BFME 2 - ROTWK Code Refence
1.0
|
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 |
; 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
UnsignedInteger VoicePriority |
Bossy man is high enough to overcome "bossy" woman