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Currently have Navs Y pos wired to a greater then with a memory with depth. Type in your crush depth and then run the greater thans output to lights and their toggle state. But it leaves the lights perm on so you get stuck with rooms flooded in red light which would be nicer if they just shut off and could use an oscillator on square and higher frequency then 1
Second, you'll want an oscillator that sends a constant signal and alternates between 0 and 1 (square setting I think? I've have to refresh my memory on that) and does so at a frequency of 2 maybe.
Then you just wire up an AND component, signal one being the greater comonent's output, signal two being the oscillator output, and the AND output goes to the light's set_state. Output should be set to 1, and false output 0.
If the sub's nav_y_pos is greater than the value of the memory component, the greater component outputs 1, otherwise it outputs 0. If it's 0, the AND tests false regardless of the ocsillator signal.
The oscillator is always sending out either a 0 or a 1, at a rate you specify (higher number is a faster cycle rate). If it's a 0, AND tests false and the light goes out regardless of the greater component signal. If its a 1, AND tests true if the greater component also outputs 1, which it only does, in theory, if you're below crush depth. Mem, greater, oscillator, light component, and you're good to go I guess.
Alarm is also an option but many vanilla ships have default flood/fire/reactor wiring to alarms so its not very distinguishable amongst other alarms buzzing.
Just replace the appropriate audio file from that alarms mod with the voice file from SN, should work without any modification, assuming each alarm sound uses a different audio file. You should credit the original mod author if you post it to the Workshop though.