;dko denotes a comment by dwight@westwood


  
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~ORDOS ORGANIC UNITS~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;dko associate all STANDARD death screams with this hook <good>
[ornormalmandying]
Sounds=normal_dying_1 normal_dying_2 normal_dying_3 normal_dying_4 normal_dying_5 normal_dying_6 normal_dying_7 normal_dying_8 normal_dying_9 normal_dying_10 normal_dying_11 normal_dying_12 normal_dying_13 normal_dying_14 normal_dying_15 normal_dying_16 normal_dying_17 normal_dying_18 normal_dying_19 normal_dying_20 normal_dying_21 normal_dying_22 
Control=random
FShift= -5 5
Volume=70

;dko associate all BURNING death screams with this hook	<good>
[orburningmandying]
Sounds=burn_dying_1 burn_dying_2 burn_dying_3 burn_dying_4 burn_dying_5 burn_dying_6 burn_dying_7 burn_dying_8 
Control=random
Volume=70

;dko associate all CHOKING death screams with this hook	<good>
[orchoking]
Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 
Control=random
Volume=70

;dko associate all CRUSHING death with this hook
[orcrush]
Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4
Control=random
Volume=60

;dko fire for aa trooper <good>
[orbazookalaunch1]
Sounds=aatrooperattack
Volume=80

;dko added 4/13/01 new idries call
;dko this is the or inf trooper attack
[ORAATrooperGun]
Sounds=aatrooperattack
Volume=80

;dko reload for aa trooper <good>
[orkobrareload]
Sounds=kindjal_infantry_reload_1
Volume=40

;dko or chemical trooper fire <good> and or gas turret
[chemicalspray]
Sounds=chemflamerattack
Volume = 70
FShift = -5 5
VShift = 20

;dko added 4/18/01 for the gas turret gun sound
[ORGasTurretGun]
Sounds=chemflamerattack
Volume = 70

;dko gas turret move test 4/23/01
[ORGasTurretBaseMoveFxStart]
Sounds=turret_start_11
Limit = 1
Volume=40

;dko gas turret move test 4/23/01
[ORGasTurretBaseMoveFx]
Sounds=turret_loop_11 turret_end_11
Control = loop decay interrupt
Limit = 1
Decay = 1
Volume=70

;dko gun turret move test 4/23/01
[ORGasTurretGunMoveFxStart]
Sounds=turret_start_11
Limit = 1
Volume=40

;dko gun turret move test 4/23/01
[ORGasTurretGunMoveFx]
Sounds=turret_loop_11 turret_end_11
Control = loop decay interrupt
Limit = 1
Decay = 1
Volume=70

;dko gun turret move test 4/23/01
[ORPopUpGunMoveFxStart]
Sounds=turret_start_11
Limit = 1
Volume=40

;dko gun turret move test 4/23/01
[ORPopUpGunMoveFx]
Sounds=turret_loop_11 turret_end_11
Control = loop decay interrupt
Limit = 1
Decay = 1
Volume=70

;dko added 4/13/01 new idries call
;chemical trooper attack
[ORChemicalGun]
Sounds=chemflamerattack
Volume = 70
FShift = -5 5
VShift = 20

[MortarLaunch]
Sounds = MortarAttack
Volume=80

;dko added 4/13/01 new idries call
;dko this is for the big weapon the mortar inf. has
[ORMortarInfBigGun]
Sounds = MortarAttack
Volume=80

;dko added 4/13/01 new idries call
;dko this is for the pistol weapon the mortar inf. has
[ORMortarInfGun]
Sounds = MortarAttackPistol
Volume=60

;[MortarAttackPistol]
;dko this call is played at the same time as [singleshotpistol].  we should only call this call for mortar infantry. 3/23/01
[orsingleshotpistol]
Sounds = MortarAttackPistol
Volume=60


