Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on July 06, 2016, 11:01:27 pm
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A thread like this usually pops up after a new release, so I've decided to start one myself.
Adding options for sim-speach for (also in launcher) fiction viewer and pilots dossiers or intelligence viewer or whatever Blue Planet has introduced.
Allowing waypoints to be used as anchors for arrival points. (An old suggestion, IIRC).
An option, either in the ship's editor or as a sexp, to kill all sound coming from an object, such as table-defined engine sounds.
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A thread like this usually pops up after a new release, so I've decided to start one myself.
Adding options for sim-speach for (also in launcher) fiction viewer and pilots dossiers or intelligence viewer or whatever Blue Planet has introduced.
Fiction viewer maybe, but Blue Planet's database is entirely scripted and so adding launcher options for it doesn't really make any sense.
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Adding a lua API call to feed text into the tts-engine should be possible.
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Adding a lua API call to feed text into the tts-engine should be possible.
So, such an addition would cause the database TTS to be tied in with one of the other launcher boxes? For example, if this were added, and I have techroom selected in the menu, then the database would play as well?
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Adding a lua API call to feed text into the tts-engine should be possible.
So, such an addition would cause the database TTS to be tied in with one of the other launcher boxes? For example, if this were added, and I have techroom selected in the menu, then the database would play as well?
I don't think Lua has any way of telling that "TTS in the techroom" is enabled. More likely, the database itself would gain an in-game option to turn on TTS.
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Yeah. There's not a lot we can do from the engine side to make this work without some changes to the scripts. When it comes to the lua API, all we can do is expose engine functionality to it, it is then up to the script writers and maintainers to incorporate the new functionality in their scripts.
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What about the waypoints thing?
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That shouldn't be too hard to do.
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Waypoint anchors would be super good.
Did we ever make a sane alternate behavior for countermeasures?
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Waypoint anchors would be super good.
Did we ever make a sane alternate behavior for countermeasures?
No. The way missiles ignore countermeasures was fixed (no more "two countermeasures in range of the same missile will be virtually guaranteed to decoy it eventually"), but the global timer still exists. Nobody has written a solution yet.