Does this principle apply? Am I not able to give the units any sound file I choose with the txt file, or am I stuck with having to put all units in the right corresponding slot?
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Re: Sounds & Units
Originally posted by Willhelm II
Does this principle apply? Am I not able to give the units any sound file I choose with the txt file, or am I stuck with having to put all units in the right corresponding slot?Ankh-Morpork, we have an orangutan...
Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464
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Re: Sounds & Units
Originally posted by Willhelm II
Does this principle apply? Am I not able to give the units any sound file I choose with the txt file, or am I stuck with having to put all units in the right corresponding slot?
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Yes, for sure.
Units given a land role from the rules in air or naval slots will get A also. Land units will get A in non fighting unit slots as well (diplomats, settler etc).
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An idea I've been toying with: create a sound file that is less than of second of nothing. Use it to replace the sound for sound group "B". Then, use the events to play another sound when the unit goes into combat. That way, wouldn't it be possible to have different sounds for units in the same sound group?
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You can use UNITKILLED as a trigger for an event, but it's the unit that's killed that triggers the sound. There are no event triggers for "unitattacks" or anything like that.
Otherwise, you can use Test of Time and each unit can have it's own sound.
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Who cares about sounds anyway. It's just noise!
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Sounds are good ToT let's you use individual sounds for any slot. C'mon Eivind, move over to the Dark Side!
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very complicated, see here
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