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Type

A superweapon's hard-coded behavior, the object kind named for the playback trap under the sync-bug settings, or where a sound is heard from.

Superweapon behavior

Specification — Superweapon behavior
Applies to
SuperWeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
string
When omitted
none

Type= selects which of the engine’s seven built-in effects the weapon delivers when it fires: MultiMissile, EMPulse, Firestorm, IonCannon, HunterSeeker, ChemMissile or DropPod, in any letter case. What each behavior delivers describes them.

The section’s other keys set the rest: its delay, cameo, cursor and required AuxBuilding= structure. Several sections can therefore share one behavior and remain independent weapons. Three things come from elsewhere:

  • A Type=EMPulse weapon takes its cursor from its behavior, as Action= explains.
  • A repeating MultiMissile or ChemMissile weapon launches from its silo the WeaponType= of the section at a fixed position in [SuperWeaponTypes], as the declaration warning explains.
  • A one-time MultiMissile or ChemMissile weapon fires the hard-coded weapon MultiLauncher or ChemLauncher and ignores its section’s WeaponType=.

An unrecognized name is ignored, and the section keeps the behavior it already had. A section that has never named a valid behavior has none: it charges, shows a cameo and can be fired, but firing it has no effect.

Firing a Type=Firestorm weapon raises the firestorm wall. Only a UseChargeDrain=yes weapon lowers it again, for example when fired a second time or when its drain runs out. Without that key, nothing lowers the wall once the first shot raises it. The stock firestorm section sets both keys.

Sync-bug trap object kind

Specification — Sync-bug trap object kind
Applies to
multiplayer settings
File
SUN.INI
Section
[SyncBug]
Value
string
When omitted
NONE
Used by the game
No — loaded but not used

Type= names the kind of object a sync-bug trap would search during recording playback. That search is not built into OpenTS, so no value changes anything.

The key is read only while recording playback is armed. AIRCRAFT, ANIM, BUILDING, BULLET, INFANTRY and UNIT are recognized in any letter case, and every other value reads as NONE.

Where a sound is heard from

Specification — Where a sound is heard from
Applies to
Sounds
File
SOUND.INI / SOUND01.INI
Section
[<Sound ID>]
Value
string
When omitted
SCREEN

Flags that decide how a sound played at a place in the world fades, pans and is silenced. Separate the flags with spaces or commas; they combine. The flags follow Yuri’s Revenge.

  • NORMAL or SCREEN: the sound fades with the distance of its place outside the view, reaching silence at Range=, and pans by where the place is across the view.
  • LOCAL: as SCREEN, but the distance is measured from the center of the view, so the sound is already quieter at the edge of the view.
  • GLOBAL: the fade stops at MinVolume= instead of silence.
  • SHROUD or UNSHROUDED: the sound is silent while the cell of its place is unrevealed.
  • SHROUDED: the sound is silent once the cell of its place has been revealed.
  • UNSHROUD, VIOLENT, MOVEMENT, QUIET, LOUD, PLAYER, NOISE_SHY (or NOISESHY), GUN_SHY (or GUNSHY) and AMBIENT are accepted and have no effect.

A flag the engine does not recognize is ignored.

sound01.ini
[BIGBLAST]
Type=GLOBAL SHROUD
MinVolume=0.3

BIGBLAST keeps at least 30 percent of its in-view loudness however far from the view it plays, but it is silent in cells the player has not revealed.

A sound played without a place, such as a button click, does not fade, pan or fall silent under any of these flags.

History

  1. Added0.2.0In development

    Define sounds with the Yuri's Revenge SOUND.INI keys — sounds