;dko denotes a comment by dwight@westwood ; ; -------- HK Specific Effects --------------- ; ; LMGL1, LMGL2, LMGL3 samples are being called by the HK Light ;Infantry. ;dko [LightMG-Longburst] ;dko Sounds = HK_LIGHT_INFANTRY_1F HK_LIGHT_INFANTRY_1F HK_LIGHT_INFANTRY_1F ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~~HARKONNEN ORGANIC UNITS~~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko associate all STANDARD death screams with this hook [hknormalmandying] 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 [hkburningmandying] 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 [hkchoking] 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 [hkcrush] Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4 Control=random Volume=60 ;dko added 4/13/01 [HKLightInfantryGun] Sounds=hk_light_infantry_1 hk_light_infantry_1b hk_light_infantry_1c hk_light_infantry_1d hk_light_infantry_1e hk_light_infantry_1f Control=random Volume=80 ;dko[HarkInfantryAttack] [hkheavymg-shortburst] Sounds=hk_light_infantry_1 hk_light_infantry_1b hk_light_infantry_1c hk_light_infantry_1d hk_light_infantry_1e hk_light_infantry_1f Control=random Volume=80 ;dko[HarkInfantryAttack] [hklightmg-shortburst] Sounds=hk_light_infantry_1 hk_light_infantry_1b hk_light_infantry_1c hk_light_infantry_1d hk_light_infantry_1e hk_light_infantry_1f Control=random Volume=80 ;dko[HarkInfantryAttack] [hklightmg-longburst] Sounds=hk_light_infantry_1 hk_light_infantry_1b hk_light_infantry_1c hk_light_infantry_1d hk_light_infantry_1e hk_light_infantry_1f Control=random Volume=80 ;dko[HarkInfantryAttack] [halightmg-shortburst] Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4 Control=random Volume=80 ;dko[HarkInfantryAttack] [halightmg-longburst] Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4 Control=random Volume=80 ;dko added 4/24/01 [hkheavymg-longburst] Sounds = adp_gun_1 adp_gun_2 Control=random Limit = 2 FShift = -5 5 Volume=65 ;dko[HarkTrooperAttack] [hkbazookalaunch] Sounds=hk_rocket_trooper_1 Volume=70 ;dko[HarkTrooperAttack] [hkbazookalaunch1] Sounds=hk_rocket_trooper_1 Volume=70 ;dko new idries call 4/13/01 [HKTrooperGun] Sounds=hk_rocket_trooper_1 Control=random Volume=70 ;dko[HarkTrooper reload] [hkreload] Sounds=hk_rocket_trooper_reload_1 Control=random Volume=50 ;dko[HarkFlameInfantryAttack] [medflamespray] Sounds=hk_flame_infantry_1 Control=random Volume=80 ;dko[HarkFlameInfantryAttack] new idries call [HKFlamerGun] Sounds=hk_flame_infantry_1 Control=random Volume=80 ;dko[EngineerPistolAttack] [hksingleshotpistol] Sounds=hk_engineer_pistol_1 Limit = 1 Volume=60 ;dko added 4/13/01 new idries call [HKEngineerGun] Sounds=hk_engineer_pistol_1 Limit = 1 Volume=60 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~~~~~~~~VEHICLES~~~~~~~~~~~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ; Catapult - the HK Inkvine Catapult launch - just a mechanical ejection sound [Catapult] Sounds=hk_inkvine_shot_1b Volume=68 ;dko[HarkInkvineDie] [hkmedium2] Sounds=bigxplosion04 explosion_vehicle_1 Control=random Priority = high Volume=70 ;dko added 4/20/01 [hkinkvinemovefxstart] Sounds=inkvine_engine_1 Limit = 1 Volume=65 ;dko 4/13/01 ;InkvineSplat - as HK Inkvine projectile splats onto ground [InkvineSplat] Sounds=hk_inkvine_hit_1 Volume=80 ;dko added 4/23/01 new idries call [InkvineBurn] Sounds = explosion_medium_1 Volume = 65 ;dko[HarkAssaultTank] also is used for the