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.
|