This contains resrefs for sound files used on interacting with different placeables and doors.
Doors reference this in two files:
Placeables reference this in:
This itself references the wepaonsounds.2da for additional sound interaction sounds and visuals, see below.
|Column||Example Contents||Valid Values||Description and Notes|
Human readable label. The label must be a continuous line of text - e.g. BrokenTable - unless bracketed by quotation marks - e.g. "Table, Broken".
weaponsounds.2da column identifier.
More could be potentially added, but these are the default:
The column identifiers end in 0 and 1 (randomly chosen) and are the sound made when certain weapons hit that particular material type.
EG: If the placeable is a rock table, you set this to "stone" and a sword makes an appropriate clink against it.
|Opened||as_dr_woodmedop1||Sound resref||Single shot sound played when the placeable or door is opened (if it can be interacted with).|
|Closed||as_dr_woodmedcl1||Sound resref||Single shot sound played when the placeable or door is closed (if it can be interacted with).|
|Destroyed||cb_bu_woodlrg||Sound resref||Single shot sound played when the placeable or door is destroyed.|
|Used||as_sw_lever1||Sound resref||Single shot sound played when the placeable is "used" - usually it has to play the animation in the appropriate event for this to fire (eg; a Lever OnUsed and toggling the animation state with PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE) or similar.|
|Locked||as_dr_locked1||Sound resref||Single shot sound played when the placeable or door is locked but clicked on to try and open/use it.|