- Joined
- Feb 16, 2011
- Messages
- 595
The Idea behind it is to make a Voiceless unit emit a sound when issued an order.
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Attack Sounds for Peasant
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Events
- Unit - A unit Is issued an order targeting an object
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Conditions
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And - All (Conditions) are true
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Conditions
- (Unit-type of (Triggering unit)) Equal to Peasant
- (Issued order) Equal to (Order(Attack))
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Conditions
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And - All (Conditions) are true
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AttackSound Equal to 1.00
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Then - Actions
- Sound - Play PeasantYesAttack1 <gen> at 100.00% volume, located at (Position of (Ordered unit)) with Z offset 0.00
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AttackSound Equal to 2.00
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Then - Actions
- Sound - Play PeasantYesAttack2 <gen> at 100.00% volume, located at (Position of (Ordered unit)) with Z offset 0.00
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AttackSound Equal to 3.00
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Then - Actions
- Sound - Play PeasantYesAttack3 <gen> at 100.00% volume, located at (Position of (Ordered unit)) with Z offset 0.00
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AttackSound Equal to 4.00
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Then - Actions
- Sound - Play PeasantYesAttack4 <gen> at 100.00% volume, located at (Position of (Ordered unit)) with Z offset 0.00
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Attack Sound Randomizer
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Events
- Time - Every 0.05 seconds of game time
- Conditions
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Actions
- Set AttackSound = (Random real number between 1.00 and 4.00)
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Events