Enhanced Threat Scanner
Was that an attack? Or did a cell phone vibrate on your desk?
The Enhanced Threat Scanner brings the oomph back with more than a dozen alarm choices of sirens and klaxons along with a fully animated radar screen.
– Over a dozen royalty free sounds including the original threat scanner alarm.
– Fully animated radar showing incoming attackers.
– Detailed threat score breakdown.
– Customizable alarm light color.
– Strobe light option.
– Will always properly display the light visuals when an attack.
Custom alarms can used by placing WAV audio files in the following folder by platform:
Windows: Users<UserName>AppDataLocalProjectorGamesFortressCraftModsModSettingsMadVandal.EnhancedThreatScanner
Linux: /home/<UserName>/.config/unity3d/ProjectorGames/FortressCraft/Mods/ModSettings/MadVandal.EnhancedThreatScanner
Mac: /Users/<UserName>/Library/Application Support/ProjectorGames/FortressCraft/Mods/ModSettings/MadVandal.EnhancedThreatScanner
- All files must be in WAV format. This is the only format currently supported for runtime conversion into raw Unity audio clip data.
- All files must have the extension of .wav (must be all lower case on Linux).
- Audio should begin and end with a short silence transition to avoid abrupt and artificial sounding starts and stops.
- Audio is not looped and thus should be the entire alarm sound from start to finish.
- Alarm audio is played at highest Unity volume level in relation to other game sounds (scaled to the user set volume level) and thus increasing gain with an audio editor over a nominal 88db is not recommended.
- Audio with excessively high gain levels may play distorted and/or have an uncomfortable "loudness" level.
- Use audio sourced from original recordings is recommended to avoid issues with gain volume and/or background noise.
- Alarms that last over 30 seconds will lose their novelty quickly.
For dedicated/hosted server use, client must have the same audio files present with the same exact filename in order to be played.
For conversion, editing, and adding silence transition, the free, open-source, and cross platform Audacity audio software is recommended.
Required Research: Local Life Forms and 2 research points to unlock (Same as vanilla Threat Scanner).
Manufacturer Category: Defense
Update 3/31/2020:
– Fix issue with alarm sounding trigger not being sent to network clients.
Update 2/20/2020:
– Changes to prevent problems with machine tracking when a manufacturing plant set to automate this machine creates it at 0,0,0 to spawn the visuals.
Update 3/3/2019:
– Add missing threat score breakdown data to network client transmission.
Update 3/2/2019:
– Remove unnecessary network transmitted data.
Update 3/1/2019:
– Full attack state and wasp data is now transmitted to network clients.
Update 2/22/2019:
– Fix for setting changes not transmitting from clients to server correctly.
– Fix attack state update issues on network clients.
Update 2/3/2019:
– Fix oddities with UI display when power is low.
Update 1/24/2019:
– Update to verify working with Machine Info Network mod.
Update 12/25/2018:
– Hide SpiderBot from radar when no SpiderBot base exists.
Update 11/11/2018:
– Stop logging exceptions from FCE MobSpawnManager which occurs on world load before initialization has finished.
Update 11/10/2018:
– Fix UI and alert states for final attack when last Overmind is destroyed.
– Make sure attack alarm play is dequeued if Unity object is dropped to prevent unexpected alarm sounding when machine is visible again.
Update 11/3/2018:
– Remove limiter on threat shown in UI.
Update 10/28/2018:
– Show left to spawn count on popup UI.
Update 10/8/2018:
– Fix threat reducer score text color appearing green when zero.
Update 10/7/2018:
– Stop extra alarm sounding on Unity activation.
Update 10/3/2018:
– Latest UI fixes.
Update 10/2/2018:
– Alarm will now sound on a new attack start while active attackers exist from the prior attack.
– The ongoing attack timer will now cease if a new attack countdown has started and switch to "New Attack Imminent" with the count down timer.
Update 9/25/2018:
– Refresh build for release P22.
– Latest UI fixes.
– Fix minor bugs for dedicated server use.
Update 8/28/2018:
– Fix for long range Unity update which can prevent alarm play at longer ranges or not facing the machine direction.
– Fix for audio maximum distance fade out not being honored.
Update 8/27/2018:
– Change allowed alarm resource allocation to test/resolve ongoing issue.
Update 8/26/2018:
– Change alarm trigger to avoid possible attack start trigger miss on lower FPS.
Update 8/25/2018:
– Change alarm audio source root to test/resolve ongoing issue.
Update 8/24/2018:
– Change alarm trigger condition to test/resolve ongoing issue.
– Detailed logging enabled to test/resolve ongoing issue.
Update 8/23/2018:
– Tweak process for loading audio data in audio source objects.
– Remove incorrect logging message.
Update 8/22/2018:
– Fix alarm id value not being saved correctly. Fix occurs on world start following a start with this update and correction of settings one more time.
– Global alarm setting is now in central data file to avoid clashes.
– Individual machines can now opt to use their own alarm instead of the global alarm.
– Loaded audio data is now cached.
Update 7/29/2018:
– Fix typo in mod settings folder name. Existing folders will automatically rename.
Update 7/15/2018:
– SpiderBot now appears on radar.
– Alarm should now resound if a new attack starts while the attack is still in progress with enemies from the prior attack.
Update 7/11/2018:
– Playing alarm sounds will now continue when entering/exiting rooms.
Update 6/6/2018:
– Fix alarm selection not updating correctly across multiple units.
– Fix alarm selection change to immediately trigger network update when used on dedicated server.
– Decreased 3D spatial blend on alarm to remove excessive directional audio effect.
– Set alarm audio priority to highest.
Update 6/2/2018:
– Initial Release