;dko denotes a comment by dwight@westwood ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~~~ORDOS ORGANIC UNITS~~~~~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko associate all STANDARD death screams with this hook [ornormalmandying] 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 [orburningmandying] 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 [orchoking] 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 [orcrush] Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4 Control=random Volume=60 ;dko fire for aa trooper [orbazookalaunch1] Sounds=aatrooperattack Volume=80 ;Harkonnen Plasma Trooper fire (plasma sound) [oabazookalaunch1] Sounds=hk_devastator_1d Volume=80 ;dko added 4/13/01 new idries call ;dko this is the or inf trooper attack [ORAATrooperGun] Sounds=aatrooperattack Volume=80 ;dko reload for aa trooper [orkobrareload] Sounds=kindjal_infantry_reload_1 Volume=40 ;dko or chemical trooper fire and or gas turret [chemicalspray] Sounds=chemflamerattack Volume = 70 FShift = -5 5 VShift = 20 ;dko added 4/18/01 for the gas turret gun sound [ORGasTurretGun] Sounds=chemflamerattack Volume = 70 ;dko gas turret move test 4/23/01 [ORGasTurretBaseMoveFxStart] Sounds=turret_start_11 Limit = 1 Volume=40 ;dko gas turret move test 4/23/01 [ORGasTurretBaseMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt Limit = 1 Decay = 1 Volume=70 ;dko gun turret move test 4/23/01 [ORGasTurretGunMoveFxStart] Sounds=turret_start_11 Limit = 1 Volume=40 ;dko gun turret move test 4/23/01 [ORGasTurretGunMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt Limit = 1 Decay = 1 Volume=70 ;dko gun turret move test 4/23/01 [ORPopUpGunMoveFxStart] Sounds=turret_start_11 Limit = 1 Volume=40 ;dko gun turret move test 4/23/01 [ORPopUpGunMoveFx] Sounds=turret_loop_11 turret_end_11 Control = loop decay interrupt Limit = 1 Decay = 1 Volume=70 ;dko added 4/13/01 new idries call ;chemical trooper attack [ORChemicalGun] Sounds=chemflamerattack Volume = 70 FShift = -5 5 VShift = 20 [MortarLaunch] Sounds = MortarAttack Volume=80 ;dko added 4/13/01 new idries call ;dko this is for the big weapon the mortar inf. has [ORMortarInfBigGun] Sounds = MortarAttack Volume=80 ;dko added 4/13/01 new idries call ;dko this is for the pistol weapon the mortar inf. has [ORMortarInfGun] Sounds = MortarAttackPistol Volume=60 ;[MortarAttackPistol] ;dko this call is played at the same time as [singleshotpistol]. we should only call this call for mortar infantry. 3/23/01 [orsingleshotpistol] Sounds = MortarAttackPistol Volume=60 [MortarDeploy] Sounds = MortarDeploy Priority = low Volume = 60 [MortarUnDeploy] Sounds = MortarUnDeploy Priority = low Volume = 60 ;dko [SaboteurPrime] Sounds = SaboteurDeploy Priority = high Volume=70 ;*************************** ;--------- VEHICLES-------- ;*************************** ;dko or apc fires weapon [orrocketlaunch1] Sounds = APCAttack Limit = 1 Volume=70 ;dko added 4/18/01 suggested new hook be made. [ORApcGun] Sounds = APCAttack Volume=70 ;dko apc door open [deploygun] Sounds = APCDoorOpen Volume=70 ;dko added 4/20/01 [orapcmovefxstart] Sounds = apcmovestarta apcmovestartb apcmovestartc Limit = 1 Control = random Volume=60 [DeviatorFizz] Sounds = DeviatorAttack ;VShift = 15 Limit = 1 Volume=60 ;dko added 4/13/01 new idries call [ORDeviatorGun] Sounds = DeviatorAttack Volume=80 ;dko added 4/20/01 [ordeviatormovefxstart] Sounds=deviatormovestarta Limit = 1 Volume=85 ;dko dust scout fires weapon [orlightmg-shortburst] Sounds = dustscoutattacka dustscoutattackb dustscoutattackc ;VShift= 15 Volume=80 ;dko dust scout fires weapon [xxlightmg-shortburst] Sounds = at_light_infantry_1 ;VShift= 15 Volume=80 ;dko added 4/13/01 new idries