;dko denotes a comment by dwight@westwood ; ; -------- AT Specific Effects --------------- ; ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~~ATREIDES ORGANIC UNITS~~~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko associate all STANDARD death screams with this hook [atnormalmandying] Sounds=normal_dying_1 normal_dying_2 normal_dying_3 normal_dying_4 normal_dying_5 normal_dying_6 normal_dying_7 normal_dying_8 normal_dying_9 normal_dying_10 normal_dying_11 normal_dying_12 normal_dying_13 normal_dying_14 normal_dying_15 normal_dying_16 normal_dying_17 normal_dying_18 normal_dying_19 normal_dying_20 normal_dying_21 normal_dying_22 Control=random FShift= -5 5 Volume=70 ;dko associate all BURNING death screams with this hook [atburningmandying] Sounds=burn_dying_1 burn_dying_2 burn_dying_3 burn_dying_4 burn_dying_5 burn_dying_6 burn_dying_7 burn_dying_8 Control=random Volume=70 ;dko associate all CHOKING death screams with this hook [atchoking] Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 Control=random Volume=70 ;dko associate all CRUSHING death with this hook [atcrush] Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4 Control=random Volume=60 ;Rifle1, Rifle2, Rifle3 samples are being called by the Atreides ;Sniper unit. This sample is also being called by the Fremen (non-elite) [SingleShotRifle] ;Sounds = GUN_SNIPER_50CAL_1 Sounds=sniper_3 Volume=70 ;dko added 4/16/01 new idries call [ATSniperGun] Sounds=sniper_3 Volume=70 [SniperRifleReload] ;Sounds = SNIPER_RIFLE_RELOAD_1B ;;;Sounds=sniper_reload_3 Sounds = kindjal_infantry_reload_1 Volume=40 ;dko at light infantry fires weapon [atlightmg-shortburst] Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4 Control=random Limit = 1 Volume=65 ;dko added 4/16/01 new idries call [ATInfGun] Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4 Control=random Limit = 1 Volume=65 ; LMGS1, LMGS2, LMGS3 samples are being called by the Atreides ;Light Infantry (a short machine gun burst). These samples are also being used ;by the IM Advanced Sardaukar ;(for his pistol attack) [LightMG-Shortburst] Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4 Control=random Limit = 1 Volume=65 ; KindjalGun1, KindjalGun2, KindjalGun3 samples are being called by ;the Atreides Kindjal infantryman. Also currently being called by the Atreides ;APC and the Ixian Projector tank. ; Atreides Kindjal deployable gun fire - sounds like a hybid between a ;cannonshot and a rocket launch [KindjalGunShot] Sounds = kindjal_infantry_cannon_2 Volume=70 [KindjalCannonReload] Sounds = kindjal_infantry_reload_1 Volume=40 ;dko 4/24/01 new idries call [KindjalUnDeploy] Sounds = kindjal_infantry_deploy_2 Volume=50 ;dko 4/24/01 new idries call [KindjalDeploy] Sounds = kindjal_infantry_deploy_2 Volume=50 ;dko Kindjal fires gun [atsingleshotpistol] ;dko Sounds = Pistol1 Pistol2 Pistol3 Sounds=hk_engineer_pistol_1 Volume=70 ;dko added 4/16/01 new idries call [ATKindjalGun] Sounds=hk_engineer_pistol_1 Volume=70 Sounds = ;dko Kindjal fires cannon [atmortarlaunch1] Sounds=kindjal_infantry_canon_1 Volume=70 ;dko added 4/16/01 new idries call [ATKindjalBigGun] Sounds=kindjal_infantry_canon_1 Volume=70 ;dko Kindjal reloads [frwarriorreload] Sounds=kindjal_infantry_reload_1 Volume=40 ;dko at sniper fire this is the actual call for the at sniper 4/17/01 [atsingleshotrifle] Sounds=sniper_3 Volume=70 ;Ordos Chaos Sniper shot sound, like the NIAB firing [aosingleshotrifle] Sounds= niab_tank_fire_1 Volume=70 ;dko at sniper reload [atsniperreload] Sounds = kindjal_infantry_reload_1 Volume=40 ;Ordos Chaos Sniper reload sound, must have strange sound [aosniperreload] Sounds = niab_tank_motor_1 Volume=40 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~~~~~~~~VEHICLES~~~~~~~~~~~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko added 4/24/01 new idries call ;this is the ADP fire gun sound [atheavymg-shortburst] Sounds=mongoose_rocket_1 Volume = 50 ;dko added 5/1/01 ;or adp move ;[atadpmove] ;Sounds=or_adp_motor_1 ;Limit = 1 ;Volume=65 ;dko ADV Carry All Pickup [atadvancedcarryallstakeoff] Sounds=adv_carryall_pickup_1 Limit = 1 Volume = 40 ;dko ADV Carry All Descent 4/23/01 this call is the one that works [atadvancedcarryallsland] Sounds=adv_carryall_land_1 Limit = 1 Volume = 40 ;dko adv carryall ascent 4/23/01 [ATADVCarryallMoveFxStart] Sounds=adv_carryall_takeoff_1 Limit = 1 Volume=70 ;dko adv carryall ascent 4/23/01 [ATCarryallMoveFxStart] Sounds = adv_carryall_takeoff_1 Control = loop decay Limit = 1 Decay = 1 Volume=70 ;dko AT Drone Fire [atrocketlaunch3] Sounds=at_drone_rocket_1 Volume = 70 ;dko AT Drone Fire new hook requested 4/18/01 [ATAirDroneGun] Sounds=at_drone_rocket_1 Volume = 70 ;Bazooka1, Bazooka2, Bazooka3 samples are called by the Ordos AA Infantryman. ;They are also being called by the Atreides Mongoose, the Atreides Rocket ;Turret, the Harkonnen Trooper and the Hakonnen Missile Tank (this one also ;calls the Rocket wavs). ;dko check to see what this call actually associated with. [MongooseRocket] Sounds = mongoose_rocket_1 Limit = 2 Volume=60 ;dko added 4/16/01 new idries call [ATMongooseMissile] Sounds=mongoose_rocket_1 Limit = 2 Volume=60 ;dko This is the call for the AT APC Gun [AtApcGun] Sounds = camouflage_apc_gun_1 Volume=70 ; ATHollowstep (footstep noise) is being called by the Atreides Minotaurus {Heavy Mech}. This sample is also being called by the Harkonnen Devastator [ATHollowstep] Sounds = MINOTAURUS_STEP_2 limit = 3 Priority = low Volume = 50 ;dko 4/18/01 This is the rocket sound attached to the AT APC. [atcannonsingleloudshot] Sounds = mongoose_rocket_1 Limit = 2 Volume=40 ;This is the Trike gun sound for the Harkonnen APC [hhcannonsingleloudshot] Sounds = sand_trike_gun_1 Limit = 2 Volume=40 ;This is the Gas Turret sound for the Ordos Gas Walker [oocannonsingleloudshot] Sounds = ChemTurretAttack Limit = 2 Volume=40 [atthumpstep] Sounds = MONGOOSE_STEP_2 Limit = 3 Priority = low Volume = 35 [SonicWail] Sounds = sonic_tank_boom_large_1 Limit = 2 Volume = 65 ;dko added 4/16/01 new idries call [ATSonicTankGun] Sounds = sonic_tank_boom_large_1 Limit = 2 Volume = 65 ;dko added 4/20/01 [atsonictankmovefxstart] Sounds=sonic_tank_motor_1 Limit = 1 Volume=45 ;dko sonic tank deploy [atstdeploy] Sounds=sonic_tank_deploy_1 Volume = 50 ; MMGS1, MMGS2, MMGS3 samples are being called by the Atreides ;Trike. These samples are also being called by the Atreides Pillbox. [MedMG-Shortburst] Sounds = sand_trike_gun_1 Priority = low Volume=70 ;dko added 4/24/01 used for