HK Gun Turret ;dko 5/2/01 let's set this aside for the hk assault tank only [hkcannonsingleloudshot] Sounds=hk_assault_tank_1a Limit = 1 Volume=66 ;This is for the Ordos AA Tank, the sound of a bazooka [opcannonsingleloudshot] Sounds=aatrooperattack Limit = 1 Volume=66 ;This is for the Fremen Combat Tank; the Kobra sound [frcannonsingleloudshot] Sounds= KobraAttack Limit = 1 Volume=66 ;dko added 4/20/01 [hkassaultmovefxstart] Sounds=assault_tank_engine_1 Limit = 1 Volume=75 ;dko[HarkAssaultTankDie] [hkmedium1] Sounds=bigxplosion04 explosion_vehicle_1 explosion_vehicle_2 Control=random Priority = high Volume=70 ;dko[HarkBuzzsawAttack] [hkmedmg-shortburst] Sounds=hk_buzzsaw_gun_1 Control=random Volume=80 [HarkBuzzsawAttack2] ;dko use this if we have a call for the saw actually cutting into the fleshy target. Sound is combination of saw, bones, and flesh Sounds=buzzsaw_rip_1 ;Control=random Volume=80 ;dko added 4/20/01 [hkbuzzsawmovefxstart] Sounds=buzzstartmove_mod_1 Limit = 1 Volume = 55 ;dko[HarkBuzzsawDie] [hksmall1] Sounds=bigxplosion04 explosion_vehicle_1 Control=random Priority = high Volume=80 ;dko[HarkDevastatorAttack] ;dko plasma cannon fires [plasma1] Sounds=hk_devastator_1d Control=random Limit = 1 Volume=70 ;dko new idries call 4/13/01 [HKDevastatorGun] Sounds=hk_devastator_1d Limit = 1 Volume=70 ;dko[HarkDevastatorAttack2] ;dko missile fires [hkrocketlaunch] Sounds=hk_missile_tank_1 Control=random Volume=80 ;dko new idries call 4/13/01 [HKDevastatorMissile] Sounds=hk_missile_tank_1 Volume=80 ;dko added 4/20/01 [hkdevastatormovefxstart] Sounds = hk_devastator_walk_1 Limit = 1 Volume = 60 ;dko[HarkDevastatorDie] [explode] Sounds=explosion_vehicle_2 Priority = high Volume=80 ;dko[HarkMissileTankAttack] [hkmissilelaunch] Sounds=hk_missile_tank_1 Control=random Volume=80 ;dko added 4/13/01 new idries call [HKMissileTankBarrage] Sounds=hk_missile_tank_1 Volume=80 ;dko added 4/20/01 [hkmissilemovefxstart] Sounds=hk_missile_tank_move_1 Limit = 1 Volume=60 ;dko[HarkOrnithopterAttack] [hkrocketlaunch1] Sounds=ornithopter_rocket_2 Control=random Limit = 1 Volume=70 ;dko new idries call 4/13/01 [HKGunshipGun] Sounds=hk_adp_gun_1 Volume=80 ;dko added 4/30/01 ;hk adp move ;[gunshipflying] ;Sounds=or_adp_motor_1 ;Limit = 1 ;Volume=65 ;dko[HarkOrnithopterAscend] [hkgunshipoff] Sounds=ornithopter_motor_1c Control=random Volume=50 ;dko[HarkOrnithopterDescend] [hkgunshipland] Sounds=hk_ornithopter_motor_down_1 Control=random Volume=50 ;dko ADV Carryall Ascend added 4/24/01 new idries call [hkcarryalltakeoff] Sounds=adv_carryall_pickup_1 Control=random Limit = 1 Volume=40 ;dko ADV Carryall descent added 4/24/01 new idries call [hkcarryallland] Sounds=adv_carryall_land_1 Control=random Limit = 1 Volume=40 ;dko added 4/30/01 [hkadvcarryallmovefxstart] Sounds = adv_carryall_takeoff_1 Limit = 1 Volume=70 ;dko added 4/30/01 [hkcarryallmovefxstart] Sounds = adv_carryall_takeoff_1 Limit = 1 Volume=70 ;dko added 4/20/01 [hkflamemovefxstart] Sounds=hk_flame_tank_move_1 Limit = 1 Volume=70 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~CONSTRUCTION & BUILDING SOUNDS~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko MCV deploys [hkmcvdeploy] Sounds=mcv_b_open_1 Control=random Volume=40 ;dko MCV Drills into ground [hkcyconstructingabuilding] Sounds=mcv_d_drill_dig_1 Control=random Volume=40 ;dko MCV Scaffolding goes up [hksmallconstruction] Sounds=mcv_f_scaffold_up_1 