I'm trying to have a sound play (say, a weird computer beep) every time you find a certain type of ship. Is there a way to do this?
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"Nothing is impossible with crons and submunitions."
-me
Not exactly. It depends what you mean by "find a certain type of ship." The only way to play auxiliary sounds is by having some sort of set string with the Pxxx operator in it, where xxx is the ID of the snd resource you want to play. You could do this for a specific mission with a special ship and put the Pxxx in the OnShipDone field, so that the sound played when you observed it (ShipGoal = 4).
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Then no.
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Can this ship always be hostile to the player, or always have a hostility to (or from) another ship or spob in the system? Does the player have to be able to board it? Depending on other details of the situation, you may be able to use a damage-less, essentially invisible, one-shot weapon to make the alert sound.
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Katana don't be so fast. You can make a mission that is automatically accepted with no message, and that won't appear in the "i" dialogue. It wouldn't be linked to a mission; well, it would, but the player wouldn't know that.
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skeptic
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Originally posted by Dr. Trowel:
Can this ship always be hostile to the player, or always have a hostility to (or from) another ship or spob in the system? Does the player have to be able to board it? Depending on other details of the situation, you may be able to use a damage-less, essentially invisible, one-shot weapon to make the alert sound.
Exactly what I was thinking.
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Quote
Originally posted by Dr. Trowel:
Can this ship always be hostile to the player, or always have a hostility to (or from) another ship or spob in the system? Does the player have to be able to board it? Depending on other details of the situation, you may be able to use a damage-less, essentially invisible, one-shot weapon to make the alert sound.
That should work, since the ship in question is always hostile anyway. Thanks guys!
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"Nothing is impossible with crons and submunitions."
-me
Wait—Dr. Trowel, your method is flawed. The ships will use the weapon last , not first, because of how the AI is programmed.
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Quote
Originally posted by orcaloverbri9:
**Wait—Dr. Trowel, your method is flawed. The ships will use the weapon last , not first, because of how the AI is programmed.
**
Even if the weapon has a greater range than the other weapons on the ship?
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Quote
Originally posted by Dr. Trowel:
Even if the weapon has a greater range than the other weapons on the ship?
I suppose that might do, but there's still issues. What if the ship is already in the system, nearby? It'll use the most powerful weapon it has, and thus, won't play the sound until it's far away or out of all its other weapons.
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Quote
Originally posted by PBoat101:
**Alright, what if I did this:
Have the weapon do a large amount of damage, but then submunition into a harmless weapon before it can hit anything. Would the AI then always fire it first?**
Hmm...maybe. But I doubt the AI is smart enough to add the ranges. That's one that can't really be tested; we'd have to ask Matt.
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You could have a weapon with lots of damage and long range with a huge proximity radius set to triggered by any ship and have it sub into a harmless invisible weapon so that the AI will use it first and it will play the sound.
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"I paid for that woman and I want all the parts!" ~Horace Vandergelder, Hello, Dolly
Quote
Originally posted by AceBlack:
You could have a weapon with lots of damage and long range with a huge proximity radius set to triggered by any ship and have it sub into a harmless invisible weapon so that the AI will use it first and it will play the sound.
Hmm...that might work. I'll test that.
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"Nothing is impossible with crons and submunitions."
-me
No, it's an alien ship that gives off some strange readings. No one ever gets close enough to it to find out what exactly it is. If you want to know more, you'll have to wait until the plug comes out (could be a while).
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"Nothing is impossible with crons and submunitions."
-me
I tried to do something similar with the Giant Squealing Tootsie Roll from Star Trek IV: Save The Whales for SFA. What I settled on was using the squealing noise as its invisible point defense weapon noise.
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Another way to get the AI to fire your weapon would be to give it a huge range and energy damage and no mass damage. Then check the 'Passes through sheilds' button.
I'm not sure if the AI can figure out if this weapon would do nothing and not fire it or if it only looks at the range and damage numbers. I'll go find out in a little bit.
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