call [ORDustGun] Sounds = dustscoutattacka dustscoutattackb dustscoutattackc Volume=80 ;dko [DustScoutMove] Control = random Sounds = DustScoutLegsA DustScoutLegsB DustScoutLegsC Priority = low Limit = 3 Volume = 30 ;VShift = 15 ;dko 3/23/01 [DustScoutHide] Sounds = DustScoutHide Volume = 50 ;dko 3/23/01 [DustScoutEmerge] Sounds = DustScoutUnhide Volume = 50 ;dko these are unique hooks for the or dust scout. This is his "verbal" SELECT. [ordustscoutselection] Sounds=dustscoutselecta dustscoutselectb dustscoutselectc dustscoutselectd dustscoutselecte Control = random Volume = 60 ;dko these are unique hooks for the or dust scout. This is his "verbal" COMMAND. [ordustscoutmove] Sounds=dustscoutcommanda dustscoutcommandb dustscoutcommandc dustscoutcommandd dustscoutcommande Control = random Volume = 60 ;dko these are unique hooks for the or dust scout. This is his "verbal" ATTACK. ;dko The ATTACK is pretty much like a COMMAND so I am using those samples for this action. 3/28/01 [ordustscoutattack] Sounds=dustscoutcommanda dustscoutcommandb dustscoutcommandc dustscoutcommandd dustscoutcommande Control = random Volume = 60 ;dko This is being called for the laser tank as well as the IM Elite Sardukar 4/12/01 [orlaser1] Sounds = LaserTankAttack Volume=75 ;Fremen Naib firing sound, this will sound alot different now then the laser [oalaser1] Sounds = PopupTurretAttack Volume=75 ;dko added 4/20/01 [orlasertankmovefxstart] Sounds= lasertankmovestarta Limit = 1 Volume=70 ;dko kobra fires big weapon [KobraAttack] Sounds= KobraAttack Volume=80 ;dko added 4/24/01 new idries/lee call ;dko this is for the deployed kobra gun [ORCANNONSINGLELOUDSHOT] Sounds= KobraAttack Volume=80 ;dko added 4/20/01 [orkobramovefxstart] Sounds=kobramovestarta Limit = 1 Volume=65 [Humloop] Sounds = KobraLock Priority = low Volume = 60 [Klunkair] Sounds = KobraUnlock Priority = low Volume = 60 [klunkair.wav] Sounds = KobraDeploy Limit = 1 Volume = 55 ;EITSTakeOff is called by the Ordos Eye In the Sky unit. ;EITSLand/takeoff - Eye in the Sky making descent/ascent with thrusters ;this hook is not working correctly 5/1/01 [EITSTakeOff] Sounds = EITSTakeOff Volume = 70 ;EITSLand.wav is called by the Ordos Eye In the Sky unit. ;only this hook is being played. It is only played once when unit is created. [EITSLand] Sounds = EITSLand Volume = 70 ;dko added 5/1/01 ;this hook is funky. It is looking for a constant loop which would be annoying to the player. I've commented it 5/1/01 ;[eitsmove] ;Sounds = eyeskymovestart ;limit = 1 ;volume = 65 ;dko ADV Carryall Ascend added 4/24/01 new idries call [orcarryalltakeoff] Sounds=adv_carryall_pickup_1 Limit = 1 Volume=70 ;dko ADV Carryall descent added 4/24/01 new idries call [orcarryallland] Sounds=adv_carryall_land_1 Limit = 1 Volume=70 ;dko added 4/30/01 [oradvcarryallmovefxstart] Sounds = adv_carryall_takeoff_1 Limit = 1 Volume=70 ;dko added 4/30/01 [orcarryallmovefxstart] Sounds = adv_carryall_takeoff_1 Limit = 1 Volume=70 ;dko added 4/30/01 ;or adp move ;[orcarryallflying] ;Sounds=or_adp_motor_1 ;Limit = 1 ;Volume=65 ;*************************** ;--------- BUILDINGS-------- ;*************************** ;dko pop up laser turret fire [orlaser2] Sounds = PopupTurretAttack Volume=70 ;dko added 4/18/01 new idries call [ORPopUpGun] Sounds = PopupTurretAttack Volume=70 ;pop up turret up [orpopturretsup] Sounds = PopUpTurretRise Volume=60 ;pop up turret down [orpopturretsdown] Sounds = PopUpTurretDrop Volume=60 ;pop up turret explode [ormedium1] Sounds = explosionordos05 explosion_medium_1 explosion_medium_2 explosion_medium_3 explosion_medium_4 Control=random Priority = high Volume=60 ;pop up turret explode [ormedium2] Sounds = explosionordos05 