Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Snail on May 28, 2009, 01:42:27 pm

Title: Player Entry Delay
Post by: Snail on May 28, 2009, 01:42:27 pm
What does it do?
Title: Re: Player Entry Delay
Post by: karajorma on May 28, 2009, 02:03:13 pm
It's the delay before the player is allowed to enter the mission. Pretty self explanatory, next to useless AFAIK.
Title: Re: Player Entry Delay
Post by: FreeSpaceFreak on May 28, 2009, 03:43:15 pm
Useful to drop the player in the middle of a dogfight, instead of at the start of it.
Title: Re: Player Entry Delay
Post by: Droid803 on May 28, 2009, 06:52:04 pm
Hmmm...interesting...
Title: Re: Player Entry Delay
Post by: Mobius on May 31, 2009, 03:30:48 pm
At the moment, I can only think of:

1) A good way to handle ships that are supposed to be destroyed before the beginning of the mission. With a fair player entry delay, the debris would be positioned as if the ship was destroyed minutes or hours before the arrival of the player;

2) There's an engagement and the player reaches the position only at a given moment. This feature is interesting thanks to its randomization (you don't know for sure what you're going to see until the "official" beginning of the mission);
Title: Re: Player Entry Delay
Post by: Droid803 on May 31, 2009, 04:01:50 pm
Well, you can already do 1) with the destroyed before mission thing.

2) is what I was thinking of -> let the battle go a little first so you don't need to simulate battle damage - let it go on by itself, randomly.
Title: Re: Player Entry Delay
Post by: Mobius on May 31, 2009, 04:47:40 pm
Destroyed before mission is to be used in conjunction with 1).

I do simulate battle damage instead of relying on 2), but I really have to admit that the random factor may be a good thing. Obviously, risking to mess up mission goals and/or messages is something a FREDder should consider.
Title: Re: Player Entry Delay
Post by: Snail on June 05, 2009, 08:19:36 am
It's the delay before the player is allowed to enter the mission. Pretty self explanatory, next to useless AFAIK.
It does that? Whoa.

'snot useless IMO... I can find several good uses for it...
Title: Re: Player Entry Delay
Post by: Mobius on June 05, 2009, 10:44:14 am
You can see the time delay on your HUD... you can oftentimes see 20-30 seconds at the very beginning of the mission. :)
Title: Re: Player Entry Delay
Post by: Dilmah G on June 05, 2009, 10:48:26 am
I've never encountered that...
Title: Re: Player Entry Delay
Post by: Mobius on June 05, 2009, 10:57:30 am
People usually don't check the player's entry delay...
Title: Re: Player Entry Delay
Post by: Goober5000 on June 07, 2009, 01:13:26 am
ST:R has it in at least two places, Cloak and Dagger being the most obvious.
Title: Re: Player Entry Delay
Post by: FUBAR-BDHR on June 07, 2009, 01:16:30 am
Pretty sure it doesn't do anything multi so keep that in mind.