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Old 10-10-17, 12:11 PM   #11
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
Originally Posted by Kendras View Post
I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ?

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ?
I think the rudder-triggered horn was just a never realized idea.

What is surely possible. is doing a ship to send horn/siren distress signals when she spots an enemy (through a virtual gun muzzle flash effect) and/or when she is damaged (through damage box effects)
Quote:
Originally Posted by VonDos View Post
Hi!
Small alternative idea!
Why don't create a new sound for queen mary only, adding a "Ship.Queen.Mary._mix" after "Ship.Passenger Ship._mix" into data->sound-> sh3.sdl? In my idea this definition should link to a new file (Queen Mary_mix, in sh3->sound directory) that should include original Passenger Ship_mix trace repeated for 10 minutes. After 8 minutes (for example, or when you want) QM's hornpipes' sound should be added to this trace.
After that, from NPPQ_.dsd, index 13 soundsource should be changed to "Ship.Queen.Mary._mix", and every 10 minutes we should be able to hear the horns' sound.
Is this possible?
Is this stupid?
Not stupid, but I would find the same sound looping every 10 minutes quite depressing and a bit unrealistic. After all, due to their speed, the Queen Mary and her sister ship the Queen Elizabeth were often travelling out of convoy and without escort screen. Why should they use so often their horns while sailing on a straight line, in the middle of the ocean and with no other ships around, if not for casting the attenction of any passing by attacker?

P.S: I have finally managed getting night lights to work properly!
More on them later
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