Modding, Mission Design, and Coding > The FRED Workshop
Question about message lists
General Battuta:
What delays are you adding between the messages? The delays are in MILLISECONDS so the values you enter need to be in the thousands.
General Battuta:
Also message lists suck, use chained send-message events, they own and are better.
Nightmare:
One of the advantages of splitting message lists is that you don't have people talking how they're going to win while the mission failed the message sender got killed in the meantime.
0rph3u5:
Breaking message list up also has the advantage that you can more easily randomize dialogue from walk-on parts or condense adaptations to the mission progression, like so:
--- Code: ---$Formula: ( when
( has-arrived-delay 14 "Prophecy" )
( when
( is-event-true-delay
"result - repair"
0
)
( send-message
"Sovereign"
"High"
"prophecy arrives 2a - sov"
)
)
( when
( or
( is-event-true-delay
"result - self destruct"
0
)
( is-event-true-delay
"result - destroy"
0
)
)
( send-message
"Sovereign"
"High"
"prophecy arrives 2b - sov"
)
)
)
+Name: msg prophecy arrives 2
+Repeat Count: 1
+Interval: 1
--- End code ---
Trivial Psychic:
Occasionally, I will use send-message-list so I can have it as part of an event that takes place as soon as its conditions are met, but have the message play slightly after. For example, an enemy ship gets destroyed and the directive attached to the event goes true immediately, but if I also include a send-message-list use, with a 2000 ms delay and only one message, where the message is a yeah-we-got-him message, it will appear to happen 2 seconds later, but I didn't need to chain a second event 2 seconds later for the message, or have the directive wait that 2 seconds to show complete because I wanted a message delay in there.
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