[MortarDeploy]
Sounds = MortarDeploy
Priority = low
Volume = 60

[MortarUnDeploy]
Sounds = MortarUnDeploy
Priority = low
Volume = 60

;dko <good>
[SaboteurPrime]
Sounds = SaboteurDeploy
Priority = high
Volume=70




	;***************************
	;--------- VEHICLES--------
	;***************************


;dko or apc fires weapon
[orrocketlaunch1] 
Sounds = APCAttack
Limit = 1
Volume=70

;dko added 4/18/01 suggested new hook be made.
[ORApcGun]
Sounds = APCAttack
Volume=70

;dko apc door open
[deploygun]
Sounds = APCDoorOpen
Volume=70

;dko added 4/20/01
[orapcmovefxstart]
Sounds = apcmovestarta apcmovestartb apcmovestartc
Limit = 1
Control = random
Volume=60

[DeviatorFizz]
Sounds = DeviatorAttack
;VShift = 15
Limit = 1
Volume=60

;dko added 4/13/01 new idries call
[ORDeviatorGun]
Sounds = DeviatorAttack
Volume=80

;dko added 4/20/01
[ordeviatormovefxstart]
Sounds=deviatormovestarta
Limit = 1
Volume=85

;dko dust scout fires weapon
[orlightmg-shortburst]
Sounds = dustscoutattacka dustscoutattackb dustscoutattackc
;VShift= 15
Volume=80

;dko added 4/13/01 new idries call
[ORDustGun]
Sounds = dustscoutattacka dustscoutattackb dustscoutattackc
Volume=80

;dko <good>
[DustScoutMove]
Control = random
Sounds = DustScoutLegsA DustScoutLegsB DustScoutLegsC
Priority = low
Limit = 3
Volume = 30
;VShift = 15

;dko 3/23/01
[DustScoutHide]
Sounds = DustScoutHide
Volume = 50

;dko 3/23/01
[DustScoutEmerge]
Sounds = DustScoutUnhide
Volume = 50

;dko these are unique hooks for the or dust scout.  This is his "verbal" SELECT.
[ordustscoutselection]
Sounds=dustscoutselecta dustscoutselectb dustscoutselectc dustscoutselectd dustscoutselecte
Control = random
Volume = 60

;dko these are unique hooks for the or dust scout.  This is his "verbal" COMMAND.
[ordustscoutmove]
Sounds=dustscoutcommanda dustscoutcommandb dustscoutcommandc dustscoutcommandd dustscoutcommande
Control = random
Volume = 60

;dko these are unique hooks for the or dust scout.  This is his "verbal" ATTACK.
;dko The ATTACK is pretty much like a COMMAND so I am using those samples for this action.  3/28/01
[ordustscoutattack]
Sounds=dustscoutcommanda dustscoutcommandb dustscoutcommandc dustscoutcommandd dustscoutcommande
Control = random
Volume = 60
		 
;dko <good>	 This is being called for the laser tank as well as the IM Elite Sardukar 4/12/01
[orlaser1]
Sounds = LaserTankAttack
Volume=75

;dko added 4/20/01
[orlasertankmovefxstart]
Sounds=	lasertankmovestarta
Limit = 1
Volume=70

;dko kobra fires big weapon <good>
[KobraAttack]
Sounds= KobraAttack
Volume=80

;dko added 4/24/01 new idries/lee call
;dko this is for the deployed kobra gun
[ORCANNONSINGLELOUDSHOT]
Sounds= KobraAttack
Volume=80


;dko added 4/20/01
[orkobramovefxstart]
Sounds=kobramovestarta
Limit = 1
Volume=65

[Humloop]
Sounds = KobraLock
Priority = low
Volume = 60

[Klunkair]
Sounds = KobraUnlock
Priority = low
Volume = 60

[klunkair.wav]
Sounds = KobraDeploy
Limit = 1
Volume = 55

;EITSTakeOff is called by the Ordos Eye In the Sky unit.
;EITSLand/takeoff - Eye in the Sky making descent/ascent with thrusters 
;this hook is not working correctly 5/1/01
[EITSTakeOff]
Sounds = EITSTakeOff
Volume = 70

