Author Topic: Additional warning sounds?  (Read 1206 times)

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Offline castor

  • 29
    • http://www.ffighters.co.uk./home/
Additional warning sounds?
There has been some discussion regarding warning sounds before, but I guess no actual plans to implement anything has been made as for yet?
Anyway, I listed some of the ones I'm dreaming about, just to keep the topic from getting completely forgotten :)

'What!? Not that damn flak again...'
Ship takes a hit, hull integrity drops below 15%
(high pitched, medium paced "beep beep beep")

'Haha!! I finally got you now bastard, enjoy the taste of KAYSERS!!! "tump, thump, thump, thump..."' oh darn...
Primary gun is fired, gun energy drops below 10%, triggers max once/min
(medium pitched, fast paced "blip blip blip blip")
 
'Ok now, got that frickin fighter on my back, but I just need to fire two more rounds and that destroyer is history.... What the FU**! Where did those Tempests come from!?"'
The second last salvo of aspect locking missiles/bombs in the bank is fired - need to change attack tactics due to loss of aspect lock/different missile type.
(medium pitched, fast paced "blip blip blip blip")

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Additional warning sounds?
Mmm.... I asked for a '*****ing betty' a while back, but then I realised I could only think of a few valid situations for it.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Additional warning sounds?
it could be a good idea, but it could also be annoying as ****.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

  

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Additional warning sounds?
If the scripting anything remotely player related wouldnt be busted atm it could be used to create those effects.
Do not meddle in the affairs of coders for they are soggy and hard to light