Control=random Volume=40 ;dko MCV Scaffolding goes up [hkmediumconstruction] Sounds=mcv_g_building_out_1 Control=random Volume=40 ;dko MCV Scaffolding goes up [hklargeconstruction] Sounds=mcv_g_building_out_1 Control=random Volume=40 ;dko MCV Scaffolding with sparks 3/27/01 one call is sparks plural one is singular. which one is correct? [hksconstructionsparks] Sounds=constructionsparks Control=random Volume=40 ;dko MCV Scaffolding with sparks 3/27/01 one call is sparks plural one is singular. which one is correct? [hksconstructionspark] Sounds=constructionsparks Control=random Volume=40 ;dko HK outpost amb sound ;[hkambient2] ;Volume=80 ;dko hk construction yard stationary amb sound ;[hkambient1] ;Volume=80 ;dko HK factory amb sound ;[hkfactorynoise1] ;Volume=80 ;dko HK palace amb sound ;[hkambient8] ;Volume=80 ;dko HK star port amb sound ;[hkambient3] ;Volume=80 ;dko HK windtrap amb sound ;[hkambient4] ;Volume=80 ;dko HK windtrap explode sound ;[explode2.wav] ;Volume=80 ;dko hk burning large ;[hkburninglarge] ;Control=random ;Volume=80 ;dko HK SM Stationary building damage? ;[atburningsmall] ;Control=random ;Volume=80 ;dko flame turret [largeflamespray] Sounds=hk_flame_turret_1 Limit = 1 Volume=80 ;dko flame turret new idries call 4/13/01 [HKFlameTowerBase] Sounds=hk_flame_turret_1 Limit = 1 Volume=80 ;dko HK Gun Turret added 4/13/01 new idries call [HKGunTurretGun] Sounds=hk_assault_tank_1a Volume=66 ;dko flame turret move test 4/23/01 [HKFlameTowerBaseMoveFxStart] Sounds=turret_start_11 Volume=40 ;dko flame turret move test 4/23/01 [HKFlameTowerBaseMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt ;loop Decay = 1 Volume=70 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~BUILDING EXPLOSION SOUNDS~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko Large HK Building Explodes [hklargebuildingbang] Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17 Control=random Priority = critical Volume=80 ;dko AT Stationary building damage [hkburninglarge] Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17 Control=random Priority = critical Volume=70 ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [HKScoutSelection] Sounds = $01-US01 ;"Yes!" Sounds = $01-US02 ;"Reporting!" Sounds = $01-US03 ;"What?! (as if you are bothering him)" Sounds = $01-US06 ;"Just lurking about." [HKScoutMove] Sounds = $01-UM00 ;"At once." Sounds = $01-UM01 ;"Understood." Sounds = $01-UM04 ;"Let's get a closer look." Sounds = $01-UM07 ;"As you wish." [HKFlameAttack] Sounds = $04-UA01 ;"Burners on." Sounds = $04-UA02 ;"Ashes to ashes…" Sounds = $04-UA04 ;"Careful it's hot" Sounds = $04-UA07 ;"Put to the torch." Sounds = $04-UA08 ;"Smoke 'em!" Sounds = $04-UA11 ;"Flame on!" [HKFlameSelection] Sounds = $04-US02 ;"Flame ready." Sounds = $04-US03 ;"I'm burning for a fight" Sounds = $04-US05 ;"Flame Tanks primed" Sounds = $04-US08 ;"Maximum burn" Sounds = $04-US11 ;"Let's Barbeque!" [HKFlameMove] Sounds = $04-UM02 ;"Order understood." Sounds = $04-UM03 ;"Fire lit." Sounds = $04-UM06 ;"Hot and heavy" Sounds = $04-UM07 ;"Turn 'em and burn 'em!" Sounds = $04-UM10 ;"Try and stop me." [HKADVCarryallAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $08-UA01 ;"Easy" Sounds = $08-UA03 ;"Attempting Transport" Sounds = $08-UA04 ;"No Problem!" Sounds = $08-UA08 ;"I can move that!" Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKADVCarryallSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $08-US00 ;"Air transport." Sounds = $08-US03 ;"What you need?" Sounds = $08-US05 ;"Need something moved?" Sounds = $08-US06 ;"Carryall in position." Sounds = $08-US07 ;"At your bidding" Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKADVCarryallMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $08-UM00 ;"Setting new course." Sounds = $08-UM01 ;"Coming about." Sounds = $08-UM05 ;"Agreed." Sounds = $08-UM06 ;"Course confirmed." Sounds = $08-UM08 ;"Roger that." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKTrooperAttack] Sounds = $09-UA01 ;"Attack!" Sounds = $09-UA02 ;"Die!" Sounds = $09-UA05 ;"First blood is ours." Sounds = $09-UA07 ;"Lambs to the slaughter." Sounds = $09-UA09 ;"No prisoners!" [HKTrooperSelection] Sounds = $09-US01 ;"Bring them on." Sounds = $09-US04 ;"I live for pain." Sounds = $09-US05 ;"This Trooper's ready." Sounds = $09-US06 ;"Bring 'em on." Sounds = $09-US07 ;"Your orders?" [HKTrooperMove] Sounds = $09-UM01 ;"Understood." Sounds = $09-UM02 ;"At once." Sounds = $09-UM03 ;"I go…and death will follow" Sounds = $09-UM06 ;"For the Baron!" Sounds = $09-UM08 ;"For Geidi Prime!" [HKAssaultAttack] Sounds = $11-UA02 ;"One for the Baron." Sounds = $11-UA05 ;""Bah" Sounds = $11-UA06 ;"They'll die quickly…" Sounds = $11-UA08 ;"Hit 'em hard!" Sounds = $11-UA10 ;"All too easy." [HKAssaultSelection] Sounds = $11-US00 ;"Armed and dangerous." Sounds = $11-US02 ;"Reporting!" Sounds = $11-US07 ;"Ready to rumble." Sounds = $11-US10 ;"Full power" [HKAssaultMove] Sounds = $11-UM00 ;"As you command." Sounds = $11-UM04 ;"Engines engaged." Sounds = $11-UM06 ;"Rolling thunder." Sounds = $11-UM07 ;"Metal on the move." [HKFlamerAttack] Sounds = $18-UA00 ;"Burn them all." Sounds = $18-UA02 ;"Light 'em up." Sounds = $18-UA05 ;"Embrace the flame" Sounds = $18-UA06 ;"Your turn to burn!" Sounds = $18-UA07 ;"Roast 'em!" [HKFlamerSelection] Sounds = $18-US02 ;"Smells like…victory." Sounds = $18-US04 ;"It's getting hot down here." Sounds = $18-US05 ;"Shall I light a fire?" Sounds = $18-US09 ;"Let's burn!" Sounds = $18-US10 ;"My blood's boiling." [HKFlamerMove] Sounds = $18-UM01 ;"On my way." Sounds = $18-UM05 ;"Let's start a fire" Sounds = $18-UM07 ;"Looking for tinder." Sounds = $18-UM08 ;"Where there's smoke" Sounds = $18-UM11 ;"Excellent" [HKBuzzsawAttack] Sounds = $19-UA00 ;"Time to kill!" Sounds = $19-UA01 ;"They'll fall before me…" Sounds = $19-UA02 ;"Rip it up!" Sounds = $19-UA03 ;"Slice and Dice!" Sounds = $19-UA06 ;"In my sights!" Sounds = $19-UA07 ;"Divide and conquer! Ha-ha!" Sounds = $19-UA08 ;"Tearing it up!" [HKBuzzsawSelection] Sounds = $19-US00 ;"Ready to roll." Sounds = $19-US04 ;"Find me something fleshy." Sounds = $19-US06 ;"Need some power tools?" [HKBuzzsawMove] Sounds = $19-UM00 ;"At last." Sounds = $19-UM02 ;"On the move." Sounds = $19-UM03 ;"Saws engaged." Sounds = $19-UM04 ;"Cutting loose…" Sounds = $19-UM07 ;"Chop" [HKMissileAttack] Sounds = $33-UA00 ;"Target locked." Sounds = $33-UA02 ;"No escape." Sounds = $33-UA05 ;"Mass Destruction!" Sounds = $33-UA06 ;"Lock on target!" [HKMissileSelection] Sounds = $33-US02 ;"Harkonnen ready." Sounds = $33-US05 ;"Warheads armed" Sounds = $33-US07 ;"Armed and ready" Sounds = $33-US08 ;"On your command." [HKMissileMove] Sounds = $33-UM02 ;"Moving out." Sounds = $33-UM05 ;"Closing in" Sounds = $33-UM06 ;"Moving to position." Sounds = $33-UM07 ;"Heading