;EITSLand.wav is called by the Ordos Eye In the Sky unit.
;only this hook is being played.  It is only played once when unit is created.
[EITSLand]
Sounds = EITSLand
Volume = 70

;dko added 5/1/01
;this hook is funky.  It is looking for a constant loop which would be annoying to the player.  I've commented it 5/1/01
;[eitsmove]
;Sounds = eyeskymovestart
;limit = 1
;volume = 65

;dko ADV Carryall Ascend added 4/24/01 new idries call
[orcarryalltakeoff]
Sounds=adv_carryall_pickup_1
Limit = 1
Volume=70

;dko ADV Carryall descent added 4/24/01 new idries call
[orcarryallland]
Sounds=adv_carryall_land_1
Limit = 1
Volume=70

;dko added 4/30/01
[oradvcarryallmovefxstart]
Sounds = adv_carryall_takeoff_1
Limit = 1
Volume=70

;dko added 4/30/01
[orcarryallmovefxstart]
Sounds = adv_carryall_takeoff_1
Limit = 1
Volume=70

;dko added 4/30/01
;or adp move
;[orcarryallflying]
;Sounds=or_adp_motor_1
;Limit = 1
;Volume=65



	
	;***************************
	;--------- BUILDINGS--------
	;***************************

;dko pop up laser turret fire
[orlaser2]
Sounds = PopupTurretAttack
Volume=70

;dko added 4/18/01 new idries call
[ORPopUpGun]
Sounds = PopupTurretAttack
Volume=70

;pop up turret up
[orpopturretsup]
Sounds = PopUpTurretRise
Volume=60

;pop up turret down
[orpopturretsdown]
Sounds = PopUpTurretDrop
Volume=60

;pop up turret explode
[ormedium1]
Sounds = explosionordos05 explosion_medium_1 explosion_medium_2 explosion_medium_3 explosion_medium_4
Control=random
Priority = high
Volume=60


;pop up turret explode
[ormedium2]
Sounds = explosionordos05 explosion_medium_1 explosion_medium_2 explosion_medium_3 explosion_medium_4
Control=random
Priority = high
Volume=60



[ChemTurretAttack]
Sounds = ChemTurretAttack
Volume = 80
VShift = 15


;dko Large HK Building Explodes
[orlargebuildingbang]
;Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17
Sounds=explosionordos01 explosionordos02 explosionordos03 explosionordos04 explosionordos06
Control=random
Priority = high
Volume=80


	;*******************************
	;------- SPECIAL WEAPONS--------
	;*******************************


	;Mical 01/12: This is an even that needs to be hooked up by a programmer
[EyeInTheSkyDeploy]
Sounds= EyeSkyDeploy
Priority= High

	;Mical 01/12: This is an even that needs to be hooked up by a programmer
[ChaosLightning]
Sounds = ChaosLightning
Volume = 80

;dko added 4/19/01 rules.txt
[ORBeamWeapon]
Sounds = ChaosLightning
Volume = 80


;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~CONSTRUCTION SOUNDS~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;dko MCV deploys
[ormcvdeploy]
Sounds=mcv_b_open_1
Control=random
Volume=40

;dko MCV Drills into ground
[orcyconstructingabuilding]
Sounds=mcv_d_drill_dig_1
Control=random
Volume=40

;dko MCV Scaffolding goes up
[orsmallconstruction]
Sounds=constructionelement1
Control=random
Volume=40

;dko MCV Scaffolding goes up
[ormediumconstruction]
Sounds=constructionelement2
Control=random
Volume=40

;dko MCV Scaffolding goes up
[orlargeconstruction]
Sounds=constructionelement2
Control=random
Volume=40

;dko MCV Scaffolding with sparks 3/27/01
[orsconstructionspark]
Sounds=constructionsparks
Control=random
Volume=40
      




	;**********************************
	; -------- UNIT VOICES ------------
	;**********************************


[LocalDefaults]
Type	=	Dialog
Control	=	Random

	

[ORScoutSelection]
Sounds = $02-US01		 ;"Awaiting instruction."
Sounds = $02-US04		 ;"Our purpose is observation."
Sounds = $02-US05		 ;"We are at your command."
 

