BFME 2 - ROTWK Code Refence  1.0
RandomSoundSelectorClientBehavior Class Reference

Public Attributes

Percentage Chance
 
Boolean RerollOnEveryFrame
 
UnitSpecificSounds UnitSpecificSounds
 
UnsignedInteger VoicePriority
 
AudioEvent VoiceSelect
 
AudioEvent VoiceSelectUnderConstruction
 
AudioEvent VoiceSelectBattle
 
AudioEvent VoiceMove
 
AudioEvent VoiceMoveToHigherGround
 
AudioEvent VoiceMoveOverWalls
 
AudioEvent VoiceAttack
 
AudioEvent VoiceAttackCharge
 
AudioEvent VoiceFear
 
AudioEvent VoiceCreated
 
AudioEvent VoiceTaskComplete
 
AudioEvent VoiceDefect
 
AudioEvent VoiceAttackAir
 
AudioEvent VoiceGuard
 
AudioEvent VoiceAlert
 
AudioEvent VoiceFullyCreated
 
AudioEvent VoiceRetreatToCastle
 
AudioEvent VoiceMoveToCamp
 
AudioEvent VoiceAttackStructure
 
AudioEvent VoiceAttackMachine
 
AudioEvent VoiceMoveWhileAttacking
 
AudioEvent VoiceCombineWithHorde
 
AudioEvent VoiceEnterStateAttack
 
AudioEvent VoiceEnterStateAttackCharge
 
AudioEvent VoiceEnterStateAttackAir
 
AudioEvent VoiceEnterStateAttackStructure
 
AudioEvent VoiceEnterStateAttackMachine
 
AudioEvent VoiceEnterStateMove
 
AudioEvent VoiceEnterStateMoveToHigherGround
 
AudioEvent VoiceEnterStateMoveOverWalls
 
AudioEvent VoiceEnterStateRetreatToCastle
 
AudioEvent VoiceEnterStateMoveToCamp
 
AudioEvent VoiceEnterStateMoveWhileAttacking
 
AudioEvent SoundMoveStart
 
AudioEvent SoundMoveStartDamaged
 
AudioEvent SoundMoveLoop
 
AudioEvent SoundMoveLoopDamaged
 
AudioEvent SoundAmbient
 
AudioEvent SoundAmbientDamaged
 
AudioEvent SoundAmbientReallyDamaged
 
AudioEvent SoundAmbientRubble
 
AudioEvent SoundAmbientBattle
 
AudioEvent SoundStealthOn
 
AudioEvent SoundStealthOff
 
AudioEvent SoundCreated
 
AudioEvent SoundOnDamaged
 
AudioEvent SoundOnReallyDamaged
 
AudioEvent SoundEnter
 
AudioEvent SoundExit
 
AudioEvent SoundPromotedVeteran
 
AudioEvent SoundPromotedElite
 
AudioEvent SoundPromotedHero
 
AudioEvent SoundFallingFromPlane
 
AudioEvent SoundImpact
 
AudioEvent SoundImpactCyclonic
 
AudioEvent SoundCrushing
 

Detailed Description

; This is a counter to the similar module in the RohanPeasant4. Without this, ; the larger a group, the more likely it is a woman's voice will be heard; until ; a 100 peasant group will basically ALWAYS be playing a woman's voice. This ensures that a ; large group of mixed peasants will still be led by a man. [Sorry, but that's ; Middle Earth for you – just ask Eowyn!] ClientBehavior = RandomSoundSelectorClientBehavior ModuleTag_TheRandomSoundSelectorClientBehavior

