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ryleyra

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Reply with quote  #16 
Wait. Does the command that starts VLC put a button on the screen, or did you code a button to play the video in the script? Because if it's the latter, maybe you could just play a sound file to indicate the incoming message.

We could call that Best Practices for both audio and video messages in scripts. Along with a text message that echoes the message content, so Comms can go back and review it.

Heck, an audio cue can be just to turn the music down. [biggrin]
MarkBell

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Reply with quote  #17 
<if_comms_button text="Hail Outpost Minerva"/>  is a condition that is true when an existing comms button with text="Hail Outpost Minerva" is pressed.

Buttons are created through <set_comms_button text="Hail Outpost Minerva"/> and cleared off the screen with <clear_comms_button text="Hail Outpost Minerva"/>.

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ryleyra

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Reply with quote  #18 
I wasn't reading the posted code, but thanks for the clarification. So this isn't a limitation in Thom's code, merely how players use it.
MarkBell

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Reply with quote  #19 
I think the point about Comms officers not paying attention to Comms during a mission is something that mission scripters will have to deal with.  One way is the audio cue when a comms button is created, the other is to hope that Comms players will start paying attention more during missions now that there's more to do.

http://www.trekcore.com/audio/computer/hailbeep_clean.mp3 would be easy enough to add [tongue]

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Xavier Wise

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Reply with quote  #20 
Quote:
I think the point about Comms officers not paying attention to Comms during a mission is something that mission scripters will have to deal with.


Don't I know it! Even GMing with an experienced crew, comms officers often miss vital messages.

Hopefully with this update, and a new way for comms to interact with their console, it'll be possible to make mission scripts massively more interactive for comms. I have plans for the TSN Sandbox to make the comms role key (hitting a button to activate gate transitions, triggering events like  "download sequence" to get data etc.) I am sure as things get added to scripts, comms officers will adjust to their new duties. Of course, it will depend on script writers to make sure there is plenty of things for comms to be doing!

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Xavier Wise

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Reply with quote  #21 
Would it be possible to have a script repeat a beep for a vital message every 10 - 20 seconds until the comms officer clicks the button to open it? Using timers and the beep you linked above, could that be added to a script?
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ryleyra

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Reply with quote  #22 
Quote:
Originally Posted by MarkBell

http://www.trekcore.com/audio/computer/hailbeep_clean.mp3 would be easy enough to add [tongue]


I would like for Thom to come up with his own "canon" comms beep, but in the absence of such, any applicable sci-fi beep would probably be fine. I would suggest that a) it be loud enough to alert the entire crew (so the B5 "doorbell" is probably too quiet) and b) obvious enough that it's an incoming hail to make everyone turn around and stare at the Comms officer. There's a reason the original TOS sound effect was derived from a bosun's whistle. [biggrin]

Obviously it should also be c) distinguishable from the Red Alert sound.

Building on Xavier's post, the Sandbox could actually use different alert cues for the different kinds of Comms functions. As the ship approaches a gate, it sounds a unique cue, and as they ENTER the gate, there could even be gate sound effects!

MarkBell

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Reply with quote  #23 
Quote:
Originally Posted by ryleyra
I would like for Thom to come up with his own "canon" comms beep


You could use just about any of the 26 existing testUISound files (I personally like testUISound0.wav).

Quote:
Originally Posted by Xavier Wise
Would it be possible to have a script repeat a beep for a vital message every 10 - 20 seconds until the comms officer clicks the button to open it? Using timers and the beep you linked above, could that be added to a script?


I don't see why not - play_sound_now still functions, and you can use a few variables to indicate that the comm button was created and not yet clicked.
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ryleyra

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Reply with quote  #24 
Quote:
Originally Posted by MarkBell

You could use just about any of the 26 existing testUISound files (I personally like testUISound0.wav).


I'm relying on memory as to whether or not there is currently such a sound when an audio message is added. [biggrin]

And yeah, there should be plenty of options in the testUISound library. (Hmm.... need to look over that for my own project)

Quote:

I don't see why not - play_sound_now still functions, and you can use a few variables to indicate that the comm button was created and not yet clicked.


As I mentioned above, it might be a good idea to mute the music when the button is created, so that the players know something is up even before Comms locates the video and plays it. That would make the incoming hail cue even more obvious.

Of course, some people play with the music already turned down, so repeating the cue until someone says "What is that? Why does that keep happening? Who's in charge of turning that off?" is probably a good idea.

