Voice overs - to use or not to use?


(G0-Gerbil) #1

What are people’s thoughts on the voice overs you get at map start and various stages later?

Personally I have yet to find them of remote help and are simply annoying at best, and at worst cover up sounds you wish you heard - not to mention the fact they back up and can take stupidly long to sort themselves out (anyone who’s been involved in a massive tussle over the forward spawn in oasis will readily agree it can takes ages for the damn VO to shut up - minutes in some cases!).

Not to mention the fact that no-one has (yet) come up with decent custom VOs which don’t mesh with the originals (personally I dunno why they don’t do all custom ones for a map, at least they are consistent then).

Anyway, my slant on it is I won’t be using them, probably ever, in any map of mine.

Just curious on feedback really - I know they are there to help but I feel they are as irrelevant as the objectives text on the limbo screens - people will ignore them and discover the map and objectives by ‘feel’ regardless.


(jah) #2

well i personally would like to be a way of the VO to skip themselves so that on an Oasis flag fight it wouldn’t be soo annoying…

but yet again it’s pretty cool to have important announces because you can’t always read the status notices… although i find them most annoying i do find them usefull so i guess it would be a mistake to left them out…

tho i would remove some of the VO just because they’re pretty useless… and would only keep those that refer to objectives captured/destroyed/reclaimed

cheers


(Irrelevant) #3

I think you should have VOs, because without them I often miss important stuff happening.

Maybe you could set something up with a capturable flag, using wait and resetscript, such that it only makes a text announcement when the flag is captured, and activates the VO if the capturing team holds it for 5 seconds or whatever. Something like:

// accum 0: is it currently being captured? 0 no, 1 yes

flag
{
	spawn
	{
		accum 0 set 0 // and not being captured
	}
	
	trigger allies_capture
	{
		resetscript // stop previous success announcements
		trigger self allies_captureannounce
		
		wait 5000
		
		accum 0 set 0 // the capture attempt is over
		wm_voiceannounce AlliedCaptureSucceded
	}
	
	trigger allies_captureannounce
	{
		accum 0 abort_if_equal 1 // was the capture attempt started previously?
		accum 0 set 1 // a new capture attempt is being made
		wm_voiceannounce AlliedCaptureAttempt
	}
	
	
	trigger axis_capture
	{
		resetscript // stop previous success announcements
		trigger self axis_captureannounce
		
		wait 5000
		
		accum 0 set 0 // the capture attempt is over
		wm_voiceannounce AxisCaptureSucceded
	}
	
	trigger axis_captureannounce
	{
		accum 0 abort_if_equal 1 // was the capture attempt started previously?
		accum 0 set 1 // a new capture attempt is being made
		wm_voiceannounce AxisCaptureAttempt
	}
}

This is probably buggy, and may be totally wrong (as I don’t know how flag captures are handled), but I hope you get the idea.