This contains resrefs for sound files used on interacting with different placeables and doors.
Doors reference this in two files:
- genericdoors.2da
- doortypes.2da
Placeables reference this in:
This itself references the wepaonsounds.2da for additional sound interaction sounds and visuals, see below.
2da Columns
Column | Example Contents | Valid Values | Description and Notes |
---|---|---|---|
Label | medium_wood | Text | Human readable label. The label must be a continuous line of text - e.g. BrokenTable - unless bracketed by quotation marks - e.g. "Table, Broken". |
ArmorType | wood | 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. |
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. |