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Flashing Building health indicators when under attack 
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Joined: Wed Apr 21, 2010 8:21 am
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Post Flashing Building health indicators when under attack
Why should I even have to use the template?

Is this an improvement to an already-existing feature, or a new feature entirely?
Improvement

If an improvement, what original feature is it improving upon?
Building Health Indicators

How would this work?
By making them flash when that building is under attack

Can you give an example in how useful this feature would be?
Well, Some people are unable to play with sound while some others of which you may not notice are deaf.
This is just something useful to show those people that either their buildings are under attack or the enemies are.


Mon Sep 13, 2010 7:59 am
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Post Re: Flashing Building health indicators when under attack
Maybe

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Mon Sep 13, 2010 12:28 pm
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Post Re: Flashing Building health indicators when under attack
I don't want deaf people complaining about having seizures when they play AOW2.

Maybe, would be cool, but leaning towards no.


Mon Sep 13, 2010 2:00 pm
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Post Re: Flashing Building health indicators when under attack
I personally dont need it. I can read the HUD and the announcer is repeating it several times.

But maybe its useful for particular people.

But in the case of deaf people, I'm asking me also what are they doing when a Nuke/Ion was planted :mrgreen: Because that you can only hear by announcer and ticking sound of Nuke/Ion.


Mon Sep 13, 2010 2:14 pm
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Post Re: Flashing Building health indicators when under attack
I take a look at the building's health, another to the game. And my ears can listen to the announcer.
I don't have any problem with sounds but sadly there are those who would agree with this suggestion.
For them then... I agree.

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Mon Sep 13, 2010 2:33 pm
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Post Re: Flashing Building health indicators when under attack
Medic wrote:
I don't want deaf people complaining about having seizures when they play AOW2.

Slow flashing. Just so it is noticable. Not like RGB.swf
On the C&C Games, it would show a marker on the minimap.

Also for Beacons, Have a hudmessage appear when planted, disarmed, countdown (not 10 -> 1) and one saying that the opposing team could not disarm it fast enough.
But have it as a cvar. AOW_BeaconHudMessages and default to false.

And no, I am not going to request stuff for the blind and colour blind.


Mon Sep 13, 2010 3:45 pm
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Post Re: Flashing Building health indicators when under attack
Would be kinda helpful.. if several buildings are being attacked at once, I only hear one voice saying "X's Y is under attack" and none of the others :s


Mon Sep 13, 2010 3:56 pm
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Post Re: Flashing Building health indicators when under attack
But you see it on the HUD when the percents are going down.

But with the beacons at Sudden Death. Thats indeed chaos :mrgreen:


Mon Sep 13, 2010 4:06 pm
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Post Re: Flashing Building health indicators when under attack
I like this idea. In addition to letting you know which buildings are under attack, your team can use it to confuse the other team.


Mon Sep 13, 2010 4:12 pm
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Post Re: Flashing Building health indicators when under attack
DarkestEvil wrote:
your team can use it to confuse the other team.


How? :?


Mon Sep 13, 2010 4:14 pm
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Post Re: Flashing Building health indicators when under attack
Maybe an enemy shoots on a building, so the other team is distracted and the enemy, taking advantage of the situation, plants a nuke/ion into another building. I guess this he meant. That's a good strategy.

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Mon Sep 13, 2010 5:38 pm
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Post Re: Flashing Building health indicators when under attack
I planned on doing this when designing the new hud, to replace the old counter. It didn't fly far, so now I'm just thinking of removing the counter from the hud entirely, and just doing the flashing lights that appear when the base is under attack, then on a new button players bind, they can see the team's base, similar to how Renegade did it.


Mon Sep 13, 2010 5:46 pm
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Post Re: Flashing Building health indicators when under attack
What if a mech's firing at all the buildings? Will the counter just keep on flashing?

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Mon Sep 13, 2010 8:59 pm
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Post Re: Flashing Building health indicators when under attack
I guess it will. Naturally it will not flash when there are C4s on a MCT or when a beacon is planted.

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Mon Sep 13, 2010 9:47 pm
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Post Re: Flashing Building health indicators when under attack
I like the idea but I fear the bandwidth changes I made to the script will be for naught. I spent hours upon hours with optimizing the building health hud script and I also have no idea what Arezey's done to it so far because I haven't looked at the changes. In any case, considering the way the script was coded the first time around, I am not sure a change like this would be feasible, as far as network usage goes.

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Tue Sep 14, 2010 6:53 am
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Post Re: Flashing Building health indicators when under attack
Eruanna wrote:
In any case, considering the way the script was coded the first time around, I am not sure a change like this would be feasible, as far as network usage goes.


^


Tue Sep 14, 2010 8:02 am
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Post Re: Flashing Building health indicators when under attack
Stipsi wrote:
Maybe an enemy shoots on a building, so the other team is distracted and the enemy, taking advantage of the situation, plants a nuke/ion into another building. I guess this he meant. That's a good strategy.

What he said.


Tue Sep 14, 2010 11:13 pm
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Post Re: Flashing Building health indicators when under attack
Maybe there could be one of two things:
-There could be a bind that 'hides' the building health meters until one of your buildings is damaged.
-The meters could hide automatically if no building gets damaged/repaired for a period of time.
The only downside to this is that the second option would be useless if there is a repair turret repairing a damaged building.

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Mon Sep 27, 2010 5:08 am
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Post Re: Flashing Building health indicators when under attack
Medic wrote:
I don't want deaf people complaining about having seizures when they play AOW2.

Maybe, would be cool, but leaning towards no.


I'm trying to understand how deaf ppl would have seizures from a flashing light. They use flashing lights as replacements for sounds in everyday applications.


Thu Oct 07, 2010 9:13 am
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Post Re: Flashing Building health indicators when under attack
^ Whoops, epileptic*

But I think of it as this: The building health values could be reduced to a simple percentage overlayed on top of (possibly resized to fit) CNC1 sprites of the buildings along the bottom or top (taking into account the new HUD). They would be integrated into the top or bottom bars. It would get rid of the large area of space that the building titles take up.

The icons would blink black when they had damage sustained to them, and maybe glow blue when being repaired.


Thu Oct 07, 2010 6:17 pm
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