into range." [HKDevastatorAttack] Sounds = $44-UA00 ;"Firing sequence initiated." Sounds = $44-UA01 ;"Open fire - all weapons." Sounds = $44-UA03 ;"Devastation Imminent" Sounds = $44-UA06 ;"Weapons to maximum." Sounds = $44-UA09 ;"Devastation Time!" [HKDevastatorSelection] Sounds = $44-US01 ;"Reactors stable" Sounds = $44-US03 ;"Radiation? Heh.. Whatever" Sounds = $44-US06 ;"I feel sick." Sounds = $44-US07 ;"Devastator on-line." Sounds = $44-US08 ;"Radiation level high" [HKDevastatorMK2Move] Sounds = $44-UM01 ;"Drives engaged." Sounds = $44-UM05 ;"Control rods engaged." Sounds = $44-UM06 ;"Reactor online." Sounds = $44-UM09 ;"Reactor at maximum." [HKDevastatorMK2Attack] Sounds = $44-UA00 ;"Firing sequence initiated." Sounds = $44-UA01 ;"Open fire - all weapons." Sounds = $44-UA03 ;"Devastation Imminent" Sounds = $44-UA06 ;"Weapons to maximum." Sounds = $44-UA09 ;"Devastation Time!" [HKDevastatorMK2Selection] Sounds = $44-US01 ;"Reactors stable" Sounds = $44-US03 ;"Radiation? Heh.. Whatever" Sounds = $44-US06 ;"I feel sick." Sounds = $44-US07 ;"Devastator on-line." Sounds = $44-US08 ;"Radiation level high" [HKDevastatorMove] Sounds = $44-UM01 ;"Drives engaged." Sounds = $44-UM05 ;"Control rods engaged." Sounds = $44-UM06 ;"Reactor online." Sounds = $44-UM09 ;"Reactor at maximum." [HKInkVineAttack] Sounds = $51-UA01 ;"They'll beg to die!" Sounds = $51-UA03 ;"Releasing Toxin" Sounds = $51-UA04 ;"How 'bout another?" Sounds = $51-UA08 ;"Special Delivery!" [HKInkVineSelection] Sounds = $51-US00 ;"Inkvine loaded." Sounds = $51-US01 ;"Toxin ready" Sounds = $51-US04 ;"Catapults locked." [HKInkVineMove] Sounds = $51-UM05 ;"Find a peaceful spot and destroy it." Sounds = $51-UM06 ;"On the move." Sounds = $51-UM08 ;"Order confirmed - repositioning." [HKGunshipMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 ; Sounds = $22-UM00 ; Not effected Sounds = $22-UM03 ; Sounds = $22-UM04 ; Sounds = $22-UM06 ; Sounds = $22-UM09 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKGunshipSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $22-US02 ; ;Sounds = $22-US04 ;"Ornithopter reporting" Sounds = $22-US09 ;"Airborne reporting" Sounds = $22-US05 ; Sounds = $22-US08 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKGunshipAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $22-UA02 ; Sounds = $22-UA03 ; Sounds = $22-UA04 ; Sounds = $22-UA07 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKEngineerMove] Sounds = $53-UM00 ; Sounds = $53-UM02 ; Sounds = $53-UM04 ; Sounds = $53-UM06 ; Sounds = $53-UM08 ; [HKEngineerSelection] Sounds = $53-US00 ; Sounds = $53-US04 ; Sounds = $53-US05 ; Sounds = $53-US07 ; Sounds = $53-US08 ; [HKEngineerAttack] Sounds = $53-UA01 ; Sounds = $53-UA03 ; Sounds = $53-UA04 ; Sounds = $53-UA05 ; [HKADPAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $08-UA00 ; Sounds = $08-UA02 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKADPMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $08-UM03 ; Sounds = $08-UM04 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKADPSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $08-US01 ; Sounds = $08-US02 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [HKAssasinAttack] Sounds = $11-UA02 ;"One for the Baron." Sounds = $11-UA05 ;""Bah" Sounds = $11-UA06 ;"They'll die quickly…" Sounds = $11-UA10 ;"All too easy." [HKAssasinSelection] Sounds = $11-US02 ;"Reporting!" Sounds = $11-US07 ;"Ready to rumble." [HKAssasinMove] Sounds = $18-UM01 ;"On my way." Sounds = $11-UM00 ;"As you command." [HKPlasmaTrooper] Sounds = $09-UA01 ;"Attack!" Sounds = $09-UA02 ;"Die!" Sounds = $09-UA05 ;"First blood is ours." Sounds = $09-UA07 ;"Lambs to the slaughter." Sounds = $09-UA09 ;"No prisoners!" [HKPlasmaTrooperSelection] Sounds = $09-US01 ;"Bring them on." Sounds = $09-US04 ;"I live for pain." Sounds = $09-US06 ;"Bring 'em on." Sounds = $09-US07 ;"Your orders?" [HKPlasmaTrooperMove] Sounds = $09-UM01 ;"Understood." Sounds = $09-UM02 ;"At once." Sounds = $09-UM03 ;"I go…and death will follow" Sounds = $09-UM06 ;"For the Baron!" Sounds = $09-UM08 ;"For Geidi Prime!" [HKAPCAttack] Sounds = $08-UA04 ;"No Problem!" Sounds = $08-UA01 ;"Easy" [HKAPCSelection] Sounds = $08-US03 ;"What you need?" Sounds = $08-US05 ;"Need something moved?" Sounds = $08-US07 ;"At your bidding" [HKAPCMove] Sounds = $08-UM00 ;"Setting new course." Sounds = $08-UM01 ;"Coming about." Sounds = $08-UM05 ;"Agreed." Sounds = $08-UM06 ;"Course confirmed." ; ; HK Group ; ; Uncomment after building the foreign group sounds [HKGroupAttack] ;Sounds = $09-UA01 ;"Attack!" Sounds = $HARAttack1 Sounds = $HARAttack2 [HKGroupMove] ;Sounds = $09-UM01 ;"Understood." Sounds = $HARMove1 Sounds = $HARMove2 [HKGroupSelection] ;Sounds = $09-US07 ;"Your orders?" Sounds = $HARSelect1 Sounds = $HARSelect2 ; ----- Special Weapons ----- ; ; pm 04/25/00 - This is the filmbook woman commenting on the Death Hand. ; Clashes with the UI comment. ;[HKDeathHandSpecial0] ; Played when DeathHand is targeted (deployed) ;Sounds = $37-UX00 ;"Target area defined." ;Sounds = $37-UX03 ;"Victory shall be ours!" ; ----- Devastator ----- [HKDevastatorSpecial0] ; Played when the Devastator is deployed (destructs) Sounds = $44-UX00 ;"Exposing core!" Sounds = $44-UX01 ;"They're coming with me!!" Sounds = $44-UX02 ;"MELTDOOOOWWWNNNNN!" Sounds = $44-UX04 ;"(painful scream)" Sounds = $44-UX05 ;"(fanatical suicidal laughter)" [HKDevastatorMK2Special0] ; Played when the Devastator is deployed (destructs) Sounds = $44-UX00 ;"Exposing core!" Sounds = $44-UX01 ;"They're coming with me!!" Sounds = $44-UX02 ;"MELTDOOOOWWWNNNNN!" Sounds = $44-UX04 ;"(painful scream)" Sounds = $44-UX05 ;"(fanatical suicidal laughter)" ; ----- Harvester ----- [HKHarvesterAttack] ; used when the harvester gets ordered to harvest Sounds = $32-UA01 ;" Sounds = $32-UA02 ;" Sounds = $32-UA03 ;" Sounds = $32-UA04 ;" Sounds = $32-UA05 ;" [HKHarvesterSelection] Sounds = $32-US01 ;" Sounds = $32-US03 ;" Sounds = $32-US05 ;" Sounds = $32-US06 ;" [HKHarvesterMove] Sounds = $32-UM00 ;" Sounds = $32-UM05 ;" Sounds = $32-UM07 ;" [HKLightInfMove] Sounds = $50-UM00 ;" Sounds = $50-UM04 ;" Sounds = $50-UM06 ;" Sounds = $50-UM08 ;" [HKLightInfSelection] Sounds = $50-US00 ;" Sounds = $50-US02 ;" Sounds = $50-US04 ;" Sounds = $50-US07 ;" Sounds = $50-US08 ;" [HKLightInfAttack] Sounds = $50-UA02 ;" Sounds = $50-UA03 ;" Sounds = $50-UA05 ;" Sounds = $50-UA08 ;" Sounds = $50-UM03 ;" ; ----- MCV ----- [HKMCVSpecial0] ; used when the MCV is deployed Sounds = $52-UX01 ;" Sounds = $52-UX02 ;" Sounds = $52-UX03 ;" [HKMCVMove] Sounds = $52-UM01 ;" Sounds = $52-UM02 ;" Sounds = $52-UM05 ;" Sounds = $52-UM06 ;" [HKMCVSelection] Sounds = $52-US00 ;" Sounds = $52-US01 ;" Sounds = $52-US02 ;" Sounds = $52-US05 ;" Sounds = $52-US05 ;" Sounds = $52-US05 ;" Sounds = $52-US06 ;"