Ohh, WATER splashes? "splash" usually refers to splash damage around the impact point in the stuff I'm working with

I don't think there is any kind of check for which terrain an impact animation plays on, meaning it's almost impossible to find where such a distinction would have to be put in, and how it would have to be made...
Hmm, it is checked for spawning the scorch marks or craters though; those never appear on water. I might be able to copy from that.
As for the SAM, I just realized weapons themselves have sounds too (of course). I can really just give it to the SAM weapon, heh.
[edit]
wtf... the SAM site weapon actually HAS a sound set; the same one used for the gunboat and adv. Guard Tower. But this is apparently IGNORED for the SAM site. Might be because of the deploy logic...
I linked it to the 'SAMFIRE' smoke animation now, and it works perfectly.
QUOTE (Poskov @ Dec 3 2009, 01:57 PM)

Also, I've got a buildup animation for the Bio Research Facility (Not the Bio Tech Lab);
I'll attach it when you want.
Ehh, C&C has a "bio-research laboratory", a "hospital" and a "technology center"/"prison". The bio lab and hospital already have a buildup, so I assume you mean the tech center?
Anyway, I won't add buildups like that, for two reasons:
1. they won't be the same quality as Westwood's work. I think I've seen a buildup for this too, but it started halfway and looked really rough
2. Adding a buildup for a building makes it sellable. I had enough problems making the hospital unsellable without removing that buildup animation (using the ss*.mix logic, copied to be used for updatrem.mix). In DOS C&C, that's a code exception, but in C&C95 it was never dealt with, meaning that this vital mission target could simply be sold.
Still, from a modder's point of view, I'm interested in seeing it
This post has been edited by Nyerguds: Dec 4 2009, 01:02 AM