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New EVA voice after deploying a building #1682
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New EVA voice after deploying a building #1682
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…CanChangeEvaVoice
2025-05-28.09-02-10.mp4 |
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The EVA voice change logic should be generalized and put in a separate function from buildings, probably in SideExt
or something. Firestorm has a map trigger for this purpose and I suppose someone might want to reimplement that here as well.
Some smaller things to take note of as well.
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Since Ares already has Map trigger actions for changing these voices like in Firestorm I only focused in learning how to change it and apply this logic for buildings like in the video, not reimplementing again the EVA voices. Let me see the SideExt you mentioned because I remember one of the first attempts was storing data in that place but things happened that made me move the code and I ended here. |
- Removed NewEvaVoice tag. - NewEvaVoice.Index now is nullable int and the checks are against this value instead of the old NewEvaVoice.
Applied feedback and updated documentation and initial message here. The missing bit I have to do now is that suggestion of moving the code into a separated function from buildings to SideExt for future changes/additions, etc. |
…CanChangeEvaVoice
Function UpdateMainEvaVoice(...) moved from Buildings to side class.
Moved the UpdateMainEvaVoice(...) function to SideExt. |
…CanChangeEvaVoice
NewEVAVoice.Index
.NewEVAVoice.Index
is the index of the new EVA voice. Ares is hightly recomended because these indexes are reading the new section[EVATypes]
atevamd.ini
introduced by Ares. Look at Ares documentation regarding new EVA voices for more information.NewEVAVoice.Index
EVA voices thenNewEVAVoice.Priority
establish a priority queue, being the highest value the selected one.NewEVAVoice.RecheckOnDeath
re-checks a new EVA voice after the destruction/undeployment of of of these buildings.NewEVAVoice.InitialMessage
plays an EVA message to the player when a different EVA has been selected.In
rulesmd.ini
: