Merge pull request #11483 from Mailaender/supportpower-factionspeech
Added support power speech notifications
This commit is contained in:
@@ -129,6 +129,8 @@ namespace OpenRA.Mods.Common.Traits
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{
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var notification = self.Owner.IsAlliedWith(self.World.RenderPlayer) ? Info.LaunchSound : Info.IncomingSound;
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Game.Sound.Play(notification);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.IncomingSpeechNotification, self.Owner.Faction.InternalName);
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Actor distanceTestActor = null;
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for (var i = -info.SquadSize / 2; i <= info.SquadSize / 2; i++)
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@@ -96,7 +96,11 @@ namespace OpenRA.Mods.Common.Traits
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer))
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Game.Sound.Play(Info.LaunchSound);
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else
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{
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Game.Sound.Play(Info.IncomingSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.IncomingSpeechNotification, self.Owner.Faction.InternalName);
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}
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if (!string.IsNullOrEmpty(info.ActivationSequence))
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{
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@@ -32,11 +32,15 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string[] Prerequisites = { };
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public readonly string BeginChargeSound = null;
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public readonly string BeginChargeSpeechNotification = null;
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public readonly string EndChargeSound = null;
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public readonly string EndChargeSpeechNotification = null;
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public readonly string SelectTargetSound = null;
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public readonly string SelectTargetSpeechNotification = null;
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public readonly string InsufficientPowerSound = null;
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public readonly string LaunchSound = null;
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public readonly string IncomingSound = null;
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public readonly string IncomingSpeechNotification = null;
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public readonly bool DisplayTimer = false;
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@@ -83,16 +87,22 @@ namespace OpenRA.Mods.Common.Traits
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public virtual void Charging(Actor self, string key)
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{
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Game.Sound.PlayToPlayer(self.Owner, Info.BeginChargeSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.BeginChargeSpeechNotification, self.Owner.Faction.InternalName);
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}
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public virtual void Charged(Actor self, string key)
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{
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Game.Sound.PlayToPlayer(self.Owner, Info.EndChargeSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.EndChargeSpeechNotification, self.Owner.Faction.InternalName);
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}
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public virtual void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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Game.Sound.PlayToPlayer(manager.Self.Owner, Info.SelectTargetSound);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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Info.SelectTargetSpeechNotification, self.Owner.Faction.InternalName);
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self.World.OrderGenerator = new SelectGenericPowerTarget(order, manager, info.Cursor, MouseButton.Left);
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}
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@@ -63,7 +63,7 @@ Sounds:
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DisablePower: POWRUP1
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EnablePower: POWRDN1
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CashTickUp: CASHTIK1
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CashTickDown:CASHTIK1
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CashTickDown: CASHTIK1
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LevelUp: SCORTIK1
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ChatLine: CHAT1
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BuildPaletteOpen: BUTTON1
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@@ -838,7 +838,6 @@ high_tech_factory:
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SquadSize: 3
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LongDesc: Ornithopters hit the target with bombs
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UnitType: ornithopter
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SelectTargetSound:
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DisplayBeacon: True
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CameraActor: camera
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WithProductionOverlay@WELDING:
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@@ -951,11 +950,9 @@ palace:
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ChargeTime: 300
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Description: Death Hand
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LongDesc: Launches an atomic missile at a target location
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BeginChargeSound: HI_PREP.AUD
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EndChargeSound: HI_DHRDY.AUD
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SelectTargetSound:
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LaunchSound:
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IncomingSound:
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BeginChargeSpeechNotification: DeathHandMissilePrepping
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EndChargeSpeechNotification: DeathHandMissileReady
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MissileLaunchDetected: MissileLaunchDetected
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MissileWeapon: atomic
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SpawnOffset: -512,1c171,0
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DisplayBeacon: True
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@@ -403,11 +403,8 @@ GAPLUG:
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ChargeTime: 180
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Description: Ion Cannon
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LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
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BeginChargeSound:
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EndChargeSound: 00-i156.aud
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LaunchSound:
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SelectTargetSound:
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InsufficientPowerSound:
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EndChargeSpeechNotification: IonCannonReady
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SelectTargetSpeechNotification: SelectTarget
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DisplayRadarPing: True
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CameraActor: camera
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ProduceActorPower:
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@@ -4,9 +4,7 @@ GAWALL:
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Queue: Defense
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BuildPaletteOrder: 20
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Prerequisites: ~structures.gdi
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SoundOnDamageTransition:
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DamagedSounds:
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DestroyedSounds:
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-SoundOnDamageTransition:
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Valued:
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Cost: 50
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CustomSellValue:
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@@ -4,9 +4,7 @@ NAWALL:
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Queue: Defense
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BuildPaletteOrder: 1001
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Prerequisites: ~structures.nod
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SoundOnDamageTransition:
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DamagedSounds:
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DestroyedSounds:
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-SoundOnDamageTransition:
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Valued:
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Cost: 50
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CustomSellValue:
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@@ -240,11 +238,9 @@ NAMISL:
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ChargeTime: 540
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Description: Cluster Missile
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LongDesc: Launches a conventional warhead\nat a target location.
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BeginChargeSound:
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EndChargeSound: 00-i154.aud
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SelectTargetSound:
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InsufficientPowerSound:
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IncomingSound: 00-i150.aud
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EndChargeSpeechNotification: ClusterMissileReady
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SelectTargetSpeechNotification: SelectTarget
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IncomingSpeechNotification: MissileLaunchDetected
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LaunchSound: icbm1.aud
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MissileWeapon: ClusterMissile
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SpawnOffset: 0,427,0
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@@ -43,30 +43,12 @@ NAPULS:
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gdi: napuls.gdi
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nod: napuls.nod
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ProvidesPrerequisite@gdi:
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Prerequisite: emp.gdi
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Factions: gdi
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ResetOnOwnerChange: true
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ProvidesPrerequisite@nod:
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Prerequisite: emp.nod
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Factions: nod
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ResetOnOwnerChange: true
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AttackOrderPower@nod:
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AttackOrderPower:
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Cursor: emp
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Icon: emp
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ChargeTime: 135
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Description: E.M. Pulse
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LongDesc: Fires a pulse blast which disables\nall mechanical units in the area.
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EndChargeSound: speech-nod|00-i158.aud
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SelectTargetSound: speech-nod|00-i042.aud
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Prerequisites: emp.nod
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OrderName: Nodemp
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AttackOrderPower@gdi:
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Cursor: emp
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Icon: emp
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ChargeTime: 135
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Description: E.M. Pulse
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LongDesc: Fires a pulse blast which disables\nall mechanical units in the area.
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EndChargeSound: speech-gdi|00-i158.aud
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SelectTargetSound: speech-gdi|00-i042.aud
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Prerequisites: emp.gdi
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OrderName: GDIemp
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EndChargeSpeechNotification: EmPulseCannonReady
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SelectTargetSpeechNotification: SelectTarget
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