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.

2da Columns

ColumnExample ContentsValid ValuesDescription and Notes
Labelmedium_woodText

Human readable label. The label must be a continuous line of text - e.g. BrokenTable - unless bracketed by quotation marks - e.g. "Table, Broken".

ArmorTypewood

weaponsounds.2da column identifier.

More could be potentially added, but these are the default:

leather

chain

plate

stone

wood

chitin

scale

ethereal

crystal

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.

Openedas_dr_woodmedop1Sound resrefSingle shot sound played when the placeable or door is opened (if it can be interacted with).
Closedas_dr_woodmedcl1Sound resrefSingle shot sound played when the placeable or door is closed (if it can be interacted with).
Destroyedcb_bu_woodlrgSound resrefSingle shot sound played when the placeable or door is destroyed.
Usedas_sw_lever1Sound resrefSingle 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.
Lockedas_dr_locked1Sound resrefSingle shot sound played when the placeable or door is locked but clicked on to try and open/use it.
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