; ; Dialog definition file for Emperor ; ; Format: ; ;#include "" ; inlcude contents of ; ;[] ; Dialog logical name ;Data = ; file to play (no path, no extension) ;Priority= ; importance of line of dialog ;Interrupt = ; stop current dialog if it is lower priority ;TimeOut = ; time after which the line will get dropped ;Group = ; ; DEFINITIONS ; ; DATA ; ; Syntax: Data = ; ;Name of sound file to play for this dialog without path or extension. ;The Dialog system will search for the file in the dialog directory and/or ;the CDROM drive at playback time. ; ;PRIORITY ; ; Syntax: Priority = ; ;Priority is used to determine in what order lines are spoken when multiple ;lines of dialog are submitted simultaneously. ; ;INTERRUPT ; ; Syntax: Interrupt = ; ;If interrupt is on then any dialog currently being spoken, which is of ;lesser priority than this dialog, will be interrupted so that this dialog ;line can be spoken immediately. ; ;TIMEOUT ; ; Syntax: TimeOut = ; ;It is the time after which if the submitted line of dialog has not yet been ;spoken it will get canceled; i.e. if the dialog is not spoken with in this ;time limit then don't bother saying it. A timeout of 0 means never timeout. ;The dialog system will not accept timeouts less then 3 seconds. ; ;VOLUME ; ; Syntax: Volume = <0..100> ; ;Volume level for this dialog. We assume that all sounds are normalized. ;Use this attribute to set the mixing levels for game audio. The value ;specified is the percentage of full volume; e.g. 25 means playback at one ;quarter of full volume. ; ;GROUP ; ; Syntax: Group = ; ;Specifies the house that this dialog is associated with. Groups are also ;used to specify where the final assets are stored, i.e. on a particular CD ;or on the harddisk. ; ; ; ;[GlobalDefaults] ; specify defaults for all following dialog ;[LocalDefaults] ; overrides global defaults for following dialog ; ; in current file ;[SectionDefaults] ; overrides local defaults for following dialog ; ; in current file ; [TestEvent] ;Play = TL-G160 Play = UI-T052 [Groups] 0 = InvalidHouse 1 = Atreides 2 = Harkonnen 3 = Ordos 4 = HD 5 = CD1 6 = CD2 7 = CD3 8 = CD4 [GlobalDefaults] Priority = normal Interrupt = no TimeOut = 0 Group = HD InvalidHouse ; ; Include user interface dialog, e.b. "building", "unit ready", ... ; ; The following include/file contained old UI files called by old "AT", "OR", ; and "HK" script files before the audio changeover. These were 'duplicate' ; lines that are already contained in "Unit_UI.TXT". -pm ; #include "UIDialog.txt" ; The following include was used when the unit responses were under the "dialog" ; system. With Idries' new scripts, they are now called under the "sfx" system. ; #include "Unit_UI.txt" ; ; Include house dialogs ; #include "AtreidesDialog.txt" #include "HarkonnenDialog.txt" #include "OrdosDialog.txt" #include "UIDialog.txt" #include "UI_Comp.txt"