[ORScoutMove]
Sounds = $02-UM00		 ;"We obey."
Sounds = $02-UM02		 ;"As ordered."
Sounds = $02-UM04		 ;"Area scan commencing."
Sounds = $02-UM06		 ;"Relocation commencing."
 

[ORLaserTankAttack]
Sounds = $05-UA00		 ;"Targeting Laser."
Sounds = $05-UA01		 ;"Turret locked on target."
Sounds = $05-UA04		 ;"Amplifying emission levels"
Sounds = $05-UA07		 ;"Enemy targets engaged."
 

[ORLaserTankSelection]
Sounds = $05-US01		 ;"Powered up!"
Sounds = $05-US05		 ;"Laser tank operational."
Sounds = $05-US06		 ;"Laser at full power."
Sounds = $05-US07		 ;"Engines on maximum."
 

[ORLaserTankMove]
Sounds = $05-UM01		 ;"Destination received."
Sounds = $05-UM02		 ;"By your order."
Sounds = $05-UM04		 ;"Throttle to full power."
Sounds = $05-UM06		 ;"Moving to coordinates"
 

[ORKobraAttack]
Sounds = $12-UA00		 ;"Calculating trajectory."
Sounds = $12-UA02		 ;"Target data entered."
Sounds = $12-UA03		 ;"Sensors locked on"
 

[ORKobraSelection]
Sounds = $12-US01		 ;"Ready to strike."
Sounds = $12-US03		 ;"Kobra unit"
 

[ORKobraMove]
Sounds = $12-UM01		 ;"Position marked."
Sounds = $12-UM04		 ;"Kobra unit now in motion."
 

[ORSaboteurAttack]
Sounds = $15-UA00		 ;"Death comes to all."
Sounds = $15-UA01		 ;"For House Ordos."
Sounds = $15-UA05		 ;"Death is inevitable."
 

[ORSaboteurSelection]
Sounds = $15-US02		 ;"No fear."
Sounds = $15-US03		 ;"Explosives ready"
Sounds = $15-US05		 ;"Our purpose is sabotage. "
Sounds = $15-US06		 ;"We have no fear of death."
 

[ORSaboteurMove]
Sounds = $15-UM02		 ;"Orders received."
Sounds = $15-UM05		 ;"Approaching new location"
Sounds = $15-UM06		 ;"Orders confirmed."
 

[OREngineerAttack]
Sounds = $20-UA00		 ;"Plans received."
Sounds = $20-UA02		 ;"Moving to target structure."
Sounds = $20-UA06		 ;"We will succeed!"
 

[OREngineerSelection]
Sounds = $20-US02		 ;"Awaiting instruction."
Sounds = $20-US03		 ;"Our designation is Engineer."
Sounds = $20-US04		 ;"We are at your disposal."
Sounds = $20-US05		 ;"What is the required task?"
 

[OREngineerMove]
Sounds = $20-UM04		 ;"We go where we are needed."
Sounds = $20-UM05		 ;"How can we be of assistance?"
Sounds = $20-UM06		 ;"Order Accepted."
 

[OREITSAttack]
Control = random attack decay 
Sounds = Static01i_vol1
Sounds = Static02i_vol1
Sounds = $21-UA00		 ;"Initiating sequence."
Sounds = $21-UA01		 ;"Surprise."
Sounds = $21-UA03		 ;"Drop zone confirmed."
Sounds = $21-UA04		 ;"Attack sequence initiated."
Sounds = $21-UA05		 ;"Death rains from the sky!"
Sounds = Static01i_vol1
Sounds = Static02i_vol1
Attack = 2
Decay  = 2
 

[OREITSSelection]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $21-US00		 ;"They suspect nothing."
Sounds = $21-US04		 ;"Your command?"
Sounds = $21-US05		 ;"Eye in the sky"
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2
 

[OREITSMove]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $21-UM02		 ;"Course data updated."
Sounds = $21-UM03		 ;"Vectors reset."
Sounds = $21-UM04		 ;"Determining drop zone"
Sounds = $21-UM06		 ;"Approach profile acknowledged."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2
 

[ORAATrooperAttack]
Sounds = $23-UA00		 ;"Weapon locked."
Sounds = $23-UA03		 ;"Strike now!"
Sounds = $23-UA05		 ;"Terminate the enemy."
 

