events go inside unit cfg files?
No. (Unfortunately.)
Kharn wrote:what would one for a recruit sound be?
I'm not sure what you mean, but you could put this in every scenario file:

Code: Select all

[event]
name=recruit
first_time_only=no
[filter]
type=Whatever the type is
[/filter]
[sound]
sound=whatever
[/sound]
[/event]
And it would play "whatever" sound whenever "Whatever the type is" is recruited... I'm not sure if that is exactly the right syntax, but I think so.
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Kharn
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Post by Kharn »

is i want some of the units in an era to play a sound when recruited, is there no way to do this?

second question

what other sound condition tags are there avaiable to units other than
death, movement, attack, and get hit?
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.
scott
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Post by scott »

I think it would be great for units to be able to carry around WML events in their cfg files. It is theorized that [modifications] can do it or could be made to do it, but I never got anywhere with it.
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Boucman
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Post by Boucman »

scott, that would actually be quite easy to do, it's one of the numerous things on my TODO list....


as usual, for any coder around, proviede me a ptach and I'll include it ;)
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Kharn
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Post by Kharn »

does anyone know the answers to my questions listed in my last post?

i could do a cfg file for EVERY map i assume , but is there a way to univeralize it?
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.
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Noyga
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Re: reply

Post by Noyga »

Kharn wrote:is i want some of the units in an era to play a sound when recruited, is there no way to do this?
AFAIK it is not possible to set this in the era, but it is still possible to set this the scenario that comes with the map.
You can have a macro in a file somewhere that is called by the scenarios.
Kharn
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Post by Kharn »

I also suppose i could just copy and paste.
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.
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