explosion_medium_1 explosion_medium_2 explosion_medium_3 explosion_medium_4 Control=random Priority = high Volume=60 [ChemTurretAttack] Sounds = ChemTurretAttack Volume = 80 VShift = 15 ;dko Large HK Building Explodes [orlargebuildingbang] ;Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17 Sounds=explosionordos01 explosionordos02 explosionordos03 explosionordos04 explosionordos06 Control=random Priority = high Volume=80 ;******************************* ;------- SPECIAL WEAPONS-------- ;******************************* ;Mical 01/12: This is an even that needs to be hooked up by a programmer [EyeInTheSkyDeploy] Sounds= EyeSkyDeploy Priority= High ;Mical 01/12: This is an even that needs to be hooked up by a programmer [ChaosLightning] Sounds = ChaosLightning Volume = 80 ;dko added 4/19/01 rules.txt [ORBeamWeapon] Sounds = ChaosLightning Volume = 80 ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;~~~~~~~CONSTRUCTION SOUNDS~~~~~~~~~ ;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;dko MCV deploys [ormcvdeploy] Sounds=mcv_b_open_1 Control=random Volume=40 ;dko MCV Drills into ground [orcyconstructingabuilding] Sounds=mcv_d_drill_dig_1 Control=random Volume=40 ;dko MCV Scaffolding goes up [orsmallconstruction] Sounds=constructionelement1 Control=random Volume=40 ;dko MCV Scaffolding goes up [ormediumconstruction] Sounds=constructionelement2 Control=random Volume=40 ;dko MCV Scaffolding goes up [orlargeconstruction] Sounds=constructionelement2 Control=random Volume=40 ;dko MCV Scaffolding with sparks 3/27/01 [orsconstructionspark] Sounds=constructionsparks Control=random Volume=40 ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [ORScoutSelection] Sounds = $02-US01 ;"Awaiting instruction." Sounds = $02-US04 ;"Our purpose is observation." Sounds = $02-US05 ;"We are at your command." [ORScoutMove] Sounds = $02-UM00 ;"We obey." Sounds = $02-UM02 ;"As ordered." Sounds = $02-UM04 ;"Area scan commencing." Sounds = $02-UM06 ;"Relocation commencing." [ORLaserTankAttack] Sounds = $05-UA00 ;"Targeting Laser." Sounds = $05-UA01 ;"Turret locked on target." Sounds = $05-UA04 ;"Amplifying emission levels" Sounds = $05-UA07 ;"Enemy targets engaged." [ORLaserTankSelection] Sounds = $05-US01 ;"Powered up!" Sounds = $05-US05 ;"Laser tank operational." Sounds = $05-US06 ;"Laser at full power." Sounds = $05-US07 ;"Engines on maximum." [ORLaserTankMove] Sounds = $05-UM01 ;"Destination received." Sounds = $05-UM02 ;"By your order." Sounds = $05-UM04 ;"Throttle to full power." Sounds = $05-UM06 ;"Moving to coordinates" [ORKobraAttack] Sounds = $12-UA00 ;"Calculating trajectory." Sounds = $12-UA02 ;"Target data entered." Sounds = $12-UA03 ;"Sensors locked on" [ORKobraSelection] Sounds = $12-US01 ;"Ready to strike." Sounds = $12-US03 ;"Kobra unit" [ORKobraMove] Sounds = $12-UM01 ;"Position marked." Sounds = $12-UM04 ;"Kobra unit now in motion." [ORSaboteurAttack] Sounds = $15-UA00 ;"Death comes to all." Sounds = $15-UA01 ;"For House Ordos." Sounds = $15-UA05 ;"Death is inevitable." [ORSaboteurSelection] Sounds = $15-US02 ;"No fear." Sounds = $15-US03 ;"Explosives ready" Sounds = $15-US05 ;"Our purpose is sabotage. " Sounds = $15-US06 ;"We have no fear of death." [ORSaboteurMove] Sounds = $15-UM02 ;"Orders received." Sounds = $15-UM05 ;"Approaching new location" Sounds = $15-UM06 ;"Orders confirmed." [OREngineerAttack] Sounds = $20-UA00 ;"Plans received." Sounds = $20-UA02 ;"Moving to target structure." Sounds = $20-UA06 ;"We will succeed!" [OREngineerSelection] Sounds = $20-US02 ;"Awaiting instruction." Sounds = $20-US03 ;"Our designation is Engineer." Sounds = $20-US04 ;"We are at your disposal." Sounds = $20-US05 ;"What is the required task?" [OREngineerMove] Sounds = $20-UM04 ;"We go where we are needed." Sounds = $20-UM05 ;"How can we be of assistance?" Sounds = $20-UM06 ;"Order Accepted." [OREITSAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $21-UA00 ;"Initiating sequence." Sounds = $21-UA01 ;"Surprise." Sounds = $21-UA03 ;"Drop zone confirmed." Sounds = $21-UA04 ;"Attack sequence initiated." Sounds = $21-UA05 ;"Death rains from the sky!" Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [OREITSSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $21-US00 ;"They suspect nothing." Sounds = $21-US04 ;"Your command?" Sounds = $21-US05 ;"Eye in the sky" Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [OREITSMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $21-UM02 ;"Course data updated." Sounds = $21-UM03 ;"Vectors reset." Sounds = $21-UM04 ;"Determining drop zone" Sounds = $21-UM06 ;"Approach profile acknowledged." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ORAATrooperAttack] Sounds = $23-UA00 ;"Weapon locked." Sounds = $23-UA03 ;"Strike now!" Sounds = $23-UA05 ;"Terminate the enemy." [ORAATrooperSelection] Sounds = $23-US01 ;"Ready to move." Sounds = $23-US05 ;"What is the directive?" [ORAATrooperMove] Sounds = $23-UM00 ;"Received." Sounds = $23-UM02 ;"We obey." Sounds = $23-UM05 ;"We will comply." [ORChemicalAttack] Sounds = $25-UA01 ;"Spraying target." Sounds = $25-UA02 ;"Deploying toxins." Sounds = $25-UA04 ;"Intoxicating" Sounds = $25-UA07 ;"Success is imperative." [ORChemicalSelection] Sounds = $25-US04 ;"Chemical mix ready" Sounds = $25-US06 ;"Pressure is maximized." Sounds = $25-US07 ;"We await your signal." [ORChemicalMove] Sounds = $25-UM00 ;"As ordered." Sounds = $25-UM03 ;"A good plan." Sounds = $25-UM07 ;"Moving to specified location." [ORDeviatorAttack] Sounds = $26-UA00 ;"Loyalty is an illusion." Sounds = $26-UA01 ;"They will be ours." Sounds = $26-UA03 ;"This may change their minds" [ORDeviatorSelection] Sounds = $26-US01 ;"Gas ready for delivery." Sounds = $26-US02 ;"Awaiting instruction." Sounds = $26-US05 ;"Deviator gas ready for deployment. " Sounds = $26-US06 ;"Cannisters primed and ready." [ORDeviatorMove] Sounds = $26-UM01 ;"At top speed." Sounds = $26-UM03 ;"Agreed!" Sounds = $26-UM05 ;"Coordinates received." [ORAPCAttack] Sounds = $30-UA01 ;"For House Ordos." Sounds = $30-UA02 ;"Target data entered." [ORAPCSelection] Sounds = $30-US01 ;"Your orders?" Sounds = $30-US06 ;"Transport powered up." Sounds = $30-US07 ;"Maximum lift attained." [ORAPCMove] Sounds = $30-UM01 ;"Complying." Sounds = $30-UM05 ;"By your command." Sounds = $30-UM06 ;"Redirect confirmed." [ORMortarAttack] Sounds = $42-UA01 ;"For House Ordos." Sounds = $42-UA04 ;"Targeting Mortar." Sounds = $42-UA05 ;"Trajectory confirmed." [ORMortarSelection] Sounds = $42-US00 ;"Designate required position." Sounds = $42-US01 ;"Ready to move." Sounds = $42-US03 ;"Mortar supply ready" [ORMortarMove] Sounds = $42-UM01 ;"In compliance." Sounds = $42-UM07 ;"Relocation commencing." [ORADVCarryallAttack] 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 [ORADVCarryallSelection] 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 [ORADVCarryallMove] 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 [ORADPAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $30-UA03 ; Sounds = $30-UA05 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ORADPMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $30-UM02 ; Sounds = $30-UM04 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ORADPSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $30-US00 ; Sounds = $30-US02 ; Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ORChaosTrooperAttack] Sounds = $23-UA00 ;"Weapon locked." Sounds = $23-UA03 ;"Strike now!" Sounds = $23-UA05 ;"Terminate the enemy." [ORChaosTrooperSelection] Sounds = $23-US01 ;"Ready to move." Sounds = $23-US05 ;"What is the directive?" [ORChaosTrooperMove] Sounds = $23-UM00 ;"Received." Sounds = $23-UM02 ;"We obey." Sounds = $23-UM05 ;"We will comply." [ORGasWalkerAttack] Sounds = $25-UA01 ;"Spraying target." Sounds = $25-UA02 ;"Deploying toxins." Sounds = $25-UA04 ;"Intoxicating" Sounds = $25-UA07 ;"Success is imperative." [ORGasWalkerSelection] Sounds = $25-US04 ;"Chemical mix ready" Sounds = $25-US06 ;"Pressure is maximized." Sounds = $25-US07 ;"We await your signal." [ORGasWalkerMove] Sounds = $25-UM00 ;"As ordered." Sounds = $25-UM03 ;"A good plan." Sounds = $25-UM07 ;"Moving to specified location." [ORAATankAttack] Sounds = $12-UA00 ;"Calculating trajectory." Sounds = $12-UA02 ;"Target data entered." Sounds = $12-UA03 ;"Sensors locked on" [ORAATankSelection] Sounds = $12-US01 ;"Ready to strike." [ORAATankMove] Sounds = $12-UM01 ;"Position marked." ; ; OR Group ; [ORGroupAttack] ;Sounds = $23-UA05 ;"Terminate the enemy." Sounds = $ORDAttack1 Sounds = $ORDAttack2 [ORGroupMove] ;Sounds = $23-UM00 ;"Received." Sounds = $ORDMove1 Sounds = $ORDMove2 [ORGroupSelection] Sounds = $23-US01 ;"Ready to move." Sounds = $ORDSelect1 Sounds = $ORDSelect2 ; --------------------------- ; SPECIAL ORDOS UNIT COMMANDS ; --------------------------- ; ----- APC ----- [ORAPCSpecial0] ; Played when the APC is deployed (Infantry exit) Sounds = $30-UX01 ;"Deploying cargo." [ORAPCSpecial1] ; Played when Infantry enter the APC Sounds = $30-UX00 ;"Loading cargo." ;[ORAPCSpecial2] ; Played when the APC moves and has occupants. ; If this sound is not defined, then the move sound is used ; Note that the same numbers will work for the ATAPC i.e. ; [ATAPCSpecial0] is played when the AT APC is deployed ; ----- Ordos Special Weapon - Chaos Lightning ----- ; ; pm 04/25/01 - Commented out the filmbook woman comments. Clashes with UI Comp. ;[ORBeamWeaponSpecial0] ; Played when Chaos Lightning is targeted (deployed) ;Sounds = $38-UX02 ;"Prepare to be Destroyed!" ;Sounds = $38-UX04 ;"All things must die" ; ----- 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. ; [ATKindjall0] is played when the Kindjal infantry deployed ; ----- Shared units ----- ; The sound hooks that follow are for units which are shared between the houses, but need ; per-house sound hooks ; ----- Harvester ----- [ORHarvesterAttack] ; used when the harvester gets ordered to harvest Sounds = $27-UA01 ;"As ordered" Sounds = $27-UA04 ;"Spice field located" Sounds = $27-UA05 ;"Harvest commencing" [ORHarvesterSelection] Sounds = $27-US02 ;"Ready" Sounds = $27-US04 ;"Harvester standing by" Sounds = $27-US05 ;"What is the directive?" [ORHarvesterMove] Sounds = $27-UM02 ;"By your order" Sounds = $27-UM04 ;"Orders have been received" Sounds = $27-UM06 ;"Plotting course" ; ----- MCV ----- [ORMCVSpecial0] ; used when the MCV is deployed Sounds = $34-UA01 ;"Construction facility onine" Sounds = $34-UA03 ;"House Ordos will prevail" [ORMCVMove] Sounds = $34-UM03 ;"Directive initiated" Sounds = $34-UM04 ;"Course change confirmed" [ORMCVSelection] Sounds = $34-US02 ;"House Ordos will prevail" Sounds = $34-US04 ;"Mobile construction unit in place" Sounds = $34-US05 ;"All systems functional" Sounds = $34-US06 ;"Awating your directive" ; Events to check... -pm ;TR [CarryallSelect] ;TR Sounds = $"awaiting orders" $"in position" $"standing by" $"unit reporting" $"yes sir" ;TR [CarryallMoveOrder] ;TR Sounds = $"moving to position" $acknowledged $"long live the fighters" $"house atreides" $ok ;TR [CarryallAttackOrder] ;TR Sounds = $"carrying out orders" $"for the duke" $"right away" $"by your command"