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...
Sound for Seismic Detector
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Sound for Seismic Detector
That defeats the purpose entirely doesn't it?
Re: Sound for Seismic Detector
Doesn't it not show on minimap? shouldn't we want that first?
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Sound for Seismic Detector
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.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Sound for Seismic Detector
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.
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.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Sound for Seismic Detector
Ok, I'll talk to you in the lobby.
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Sound for Seismic Detector
So you decide its purpose in other people's games?Forboding Angel wrote:That defeats the purpose entirely doesn't it?

In other words: What should this feature defeat? If you want the seismics to be "secret" then give them no sound...
Well I guess it would be an improvement. Still I'd prefer a distinct sound that plays...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.
Re: Sound for Seismic Detector
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.
Re: Sound for Seismic Detector
Krogoth: for snipers/arty in S44? I can write a widget that drops marks on pings very quickly, if that's the case.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Sound for Seismic Detector
The really expensive machine that goes "PING!" ??