[ORAATrooperSelection]
Sounds = $23-US01		 ;"Ready to move."
Sounds = $23-US05		 ;"What is the directive?"
 

[ORAATrooperMove]
Sounds = $23-UM00		 ;"Received."
Sounds = $23-UM02		 ;"We obey."
Sounds = $23-UM05		 ;"We will comply."
 

[ORChemicalAttack]
Sounds = $25-UA01		 ;"Spraying target."
Sounds = $25-UA02		 ;"Deploying toxins."
Sounds = $25-UA04		 ;"Intoxicating"
Sounds = $25-UA07		 ;"Success is imperative."
 

[ORChemicalSelection]
Sounds = $25-US04		 ;"Chemical mix ready"
Sounds = $25-US06		 ;"Pressure is maximized."
Sounds = $25-US07		 ;"We await your signal."
 

[ORChemicalMove]
Sounds	=	$25-UM00		 ;"As ordered."
Sounds	=	$25-UM03		 ;"A good plan."
Sounds	=	$25-UM07		 ;"Moving to specified location."


[ORDeviatorAttack]
Sounds = $26-UA00		 ;"Loyalty is an illusion."
Sounds = $26-UA01		 ;"They will be ours."
Sounds = $26-UA03		 ;"This may change their minds"
 

[ORDeviatorSelection]
Sounds = $26-US01		 ;"Gas ready for delivery."
Sounds = $26-US02		 ;"Awaiting instruction."
Sounds = $26-US05		 ;"Deviator gas ready for deployment. "
Sounds = $26-US06		 ;"Cannisters primed and ready."
 

[ORDeviatorMove]
Sounds = $26-UM01		 ;"At top speed."
Sounds = $26-UM03		 ;"Agreed!"
Sounds = $26-UM05		 ;"Coordinates received."
 

[ORAPCAttack]
Sounds = $30-UA01		 ;"For House Ordos."
Sounds = $30-UA02		 ;"Target data entered."
 

[ORAPCSelection]
Sounds = $30-US01		 ;"Your orders?"
Sounds = $30-US06		 ;"Transport powered up."
Sounds = $30-US07		 ;"Maximum lift attained."
 

[ORAPCMove]
Sounds = $30-UM01		 ;"Complying."
Sounds = $30-UM05		 ;"By your command."
Sounds = $30-UM06		 ;"Redirect confirmed."
 

[ORMortarAttack]
Sounds = $42-UA01		 ;"For House Ordos."
Sounds = $42-UA04		 ;"Targeting Mortar."
Sounds = $42-UA05		 ;"Trajectory confirmed."
 

[ORMortarSelection]
Sounds = $42-US00		 ;"Designate required position."
Sounds = $42-US01		 ;"Ready to move."
Sounds = $42-US03		 ;"Mortar supply ready"
 

[ORMortarMove]
Sounds = $42-UM01		 ;"In compliance."
Sounds = $42-UM07		 ;"Relocation commencing."
 
[ORADVCarryallAttack]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-UA02		 ;"Prepare for pickup"
Sounds = $07-UA07		 ;"Grapplers in position."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ORADVCarryallSelection]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-US01		 ;"Transport."
Sounds = $07-US04		 ;"Carryall reporting"
Sounds = $07-US06		 ;"On your command"
Sounds = $07-US07		 ;"Transport standing by."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ORADVCarryallMove]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-UM01		 ;"Roger."
Sounds = $07-UM03		 ;"We can do that."
Sounds = $07-UM04		 ;"On the move."
Sounds = $07-UM06		 ;"Coming about."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2
 
[ORADPAttack]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $30-UA03		 ;
Sounds = $30-UA05		 ;
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2
 
