Sound for Seismic Detector

Sound for Seismic Detector

Requests for features in the spring code.

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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Sound for Seismic Detector

Post by [Krogoth86] »

The feature of the seismic detector is all nice but it lacks something: If you don't see the seismic circles by accident you won't know something is going on. So imo it would be nice to have the option to play a soundfile when this event occurs so that you know: "Ah - there seems to be a spy / whatever can cloak in the game near my base"...

I don't know how the triggering of the effect actually works and so there might be multiple options to integrate this (e.g. a per unit method via its FBI, a global option you assign a sound to which plays this looped, or whatever else might be a good idea). Especially as the detector probably won't be combined with a decloaking functionality (although there is a LUA decloaking hack possible just the way NOTA does it) I want to be warned when I have to order some units / turrets to fire at the intruder...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sound for Seismic Detector

Post by Forboding Angel »

That defeats the purpose entirely doesn't it?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Sound for Seismic Detector

Post by smoth »

Doesn't it not show on minimap? shouldn't we want that first?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Sound for Seismic Detector

Post by CarRepairer »

I already made a gadget that turns seismic pings into radar blips for about 1 second. It's fully functional, but around the time I got it working, CA rejected all seismic detection. Message me if you want it, I'm not on my comp at the moment.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Sound for Seismic Detector

Post by Warlord Zsinj »

I'm interested.

In Imperial Winter, we use seismic to indicate the range at which infantry can detect other infantry (through sound, glimpses, etc), so that they are able to say 'there is a small/large group of infantry somewhere in that direction, but we can't say exactly what it's made up of or how many there are'. This is because infantry cannot be detected on radar.

Being able to see seismic on the minimap would be very helpful.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Sound for Seismic Detector

Post by CarRepairer »

Ok, I'll talk to you in the lobby.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Sound for Seismic Detector

Post by [Krogoth86] »

Forboding Angel wrote:That defeats the purpose entirely doesn't it?
So you decide its purpose in other people's games? :?
In other words: What should this feature defeat? If you want the seismics to be "secret" then give them no sound...
CarRepairer wrote:I already made a gadget that turns seismic pings into radar blips for about 1 second. It's fully functional, but around the time I got it working, CA rejected all seismic detection. Message me if you want it, I'm not on my comp at the moment.
Well I guess it would be an improvement. Still I'd prefer a distinct sound that plays...
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Sound for Seismic Detector

Post by Tobi »

Seismic pings call a UnitSeismicPing callin in LuaUI anyway if I'm reading the source right, so it should not be hard to make a widget that e.g. plays a sound / puts a marker when a bunch of seismic pings happen.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Sound for Seismic Detector

Post by Nemo »

Krogoth: for snipers/arty in S44? I can write a widget that drops marks on pings very quickly, if that's the case.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Sound for Seismic Detector

Post by bobthedinosaur »

The really expensive machine that goes "PING!" ??
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