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Current questions and answers regarding the map editor.

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#4762
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Here's an example:
StartDialogScene("/Maps/SingleMissions/NewRandomMap 19/StartScene2/DialogScene.xdb#xpointer(/DialogScene)");
It seems like it will be similar for Play2DSound. First, the path (ending in .xdb), then an addition like #xpointer, and then the name of the resource type in parentheses, (/Sound) will likely be it. It doesn't seem like there was a separation of 2D and 3D sounds in the resources themselves, only in the script.
I have no idea where to find them in data.pak.
To provide a more specific example... Well, maybe I will, if I find the map template where I used this... But it's unlikely.
 

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