Mike Substelny

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Reply with quote  #25 
Quote:
Originally Posted by ryleyra
That brings up another question, how do the Comms buttons interact with the audio message buttons? Are they part of the same interface? Or do they appear in the same vertical column but aren't visually similar, or do they appear in another vertical column altogether?


And as I've said previously, the reason Comms officers aren't aware of the audio button interface is that there is no instance in which it is used in the pre-programmed scenarios. If Thom could think of a way to make use of it, Comms officers wouldn't be so unfamiliar with it when it appears in scripts. I can think of at least one place it would be usable, and that's when war is declared in a Border War scenario. It could probably be put into Peacetime scenarios as well, depending on how that game mode continues to develop.



The audio buttons are completely deprecated in Artemis 2.6. Missions that use them will no longer function. It is possible to replace them with the new Communications buttons but all of the audio files must be translated into *.WAV files and a lot of code logic needs to be written for the new buttons.

For this reason my old mission Havoc in the Hamak Sector will not work at all with Artemis 2.6. So much new XML code needs to be written that it will be some time before that mission works again.


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Mike Substelny

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Reply with quote  #26 
Quote:
Originally Posted by MarkBell
I don't see why not - play_sound_now still functions, and you can use a few variables to indicate that the comm button was created and not yet clicked.



play_sound_now is the solution to the missing Audio Comms buttons, but the old .OOG sound files must be translated into *.WAV files.

Also I believe play_sound_now only plays from the server, so the Comms Officer will need to be able to hear the server. Ideally I wish I could direct the alert sound to the Comms console.

From a technical standpoint it is possible to create and destroy a Comms button over and over, effectively creating a blinking button for an important message. But from a practical standpoint the moment a button is destroyed all buttons below it are moved upward. This means the blinking button would always be a lowest button on the console, and as new buttons spawned the blinking button would crawl further and further down the screen.

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MarkBell

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Reply with quote  #27 
I'd probably have Comm_Beep event that checks "Comm_Button_Created > 0" and "Comm_Beep_Timer = 0"

Then every Comm button that gets created adds +1 to the Comm_Button_Created variable and every Comm button that gets destroyed subtracts 1 from the variable.  That way the Comm Alert beep keeps going until they've finished interacting.  That avoids the button shifting problem but has an independent beeping.  (Beep Timer reset in the Comm_Beep event, and even provides a beep when comms first gets a button).

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ryleyra

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Reply with quote  #28 

Quote:
Originally Posted by Mike Substelny

The audio buttons are completely deprecated in Artemis 2.6. Missions that use them will no longer function. It is possible to replace them with the new Communications buttons but all of the audio files must be translated into *.WAV files and a lot of code logic needs to be written for the new buttons.


Aw! I didn't want to lose something to gain something!

It may be a good thing to lose the old .OOG files, though, in favor of .WAV. It's a more readily accessible format. And since that's what play_sound_now uses, it eliminates an inconsistency.

I think VLC can be used to play audio files, but I wonder if it will try to popup on the screen. Can you start it in a "no display" mode?

Quote:
Also I believe play_sound_now only plays from the server, so the Comms Officer will need to be able to hear the server. Ideally I wish I could direct the alert sound to the Comms console.


Didn't the Audio button also only play from the server?

Again, there's consistency, only the play_sound_now command will have to be changed if Thom wants to rout the sound to Mainscreen or Comms. He won't have to change two commands.

A "spawn audio or video on another computer" app is sounding more and more like a useful thing for someone to work on.

Mike Substelny

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Reply with quote  #29 
Quote:
Originally Posted by ryleyra
Aw! I didn't want to lose something to gain something!


It's just as well, since Thom has now put that screen real estate to better use.

Quote:
Originally Posted by ryleyra
I think VLC can be used to play audio files, but I wonder if it will try to popup on the screen. Can you start it in a "no display" mode?


Perhaps you can, but the play_sound_now works well enough that you don't need VLC for audio-only.

Quote:
Originally Posted by ryleyra
Didn't the Audio button also only play from the server?


Yes and the ability for a script to adjust the music makes this better than ever.


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ryleyra

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Reply with quote  #30 
Quote:
Originally Posted by Mike Substelny

It's just as well, since Thom has now put that screen real estate to better use.


I'm assuming that means that Comms buttons appear in the same space that Audio used to use.

I'll have to update the wiki, obviously, but at least I can repurpose the existing entry. [biggrin]

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