Difference between revisions of "System Assault"
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Depending what kind of assault is done one (or more of) following sounds are played while the assault: | Depending what kind of assault is done one (or more of) following sounds are played while the assault: | ||
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_SM.wav Bombardment_SM.wav] | *vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_SM.wav Bombardment_SM.wav] | ||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_LG.wav Bombardment_LG.wav] | *vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_LG.wav Bombardment_LG.wav] |
Revision as of 14:18, 25 February 2014
Basic info >> see Manual#System Assault
InvasionTargetingStrategy for Bombardment
- MaximumPrecision: Attempt to minimize collateral damage. Precision is favored at the expense of overall damage.
- Balanced: Attempt to balance precision and overall damage. Moderate levels of collateral damage are acceptable.
- MaximumDamage: Inflict the most damage possible at the expense of precision. Collateral damage is not a concern.
InvasionStatus
- InProgress
- Victory
- Defeat
- Stalemate
GroundCombat
Sounds
Depending what kind of assault is done one (or more of) following sounds are played while the assault:
- vfs:///Resources/SoundFX/GroundCombat/Bombardment_SM.wav
- vfs:///Resources/SoundFX/GroundCombat/Bombardment_LG.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatBio.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatChemical.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatLaser.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatNuclear.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatAll.wav
- vfs:///Resources/SoundFX/GroundCombat/dropTroops.wav