What I'm wondering about is a method of doing the same thing in ACS. Here's a basic example of what I'm thinking about:
GameMsg(string, filter level for the message filter in display options)
Code: Select all
script 99 (void)
{
AmbientSound("items/quadwearingoff", 127);
GameMsg("Quad Damage is running out...", Item);
}

Using this, game-relevant information like powerups running out and class-specific stuff could be kept alongside the game messages (a-la Quake) if the modder wished, while plot and level-related stuff could use the usual Print commands.
So, is this way too much work for something too small, or unfeasable, or am I just stupid and there's already some obscure way of doing this?