both the ATPillbox and AT Trike [ATMedMG-Shortburst] Sounds = sand_trike_gun_1 Priority = low Volume=70 ;dko added 4/16/01 new idries call [ATTrikeGun] Sounds = sand_trike_gun_1 Priority = low Volume=70 ;dko added 4/20/01 [attrikemovefxstart] Sounds=sand_bike_move_1 Limit = 1 Volume=45 [OrnithopterRocket] Sounds = ORNITHOPTER_ROCKET_1 Volume=70 ;dko added 4/16/01 new idries call [ATOrnithopterGun] Sounds = ORNITHOPTER_ROCKET_1 Volume=70 ;Howitzer1, Howitzer2, Howitzer3 samples are being called by the ;Ordos Kobra vehicle. Also being called by the Atreides Minotaurus. ; WS 12_07_00 Audio to add recoil/round toss to the end of this sample [MinotaurusCannon] Sounds = minotaurus_cannon_1 Volume=70 ;dko added 4/16/01 new idries call [ATMinotaurusGun] Sounds = minotaurus_cannon_1 Volume=70 ;dko ornithopter rocket launch [atrocketlaunch] Sounds=ornithopter_rocket_2 Volume=60 ;dko ornithopter ascend [atornitoff] Sounds=ornithopter_motor_1c Volume=50 ;dko ornithopter ascend [atornioff] Sounds=ornithopter_motor_1c Volume=50 ;dko ornithopter descend [atorniland] Sounds=ornithopter_motor_2c Volume=50 [ATRepairbuzz] Sounds = REPAIR_VEHICLE_SPARKS_1 REPAIR_VEHICLE_SPARKS_1B REPAIR_VEHICLE_SPARKS_1C REPAIR_VEHICLE_SPARKS_1D Control=random Limit = 1 Volume=45 ;dko added 4/20/01 [atrepairunitmovefxstart] Sounds=camouflage_apc_motor_1 Limit = 1 Volume=55 ;dko at trike fire machine gun [atmedmgshortburst] Sounds = at_mgun_tower_1 Volume=70 ;dko added 4/20/01 [mcvmovefxstart] Sounds=mcv_a_motor_1 Limit = 1 Volume=50 ;~~~~AT HAWK STRIKE SECTION~~~~~ ; Atreides Hawk Strike ; Image - initial sound of hawk 'projection' (as it descends from above) [Image] Sounds = Image Volume=70 ;wingbeat - happens when AT Hawk flaps wings [Wingbeat] Sounds = Wingbeat Volume=70 ;screech - happens when AT hawk opens beak [Screech] Sounds = Screech Volume=70 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~CONSTRUCTION & BUILDING SOUNDS~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko MCV deploys [atmcvdeploy] Sounds=mcv_b_open_1 Control=random Volume=60 ;dko MCV Drills into ground [atcyconstructingbuilding] Sounds=mcv_d_drill_dig_1 Control=random Volume=60 ;dko MCV Scaffolding goes up [atsmallconstruction] Sounds=mcv_f_scaffold_up_1 Control=random Volume=60 ;dko MCV Scaffolding goes up [atmediumconstruction] Sounds=mcv_g_building_out_1 Control=random Volume=60 ;dko MCV Scaffolding goes up [atlargeconstruction] Sounds=mcv_g_building_out_1 Control=random Volume=60 ;dko MCV Scaffolding with sparks [atsconstructionspark] Sounds=constructionsparks Control=random Volume=60 ;dko at construction yard stationary amb sound ;[ambient1] ;Volume=80 ;dko at factory stationary amb sound ;[atfactorynoise1] ;Volume=80 ;dko at machine gun tower 3/27/01 ;[atmedmgshortburst] ;Sounds=at_mgun_tower_1 ;Volume=80 ;dko at outpost amb sound ;[ambient4] ;Volume=80 ;dko at palace amb sound ;[ambient6] ;Volume=80 ;dko at star port amb sound ;[ambient5] ;Volume=80 ;dko at rocket turret [atrocketlaunch1] Sounds=at_rocket_turret_1 Volume=60 ;dko added 4/16/01 new idries call [ATRocketTurretGun] Sounds = mongoose_rocket_1 Limit = 2 Volume=60 ;dko pill turret move test 4/23/01 [ATPillboxGunMoveFxStart] Sounds=turret_start_11 Volume=40 ;dko pill turret move test 