added support for nuke launch sound to confirm strike

separated into IncomingSound = "nuke approaching/detected"
and changed LaunchSound into "nuke lauched"

also nuke with small L .aud in cnc rules looks like a typo
This commit is contained in:
Matthias Mailänder
2013-08-18 19:34:08 +02:00
parent 46691cdb31
commit d8b0c0d440
5 changed files with 11 additions and 6 deletions

View File

@@ -41,9 +41,10 @@ namespace OpenRA.Mods.RA
public override void Activate(Actor self, Order order)
{
// Play to everyone but the current player
if (self.Owner != self.World.LocalPlayer)
if (self.Owner == self.World.LocalPlayer)
Sound.Play(Info.LaunchSound);
else
Sound.Play(Info.IncomingSound);
var npi = Info as NukePowerInfo;
var rb = self.Trait<RenderSimple>();

View File

@@ -27,6 +27,7 @@ namespace OpenRA.Mods.RA
public readonly string EndChargeSound = null;
public readonly string SelectTargetSound = null;
public readonly string LaunchSound = null;
public readonly string IncomingSound = null;
public readonly bool DisplayTimer = false;

View File

@@ -473,10 +473,11 @@ TMPL:
ChargeTime: 300
Description: Nuclear Strike
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
BeginChargeSound:
BeginChargeSound:
EndChargeSound: nukavail.aud
SelectTargetSound: select1.aud
LaunchSound: nukel.aud
LaunchSound: nuklnch1.aud
IncomingSound: nuke1.aud
MissileWeapon: atomic
SupportPowerChargeBar:

View File

@@ -86,8 +86,9 @@ PALACEH:
LongDesc: Launches a nuclear missile at a target location
BeginChargeSound: HI_PREP.AUD
EndChargeSound: HI_DHRDY.AUD
SelectTargetSound:
SelectTargetSound:
LaunchSound:
IncomingSound:
MissileWeapon: atomic
SpawnOffset:-512,1c171,0
CanPowerDown:

View File

@@ -31,7 +31,8 @@ MSLO:
BeginChargeSound: aprep1.aud
EndChargeSound: aready1.aud
SelectTargetSound: slcttgt1.aud
LaunchSound: alaunch1.aud
IncomingSound: alaunch1.aud
LaunchSound:
MissileWeapon: atomic
SpawnOffset: 0,427,0
DisplayTimer: True