Okay... There is no audio parameter-- or otherwise a documented one if an object
has finished deploying.
I think I know which S300 object code you're looking and it may look similar to
the things I'll be describing below.
After some checking;
you say you got this unit from a mod and that it has a "deploy" button.
attaching a sound to it works:
Code:
CommandButton Command_CWCruFakeRider_Inf_Prone
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCWCruFakeRider_Inf_Prone
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:UpacingS300
ButtonImage = S300
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:CommandUpacingS300
UnitSpecificSound = NukeCannonVoiceCreate ;DEPLOYING SOUND ;Topol_m_AnimationSound
END
HOWEVER. We've hit a brick wall to when say when it is ready to fire.
Since there is no audio parameter for it, the scummier way of doing it is
to have it create an object the emits a sound and deletes itself afterwards.
Open the spoiler for the scummy way.
Code:
;------------------------
Object MakeSound_KillSelf
KindOf = NO_COLLIDE
Behavior = LifetimeUpdate ModuleTag_01
MinLifetime = 2500 ;adjust this accordingly to the length of the animation
MaxLifetime = 2500 ;these are in milliseconds
End
Behavior = InstantDeathBehavior ModuleTag_02
DeathTypes = ALL
FX = EmitSoundDeploy ;the sound it plays when "fully" deployed
End
End
Code for FXList.ini
Code:
FXList EmitSoundDeploy
Sound
Name = NukeCannonVoiceSelect ;FULLY DEPLOYED, READY TO FIRE SOUND
End
End
Now an object with a deploy button is unusual as there is no such thing
as a "deploy" command button type in this game. I'm going to take a hunch
in that it uses combat bike logic. You should probably see RiderChangeContain
as one of the moduletags if my assumption is correct.
simply when the object is deployed, it creates an object to replace the "rider"
inside the object. You can attach the sound emitter object above to when the
object is deployed.
Code:
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_S300Guard
;------there's other code here you probably shouldn't touch
;------just add this snippet below
CreateObject
ObjectNames = MakeSound_KillSelf
Count = 1
ContainInsideSourceObject = No
InheritsVeterancy = No
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
End
End