05.05.2005, 10:24:08
There is definatly a clear hard-coded bit of code for the sounds where it references exe strings like EVA_NuclearSiloDetected, EVA_IronCurtainDetected, EVA_PsychicDominatorDetected and so on. So, making it so that the new superweapons have a tag which, if it exists, will specify the EVA sound to play makes sense.
There is more code for the other sounds too.
I havent started on the SWs since I have decided to wait for PD to finish the dominator stuff. So go ahead and put in the EVA stuff.
For defaults, have "no sound at all".
i.e. if the EVAActivatedSound= tag doesnt exist, play no sound.
Otherwise play whatever sound was specified.
I think my list covers all the nuke stuff that is hardcoded and/or global.
Making all of it un-hard-coded and/or SW specific makes sense IMO.
Only one I am not sure about is InfantryNuked.
PD is doing Dominator, not mutator.
If we have the prerequisite code (where it is and how it checks for prerequisites), that is good, it might mean I can add new prerequisite stuff.
But if all we have is the load code that reads the stuff from the ini files, thats no help since I already have that
Will see about the slave miner and IFV.
The prerequisiteprocalternate thing needs to be turned from one value into a list (something I dont know how to do
I am currently in the process of adding a stealth sound that is seperate from the submarine sound.
You put StealthSound= in the same place as the existing CloakSound= tag (the default will be NavalUnitEmerge).
Then, you put Stealthable=Yes on a unit. This new tag basicly does everything Cloakable= does (including reading CloakingSpeed=) except that it will play the StealthSound= sound instead of the CloakSound= sound
My next contributions will be:
Stealth Sound stuff
Un-hardcode stuff
Destroyable Cliffs stuff (if I can do anything with those)
Prerequisite code (if we can find and figure out the buts I need)
Those (or some combination of those) is what is likely to go into the next patch from me (along with the bridge code, taunts for new countries and bunker change)
I think (but dont quote me on this) PD wants to release the next patch after the dominator stuff is done (I think its about time for a new patch too
There is more code for the other sounds too.
I havent started on the SWs since I have decided to wait for PD to finish the dominator stuff. So go ahead and put in the EVA stuff.
For defaults, have "no sound at all".
i.e. if the EVAActivatedSound= tag doesnt exist, play no sound.
Otherwise play whatever sound was specified.
I think my list covers all the nuke stuff that is hardcoded and/or global.
Making all of it un-hard-coded and/or SW specific makes sense IMO.
Only one I am not sure about is InfantryNuked.
PD is doing Dominator, not mutator.
If we have the prerequisite code (where it is and how it checks for prerequisites), that is good, it might mean I can add new prerequisite stuff.
But if all we have is the load code that reads the stuff from the ini files, thats no help since I already have that
Will see about the slave miner and IFV.
The prerequisiteprocalternate thing needs to be turned from one value into a list (something I dont know how to do
I am currently in the process of adding a stealth sound that is seperate from the submarine sound.
You put StealthSound= in the same place as the existing CloakSound= tag (the default will be NavalUnitEmerge).
Then, you put Stealthable=Yes on a unit. This new tag basicly does everything Cloakable= does (including reading CloakingSpeed=) except that it will play the StealthSound= sound instead of the CloakSound= sound
My next contributions will be:
Stealth Sound stuff
Un-hardcode stuff
Destroyable Cliffs stuff (if I can do anything with those)
Prerequisite code (if we can find and figure out the buts I need)
Those (or some combination of those) is what is likely to go into the next patch from me (along with the bridge code, taunts for new countries and bunker change)
I think (but dont quote me on this) PD wants to release the next patch after the dominator stuff is done (I think its about time for a new patch too