Difference between revisions of "Missile Beep"
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== Links == | == Links == | ||
− | *[ | + | *[https://bb.oolite.space/viewtopic.php?f=4&t=18705 BB Thread] (2017+) |
− | *[ | + | *[https://bb.oolite.space/viewtopic.php?f=4&t=17813 Anonymissimus's ''Missile Warning'']: an earlier 2015 equivalent |
== Gameplay and Balance Indicator == | == Gameplay and Balance Indicator == |
Latest revision as of 02:10, 29 February 2024
It plays high pitched beeps whenever a missile is targeted at the player.
Overview
If the OXP is installed, it will just work. It is not buyable equipment - and is thus categorised as Ambience.
It plays 1 beep per second when the missile is at the edge of the scanner range, 10 bps when distance is zero.
When you fire at another ship, you get the 'incoming missile' warning, but no beeping, and you now know you've already shot the missile, no need for ECM. Conversely, when multiple ships fire multiple missiles, and you hit your ECM, and the beeping continues, then you know it's time to ECM some more and make evasive manoeuvres.
License
- License: CC-BY-NC-SA 3.0
- Author: hoqllnq - his first OXP!
- Version: 1.3
- Required Oolite Version: v.1.80
Version history
- 1.3 - 27-03-2017
Increase timer frequency (to 2/sec) while incoming missiles are detected.
Added shipAttackedWithMissile event handler to trigger faster.
- 1.2 - 27-03-2017
Beeps get faster when missile gets closer
- 1.1 - 26-03-2017
Gets rid of exception (when player has no ship?)
- 1.0 - 26-03-2017
First working incarnation
Links
- BB Thread (2017+)
- Anonymissimus's Missile Warning: an earlier 2015 equivalent
Gameplay and Balance Indicator
Reminder to deal with incoming missile - either with ECM, targeting your own at it, or turning and running!