VoiceDie
The responses an object speaks as it is destroyed.
Specification
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- list of sounds
- When omitted
(empty)
[MYTANK] ; a UnitType registered in [VehicleTypes]VoiceDie=MYTANK_Die1,MYTANK_Die2 ; sound IDs registered in SOUND.INIThe response comes first on the destruction path, ahead of the object’s wreckage, its explosion animation and any Explodes=yes blast. Unlike the order acknowledgements, it is played at the object’s own position and fades with distance from the visible screen, and there is no test of whose house the object belongs to — an enemy object dying in view is heard exactly as a friendly one is.
One entry is picked at random. Names are matched and picked as VoiceSelect describes.