Key = BurningCell ; BurningCell is a special hard-coded name. Whenever the ground is on fire, each cell registers with the LGAS with a key of BurningCell
End
;RequiredModelConditionFlags = .. -- no, BurningCells never have model conditions 'cause they're not objects
;RequiredObjectStatusBits = .. -- no, BurningCells never have object status bits 'cause they're not objects
Size = 100
StartThreshold = 1 ; Normally you should avoid size = 1 LGA maps, because its more efficient
; to have the sound attached to the object. But in this case, there are
; so many burning cells that the 'on-hold' loops are overloading the
; audio system and slowing things down. It actually becomes more
; efficient to use an LGA map despite the LGA overhead.
Key = BurningCell ; BurningCell is a special hard-coded name. Whenever the ground is on fire, each cell registers with the LGAS with a key of BurningCell
End
;RequiredModelConditionFlags = .. -- no, BurningCells never have model conditions 'cause they're not objects
;RequiredObjectStatusBits = .. -- no, BurningCells never have object status bits 'cause they're not objects
Size = 175
StartThreshold = 35 ; Be aware -- each cell is pretty small
StopThreshold = 25
HandOffModeDuration = 3000
MaximumAudioSpeed = 45
End
LargeGroupAudioMap LargeFireLoop
Sound
Sound = FireLargeAmbientLoop
Key = BurningCell ; BurningCell is a special hard-coded name. Whenever the ground is on fire, each cell registers with the LGAS with a key of BurningCell
ExcludedModelConditionFlags = STUNNED STUNNED_STANDING_UP STUNNED_FLAILING DYING FIRING_OR_PREATTACK_A USER_1 MOVING THROWN_PROJECTILE PASSENGER ; SELECTED Any of these would stop the taunt anim or make it invisible
ExcludedObjectStatusBits = INSIDE_GARRISON ; Don't want to hear garrisoned units
Size = 150 ; How far apart units can be and still "count"
StartThreshold = 25 ; Start playing when this many or more units are in battle
StopThreshold = 10 ; Stop playing when less than this many units are in battle
HandOffModeDuration = 3000 ; How long (in milliseconds) sound has to get from one cell to another when a new cell gets ownership of sound
MaximumAudioSpeed = 45 ; Maximum rate audio with move to match "center of the group" at other times (world units / second)