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Report

The sound effect played when the weapon fires, or when the animation starts.

Animation sound

Specification — Animation sound
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
sound
When omitted
none

Report= names the sound the animation plays at its position when it starts. An animation created with a delay starts, and plays the sound, when the delay runs out.

The sound plays again each time the animation starts over:

  • after each pause set by RandomLoopDelay;
  • when the animation changes type through Next, which plays the new type’s sound.

This is the only sound an animation plays when it starts. StartSound has no effect on it.

Animations placed by the Play Anim At and Drop Zone Flare trigger actions play this sound when they appear. After that they are silent, so they play no sound after a pause or after changing type through Next.

A value that names no registered sound is ignored, and the type keeps the sound it had.

Firing sounds

Specification — Firing sounds
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
list of sounds
When omitted
(empty)

An object plays the same entry of this list for every shot it fires. The entry is chosen at random when the object is created and kept for its whole life. A list of several entries therefore varies the sound between objects, not between shots, and two objects of the same type may still pick the same entry.

rules.ini
[MyGatling] ; example WeaponType
Report=TSGUN4,CHAINGN1,INFGUN3 ; registered sound names

An entry that does not match a registered sound is dropped from the list. Report=none therefore gives an empty list, and a misspelled name makes the list shorter.

Report= with nothing after the = counts as not set and keeps whatever an earlier rules file set. It cannot clear an inherited list; Report=none does.

Three other paths play the list, and each picks a new random entry every time it plays:

  • An EM pulse cannon firing at the cell it was aimed at.
  • A Jellyfish=yes unit stinging the nine cells around and under it. It checks the cells one at a time. From the first cell where it stings something, it plays the list for that cell and again for every cell it checks after it, whether or not it stings anything there.
  • A descending drop pod laying covering fire on the cell below it.