4/23/01 [ATPillboxGunMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt ;loop Limit = 1 Decay = 1 Volume=70 ;dko rocket base turret move test 4/23/01 [ATRocketTurretBaseMoveFxStart] Sounds=turret_start_11 Limit = 1 Volume=40 ;dko rocket base turret move test 4/23/01 [ATRocketTurretBaseMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt ;loop Decay = 1 Limit = 1 Volume=70 ;dko rocket gun turret move test 4/23/01 [ATRocketTurretGunMoveFxStart] Sounds=turret_start_11 Volume=40 ;dko rocket gun turret move test 4/23/01 [ATRocketTurretGunMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt ;loop Limit = 1 Decay = 1 Volume=70 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~BUILDING EXPLOSION SOUNDS~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko Large AT Building Explodes [atlargebuildingbang] Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17 Control=random Priority = high Volume=80 ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [ATKindjalAttack] Sounds = $47-UA00 ;"For Shai Halud!" Sounds = $47-UA02 ;"Bi la Khaifa!" Sounds = $47-UA04 ;"The sands will run red." Sounds = $47-UA01 ;"Death to the enemy!" [ATKindjalSelection] Sounds = $47-US03 ;"Ready for action." Sounds = $47-US05 ;"Glory to the Fremen." Sounds = $48-US03 ;"Ready for action." [ATKindjalMove] Sounds = $47-UM02 ;"Onward." Sounds = $47-UM04 ;"I shall bring us honor." Sounds = $47-UM05 ;"I go." Sounds = $47-UM07 ;"We go with honor." [ATAPCAttack] Sounds = $39-UA00 ;"They wont know what hit them." Sounds = $39-UA03 ;"No holding back." Sounds = $39-UA04 ;"I smell fear!" Sounds = $39-UA05 ;"Open fire!" [ATAPCSelection] Sounds = $39-US02 ;"Awaiting orders." Sounds = $39-US03 ;"Canons loaded" Sounds = $39-US06 ;"Awaiting your signal." Sounds = $39-US07 ;"Canons at the ready." [ATAPCMove] Sounds = $39-UM00 ;"Responding." Sounds = $39-UM04 ;"Orders confirmed!" Sounds = $39-UM06 ;"Moving to new position." [ATSniperAttack] Sounds = $48-UA00 ;"For Shai Halud!" Sounds = $48-UA01 ;"Death to the enemy." Sounds = $48-UA02 ;"Bi la Khaifa (Battle cry like Xena" Sounds = $48-UA06 ;"Their water is ours!" [ATSniperSelection] Sounds = $48-US01 ;"Long live the fighters!" Sounds = $48-US02 ;"Fremen ready." Sounds = $48-US03 ;"Ready for action." Sounds = $48-US07 ;"We are ready to fight!" Sounds = $48-US08 ;"We fight for our people!" [ATSniperMove] Sounds = $48-UM00 ;"As you wish." Sounds = $48-UM01 ;"As you command." Sounds = $48-UM02 ;"With honor!" Sounds = $48-UM03 ;"Well done!" [ATADVCarryallAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-UA02 ;"Prepare for pickup" Sounds = $07-UA07 ;"Grapplers in position." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATADVCarryallSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-US01 ;"Transport." Sounds = $07-US04 ;"Carryall reporting" Sounds = $07-US06 ;"On your command" Sounds = $07-US07 ;"Transport standing by." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATADVCarryallMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-UM01 ;"Roger." Sounds = $07-UM03 ;"We can do that." Sounds = $07-UM04 ;"On the move." Sounds = $07-UM06 ;"Coming about." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATSonicTankAttack] Sounds = $10-UA01 ;"Cover your ears." Sounds = $10-UA04 ;"Harmonics set." Sounds = $10-UA05 ;"Full power!" [ATSonicTankSelection] Sounds = $10-US02 ;"Sonics Online" Sounds = $10-US04 ;"Wave shifters ready" Sounds = $10-US05 ;"Sonic tank" Sounds = $10-US07 ;"We're ready for action." [ATSonicTankMove] Sounds = $10-UM06 ;"Rolling thunder." Sounds = $10-UM07 ;"Good to go" [ATInfantryAttack] Sounds = $16-UA01 ;"Attacking target." Sounds = $48-UA00 ;"For Shai Halud!" Sounds = $16-UA04 ;"Charge!" Sounds = $16-UA05 ;"Attack!" [ATInfantrySelection] Sounds = $16-US00 ;"Infantry here." Sounds = $16-US04 ;"Are we going in?" Sounds = $16-US06 ;"In position" Sounds = $16-US07 ;"On your order." [ATInfantryMove] Sounds = $16-UM02 ;"Yes Sir!" Sounds = $16-UM04 ;"To the battle!" Sounds = $16-UM06 ;""Right away" [ATRepairUnitAttack] Sounds = $28-UA00 ;"Locked on target." Sounds = $28-UA04 ;"Target locked." Sounds = $28-UA05 ;"They'll not escape" Sounds = $28-UA07 ;"Time for battle!" [ATRepairUnitSelection] Sounds = $28-US07 ;"Standing by." Sounds = $16-US06 ;"In position" [ATRepairUnitMove] Sounds = $28-UM01 ;"Let's go." Sounds = $28-UM02 ;"At once" Sounds = $28-UM07 ;"On my way!" [ATMongooseAttack] Sounds = $28-UA00 ;"Locked on target." Sounds = $28-UA04 ;"Target locked." Sounds = $28-UA05 ;"They'll not escape" [ATMongooseSelection] Sounds = $28-UA07 ;"Time for battle!" Sounds = $28-US07 ;"Standing by." [ATMongooseMove] Sounds = $28-UM01 ;"Let's go." Sounds = $28-UM02 ;"At once" Sounds = $28-UM07 ;"On my way!" [ATEngineerAttack] Sounds = $35-UA00 ;"I see it." Sounds = $35-UA02 ;"I'm going in." Sounds = $35-UA03 ;"It shall be ours." [ATEngineerSelection] Sounds = $35-US00 ;"Engineering." Sounds = $35-US01 ;"Engineer reporting" Sounds = $35-US05 ;"At your service" Sounds = $35-US06 ;"My tools are at your disposal." [ATEngineerMove] Sounds = $48-UA00 ;"For Shai Halud!" Sounds = $35-UM03 ;"Cover me" Sounds = $35-UM04 ;"On my way." Sounds = $35-UM05 ;"I'll check into it." [ATMinotaurusAttack] Sounds = $39-UA00 ;"They wont know what hit them." Sounds = $39-UA03 ;"No holding back." Sounds = $39-UA04 ;"I smell fear!" Sounds = $39-UA05 ;"Open fire!" [ATMinotaurusSelection] Sounds = $39-US02 ;"Awaiting orders." Sounds = $39-US06 ;"Awaiting your signal." [ATMinotaurusMove] Sounds = $39-UM00 ;"Responding." Sounds = $39-UM04 ;"Orders confirmed!" Sounds = $39-UM06 ;"Moving to new position." [ATScoutSelection] Sounds = $40-US00 ;"On watch." Sounds = $40-US01 ;"Yes Sir?" Sounds = $40-US02 ;"In position." Sounds = $40-US04 ;"They won't notice me" [ATScoutMove] Sounds = $40-UM00 ;"On the double." Sounds = $40-UM01 ;"Yes" Sounds = $40-UM03 ;"Scouting ahead." Sounds = $40-UM07 ;"On alert" Sounds = $40-UM08 ;"Eyes wide" [ATOrniAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $41-UA00 ;"Target spotted - twelve o'clock low." Sounds = $41-UA01 ;"I've got the boogey." Sounds = $41-UA02 ;"Attacking." Sounds = $41-UA03 ;"Target locked!" Sounds = $41-UA06 ;"Hostiles engaged." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATOrniSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $41-US02 ;"Eagle force ready!" Sounds = $41-US05 ;"Holding position" Sounds = $41-US08 ;"Airborne ready!" Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATOrniMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $41-UM00 ;"Roger. Watch our six." Sounds = $41-UM01 ;"Roger that." Sounds = $41-UM03 ;"On attack vector" Sounds = $41-UM05 ;"Course plotted." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATTrikeAttack] Sounds = $45-UA02 ;"Engaging enemy commander!" Sounds = $45-UA06 ;"Take 'em out!" [ATTrikeSelection] Sounds = $45-US01 ;"Ready and willing." ;Sounds = $45-US02 ;"Trike here" Sounds = $45-US03 ;"Need somethin?" Sounds = $45-US04 ;"How 'bout a little recon?" [ATTrikeMove] Sounds = $45-UM04 ;"Sounds good!" Sounds = $45-UM06 ;"On the way." [ATADPAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-UA03 ; Sounds = $07-UA05 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATADPMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-UM00 ; Sounds = $07-UM07 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATADPSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-US00 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATMahdiAttack] Sounds = $47-UA00 ;"For Shai Halud!" Sounds = $47-UA04 ;"The sands will run red." Sounds = $47-UA01 ;"Death to the enemy!" [ATMahdiSelection] Sounds = $47-US05 ;"Glory to the Fremen." Sounds = $48-US01 ;"Long live the fighters!" [ATMahdiMove] Sounds = $47-UM05 ;"I go." Sounds = $47-UM02 ;"Onward." [ATBikerSelection] Sounds = $48-US01 ;"Long live the fighters!" Sounds = $48-US02 ;"Fremen ready." Sounds = $48-US03 ;"Ready for action." [ATBikerMove] Sounds = $48-UM00 ;"As you wish." Sounds = $48-UM01 ;"As you command." Sounds = $48-UM02 ;"With honor!" Sounds = $48-UM03 ;"Well done!" ; ; AT Group ; ; Uncomment these once the foreign groups are built [ATGroupAttack] ;Sounds = $00-UA01 ;"Engaging enemy." Sounds = $ATRAttack1 Sounds = $ATRAttack2 [ATGroupMove] ;Sounds = $00-UM01 ;"Yes" Sounds = $ATRMove1 Sounds = $ATRMove2 [ATGroupSelection] ;Sounds = $00-US02 ;"Awaiting orders." Sounds = $ATRSelect1 Sounds = $ATRSelect2 ; ----- Unit Special Response ----- ;[ATHawkStrike] ; Played when the Hawk Strike is targeted (deployed) ; ; ----- Depolyable Infantry ----- [ORMortarSpecial0] ; Played when the mortar infantry deploy Sounds = $42-UX00 ;"Readying mortar for targets" [ORMortarSpecial1] ; Played when the mortar infantry undeploy Sounds = $42-UX01 ;"Evacuating position." ; Note that the same numbers will work for the ATKindjal i.e. [ATKindjalSpecial0] ; is played when the Kindjal infantry deployed Sounds = $00-UX00 ; "Deploying gun. Ready to fire." [ATKindjalSpecial1] Sounds = $00-UX02 ; "Time to move." ; ----- Shared units ----- ; The sound hooks that follow are for units which are shared between the houses, but need ; per-house sound hooks ; ----- Harvester ----- [ATHarvesterAttack] ; used when the harvester gets ordered to harvest Sounds = $29-UA02 Sounds = $29-UA03 Sounds = $29-UA04 [ATHarvesterSelection] Sounds = $29-US01 Sounds = $29-US02 Sounds = $29-US03 Sounds = $29-US06 [ATHarvesterMove] Sounds = $29-UM01 Sounds = $29-UM04 Sounds = $29-UM05 Sounds = $29-UM06 ; ----- MCV ----- [ATMCVSpecial0] ; used when the MCV is deployed Sounds = $54-UX00 ; Sounds = $54-UX02 ; [ATMCVMove] Sounds = $48-UM00 ;"As you wish." Sounds = $48-UM01 ;"As you command." Sounds = $48-UM02 ;"With honor!" Sounds = $48-UM03 ;"Well done!" [ATMCVSelection] Sounds = $48-US03 ;"Ready for action."