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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-06-2003, 06:25 PM   #1 (permalink)
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Default Sounds

Heres a list of all valid sound tags. Sadly some don't appear to work although they may only trigger in accordance with a special event. I haven't been able to test all of them.

SoundFallingFromPlane
SoundPromotedHero
SoundPromotedElite
SoundPromotedVeteran
SoundExit
SoundEnter
SoundDieToxin
SoundDieFire
SoundOnReallyDamaged
SoundOnDamaged
SoundCreated
SoundStealthOff
SoundStealthOn
SoundAmbient
SoundAmbientDamaged
SoundAmbientReallyDamaged
SoundAmbientRubble
SoundCrush
SoundDie
SoundMoveLoop
SoundMoveLoopDamaged
SoundMoveStart
SoundMoveStartDamaged

VoiceGuard
VoiceAttackAir
VoiceAttackSpecial
VoiceDefect
VoiceGarrison
VoiceMeetEnemy
VoiceTaskComplete
VoiceTaskUnable
VoiceSelectElite
VoiceFear
VoiceEnter
VoiceAttack
VoiceCrush
VoiceGroupSelect
VoiceSelect
VoiceMove
VoiceHackInternet
VoiceFireRocketPods
VoiceSubdue
VoiceClearBuilding
VoicePrimaryWeaponMode
VoiceSecondaryWeaponMode
VoiceTertiaryWeaponMode
VoiceBuildResponse
VoiceEnterHostile
VoiceGetHealed
VoiceCombatDrop
VoiceRepair
VoiceUnload
VoiceSupply
VoicePoisonLocation
VoiceFlameLocation
VoiceDisarm
VoiceSnipePilot
VoiceMelee
VoiceBombard
VoiceSalvage
VoiceCaptureBuildingComplete
VoiceDisableVehicleComplete
VoiceStealCashComplete
VoiceNoBuild
VoiceCreate
VoiceCreated
SoundEject
VoiceEject
VoiceLowFuel
VoiceRapidFire
SuppliesDepletedVoice
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Old 05-07-2003, 10:33 AM   #2 (permalink)
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Default

OK I definately remember some of these.

The trick is that some have to be in the UnitSpecificSounds module to work whilst others do not, Ill try to dig out the list.

The other trick is that some require some predetermined conditions to work as well as being in the right place. E.G;-

VoiceMelee is used by the object when it is ordered to fire a weapon that does the MELEE DamageType;
VoiceSubdue is used when the object is ordered to fire a weapon that does the SURRENDER DamageType;

Cant recall what triggered the VoiceBombard to work, but IIRC the VoiceFireRocketPods only works when the object is ordered to fire a weapon that is specifically called ComancheRocketPodWeapon.

VoiceDefect is used when the object gets 'captured' in any way (e.g. when you kill the pilot of a vehicle then grab it with one of your soldiers) and originally they just duplicated the VoiceCreate for this.

IIRC VoiceMeetEnemy only works when the object has the EnemyNearUpdate module which also allows you to use the ENEMYNEAR ConditionState.
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