GLA Saboteur Cash Steal sound can be heard on the entire map
Saboteurs are really underused and is only used in a few situations, From disabling power to resetting promotions and superweapons. But Cash Steal is rarely used and if you use it, everyone can hear it no matter where on the map they are looking at giving the cash steal away instantly. This sound should be made locally and maybe a little bit louder at the exact location but then be quite anywhere else on the map.
This would make it more noticeable when your camera is above it but it wont be spotted if you are not watching. The cash steal from the lotus you can not hear across the map.
https://github.com/user-attachments/assets/06f03c85-8ee3-4f3f-aa08-227bed663b66
https://github.com/user-attachments/assets/645ccf99-f967-4d5b-bfa9-3c7c798a3ef5
Good find. It plays AudioEvent MoneyWithdraw, which is defined in Code, so I don't think this can be fixed in Data.
Lotus doesn't play this sound at all, so I think it should be removed from the Saboteur
Dies this also happen with China Cash Hack?
No, Cash Hack is only hearable to the player that gets hacked
With a global or positional sound?
Correction:
Cash Hack plays AudioEvent CashHackActivate with: MinRange = 200 MaxRange = 1000 Type = world shrouded everyone
So everyone can hear it if close enough
TIL that the MoneyWithdraw Audio does not play in Zero Hour at all, Cash Hack\Lotus or any other source (like building units or structures), unless you use the Saboteur to steal cash. It does play in Generals though for every action that withdraws money from your account. Playing this game since release and I never noticed..
If this stays the way it is, we may be able to change AudioEvent MoneyWithdraw to Type = world shrouded everyone
But someone should do a check on why its not playing. Was it cut? From my limited code reading abilities it seems as it should play as defined in Money.cpp Money::withdraw