Posted: Sat Oct 20, 2012 4:19 pm Post subject:
Multiple Gate Sounds?
So I've recently cobbled up a workable set of 3 Gate Sounds... Now I need help getting them to work for each side's gate.
Each one is pretty much the same though so heres the Soviet one.
RULES
Code:
; Soviet Gate EW
[NAGAT_B]
UIName=NOSTR:Gate EW
Name=Soviet Gate EW
BuildCat=Combat
Strength=1000
Prerequisite=NACNST
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,Americans,Alliance,Russians,Confederation,Arabs,YuriCountry,Germans,Africans
Cost=500
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0 ; This value MUST be 0 for all building addons
BaseNormal=no
AIBuildThis=no
Impossible to do properly. It would work out if the gate opening 'animation' was actually a building animation but it isn't. I don't think it's possible to use weapon or anything like that as a workaround either.
Being able to define the opening & closing sounds on a BuildingType could be useful enough to warrant a feature request for Ares. _________________ QUICK_EDIT
Niether StartSound= "for building anims" or Report= "for overlaying anims" wont work for this?
[edit] nvm, that would only give one specific sound for both open and close.
But then again does that matter? Wouldnt a dummy weapon with cellspread=0 or 1 work with AttackFriendlies and AffectsAllies work, so when a unit comes close it plays the specific sound? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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