Rewire "DigSound" and "NukeSiren"

Bug #894996 reported by Bug Importer
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Incomplete
Wishlist
Renegade

Bug Description

In RA2 and YR, the "DigSound=" statement in the [AudioVisual] section defines the sound to be played when a nuclear missile is incoming. Could you rewire the DigSound= to its original function (in TS, DigSound is the sound played when a unit with burrowing locomotor digs into or out of the ground) and create a new "NukeSiren=" statement which defines the NukeSiren?

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Bug Importer (bug-importer) wrote :

There is already a solution for this.

1. Remove the digsound.
2. Add the nukesiren sound to the nuke missle animation
3. Add the digsound to the digging animation

This works fine in my old mod (Firestorm 7 for YR)

~ZeroMD

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Marshall (m-edward) wrote :

There are issues with this - the sound doesn't play in exactly the same way.

It would be nice to remove the subterranean code from the global DigSound and instead have a separate DigSound flag for each VehicleType.

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MRMIdAS (mrmidas) wrote :

It would also be better if you could define a sound for a specific superweapion, so people know whats been launched by sound alone...........

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Bug Importer (bug-importer) wrote :

Why not take the global value out and instead have an "AnnouncementSound=" tag for each SW and a seperate "DigSound=" statement on vehicles (and infantry...). The global could still be a default (for DigSound, not AnnouncementSound, if possible)

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Bug Importer (bug-importer) wrote :

Should be easy considering the custom Nuke already contains a "ActivateSound=" statement...

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Renegade (renegade) wrote :

The manual says nukes can now have individual Nuke.Sound statements anyway...wouldn't it be easier to just allow individual Dig.Sound statements as well, and leave general DigSound as it is?

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Marshall (m-edward) wrote :

Yes. Yes it would.

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