[ORADPMove]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $30-UM02		 ;
Sounds = $30-UM04		 ;
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2

[ORADPSelection]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $30-US00		 ;
Sounds = $30-US02		 ;
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


;
; OR Group
;


[ORGroupAttack]
;Sounds = $23-UA05		 ;"Terminate the enemy."
Sounds = $ORDAttack1
Sounds = $ORDAttack2

[ORGroupMove]
;Sounds = $23-UM00		 ;"Received."
Sounds = $ORDMove1
Sounds = $ORDMove2

[ORGroupSelection]
Sounds = $23-US01		 ;"Ready to move."
Sounds = $ORDSelect1
Sounds = $ORDSelect2




; ---------------------------
; SPECIAL ORDOS UNIT COMMANDS
; ---------------------------

; ----- APC -----
[ORAPCSpecial0]		 ; Played when the APC is deployed (Infantry exit)
Sounds = $30-UX01		 ;"Deploying cargo."

[ORAPCSpecial1]		 ; Played when Infantry enter the APC
Sounds = $30-UX00		 ;"Loading cargo."

;[ORAPCSpecial2]		 ; Played when the APC moves and has occupants.
				 ; If this sound is not defined, then the move sound is used

; Note that the same numbers will work for the ATAPC i.e.
; [ATAPCSpecial0] is played when the AT APC is deployed


; ----- Ordos Special Weapon - Chaos Lightning -----
;
; pm 04/25/01 - Commented out the filmbook woman comments.  Clashes with UI Comp.

;[ORBeamWeaponSpecial0]	 ; Played when Chaos Lightning is targeted (deployed)
;Sounds = $38-UX02		 ;"Prepare to be Destroyed!"
;Sounds = $38-UX04		 ;"All things must die"


; ----- Depolyable Infantry -----
[ORMortarSpecial0]	 ; Played when the mortar infantry deploy
Sounds = $42-UX00		 ;"Readying mortar for targets"

[ORMortarSpecial1]	 ; Played when the mortar infantry undeploy
Sounds = $42-UX01		 ;"Evacuating position."

; Note that the same numbers will work for the ATKindjal i.e.
; [ATKindjall0] is played when the Kindjal infantry deployed



; ----- Shared units -----
; The sound hooks that follow are for units which are shared between the houses, but need
; per-house sound hooks


; ----- Harvester -----
[ORHarvesterAttack]	; used when the harvester gets ordered to harvest
Sounds = $27-UA01		;"As ordered"
Sounds = $27-UA04		;"Spice field located"
Sounds = $27-UA05		;"Harvest commencing"
 

[ORHarvesterSelection]
Sounds = $27-US02		;"Ready"
Sounds = $27-US04		;"Harvester standing by"
Sounds = $27-US05		;"What is the directive?"
 

[ORHarvesterMove]
Sounds = $27-UM02		;"By your order"
Sounds = $27-UM04		;"Orders have been received"
Sounds = $27-UM06		;"Plotting course"
 


; ----- MCV -----
[ORMCVSpecial0]		; used when the MCV is deployed
Sounds = $34-UA01		;"Construction facility onine"
Sounds = $34-UA03		;"House Ordos will prevail"
 

[ORMCVMove]
Sounds = $34-UM03		;"Directive initiated"
Sounds = $34-UM04		;"Course change confirmed"
 

[ORMCVSelection]
Sounds = $34-US02		;"House Ordos will prevail"
Sounds = $34-US04		;"Mobile construction unit in place"
Sounds = $34-US05		;"All systems functional"
Sounds = $34-US06		;"Awating your directive"
 



; Events to check... -pm

;TR [CarryallSelect]
;TR Sounds = $"awaiting orders" $"in position" $"standing by" $"unit reporting" $"yes sir"

;TR [CarryallMoveOrder]
;TR Sounds = $"moving to position" $acknowledged $"long live the fighters" $"house atreides" $ok

;TR [CarryallAttackOrder]
;TR Sounds = $"carrying out orders" $"for the duke" $"right away" $"by your command"




































