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  • If a weapon gets fired, the game first checks for the [[animation]] &amp; [[sounds|sound]] set in the weapon to display them;<br> == Applicable INI Flags ==
    8 KB (1,156 words) - 10:54, 27 November 2009
  • <br>''(Does this really happen? Sounds more like the mix editor crapping up than simply "game should blow up becau ...ave not verified every warhead loading location now, but my applicable ini flags tables should indicate whether or not uninited objects cause issues.) ''//[
    20 KB (3,373 words) - 17:39, 2 April 2024
  • ...o set how important a sound overlay is compared to other currently playing sounds, in order to decide when/how to play it. The available values are a ranking ...sitive, leading and trailing spaces are trimmed by the INI parser on _all_ flags -->
    4 KB (741 words) - 00:21, 6 September 2020
  • This INI file controls the ingame sounds. *[[:Category: Sound(md).ini Flags|Sound(md).ini Flags]]
    550 bytes (91 words) - 08:47, 12 July 2006
  • '''VocTypes''' are the ingame objects representing each of the [[SoundList|sounds]] in the game. They are enumerated in the {{sl|SoundList}} section and each == Applicable INI Flags ==
    397 bytes (57 words) - 14:37, 29 April 2008
  • ...related to firing weapons and it only applies if none of the more specific flags are set. # Find the first matching case, even if the flag is invalid or contains no sounds.
    2 KB (307 words) - 02:23, 18 April 2011