; L01F611B8:   
Chance = 5% ; SUB_L006D4D20:Percentage
RerollOnEveryFrame = No ;SUB_L006D3400:Boolean ; For consistancy
; UnitSpecificSounds = ; L00BC83B0
VoicePriority = 32 ;L0128A640 ;Bossy man is high enough to overcome "bossy" women
; L01E90F38:   
VoiceSelect = ElfMirkwoodArcherVoiceMoveHighGround; L00E6B7B0:AudioEvent
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction; L00E6B7B0:AudioEvent
VoiceSelectBattle = NoSound; L00E6B7B0:AudioEvent
VoiceMove = NoSound; L00E6B7B0:AudioEvent
VoiceMoveToHigherGround = NoSound; L00E6B7B0:AudioEvent
VoiceMoveOverWalls = NoSound; L00E6B7B0:AudioEvent
VoiceAttack = NoSound; L00E6B7B0:AudioEvent
VoiceAttackCharge = NoSound; L00E6B7B0:AudioEvent
VoiceFear = NoSound; L00E6B7B0:AudioEvent
VoiceCreated = NoSound; L00E6B7B0:AudioEvent
VoiceTaskComplete = NoSound; L00E6B7B0:AudioEvent
VoiceDefect = NoSound; L00E6B7B0:AudioEvent
VoiceAttackAir = NoSound; L00E6B7B0:AudioEvent
VoiceGuard = NoSound; L00E6B7B0:AudioEvent
VoiceAlert = NoSound; L00E6B7B0:AudioEvent
VoiceFullyCreated = NoSound; L00E6B7B0:AudioEvent
VoiceRetreatToCastle = NoSound; L00E6B7B0:AudioEvent
VoiceMoveToCamp = NoSound; L00E6B7B0:AudioEvent
VoiceAttackStructure = NoSound; L00E6B7B0:AudioEvent
VoiceAttackMachine = NoSound; L00E6B7B0:AudioEvent
VoiceMoveWhileAttacking = NoSound; L00E6B7B0:AudioEvent
VoiceCombineWithHorde = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateAttack = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateAttackCharge = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateAttackAir = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateAttackStructure = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateAttackMachine = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateMove = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateMoveToHigherGround = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateMoveOverWalls = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateRetreatToCastle = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateMoveToCamp = NoSound; L00E6B7B0:AudioEvent
VoiceEnterStateMoveWhileAttacking = NoSound; L00E6B7B0:AudioEvent
SoundMoveStart = NoSound; L00E6B7E0:AudioEvent
SoundMoveStartDamaged = NoSound; L00E6B7E0:AudioEvent
SoundMoveLoop = NoSound; L00E6B7E0:AudioEvent
SoundMoveLoopDamaged = NoSound; L00E6B7E0:AudioEvent
SoundAmbient = NoSound; L00E6B7E0:AudioEvent
SoundAmbientDamaged = NoSound; L00E6B7E0:AudioEvent
SoundAmbientReallyDamaged = NoSound; L00E6B7E0:AudioEvent
SoundAmbientRubble = NoSound; L00E6B7E0:AudioEvent
SoundAmbientBattle = NoSound; L00E6B7E0:AudioEvent
SoundStealthOn = NoSound; L00E6B7E0:AudioEvent
SoundStealthOff = NoSound; L00E6B7E0:AudioEvent
SoundCreated = NoSound; L00E6B7E0:AudioEvent
SoundOnDamaged = NoSound; L00E6B7E0:AudioEvent
SoundOnReallyDamaged = NoSound; L00E6B7E0:AudioEvent
SoundEnter = NoSound; L00E6B7E0:AudioEvent
SoundExit = NoSound; L00E6B7E0:AudioEvent
SoundPromotedVeteran = NoSound; L00E6B7E0:AudioEvent
SoundPromotedElite = NoSound; L00E6B7E0:AudioEvent
SoundPromotedHero = NoSound; L00E6B7E0:AudioEvent
SoundFallingFromPlane = NoSound; L00E6B7E0:AudioEvent
SoundImpact = NoSound; L00E6B7E0:AudioEvent
SoundImpactCyclonic = NoSound; L00E6B7E0:AudioEvent
SoundCrushing = NoSound; L00E6B7E0:AudioEvent

End

Member Data Documentation

◆ VoicePriority

UnsignedInteger VoicePriority

Bossy man is high enough to overcome "bossy" woman