Report
The sound effect played when the weapon fires, or when the animation starts.
Animation sound
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- sound
- When omitted
none
The sound plays once at the animation’s position when the animation starts. That is not always the moment it is created: an animation asked for with a delay stays silent until the delay runs out and it begins. An animation that chains into another through Next starts again as the new type and plays that type’s sound too.
This is the only sound an animation type plays when it starts, whatever StartSound says.
An animation placed by Play Anim At, and the flare that Drop Zone Flare plants, are marked inert only after they are created, so both still play this sound on the frame they appear. The mark takes hold from then on, silencing the type an animation chains into through Next.
A value naming no registered sound leaves whatever was set before in place.
Firing sounds
- Applies to
- WeaponType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- list of sounds
- When omitted
(empty)
Which entry is played at the muzzle is decided once, when the firing object is created, and never again: the object draws a number then and uses it to index the list for the rest of its life. A list of several entries therefore gives one sound per object rather than variety between shots, and two objects of the same type may well pick the same one.
[MyGatling] ; example WeaponTypeReport=TSGUN4,CHAINGN1,INFGUN3 ; registered sound namesAn entry that does not match a registered sound is dropped without complaint, so Report=none produces an empty list rather than an error, and a misspelling quietly shortens the list. Writing the key with nothing after the = is a different thing: the read finds no value and keeps whatever an earlier rules file set, so an inherited list cannot be cleared that way.
Three other paths play the list, and all three pick from it afresh each time rather than using the object’s fixed choice: an EM pulse cannon firing at its stored destination, a Tiberium floater that has just stung something — which plays it again for every cell of the sweep still to come — and a descending drop pod laying covering fire on the cell below it.