Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Snail on May 28, 2009, 01:42:27 pm
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What does it do?
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It's the delay before the player is allowed to enter the mission. Pretty self explanatory, next to useless AFAIK.
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Useful to drop the player in the middle of a dogfight, instead of at the start of it.
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Hmmm...interesting...
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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);
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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.
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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.
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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...
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You can see the time delay on your HUD... you can oftentimes see 20-30 seconds at the very beginning of the mission. :)
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I've never encountered that...
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People usually don't check the player's entry delay...
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ST:R has it in at least two places, Cloak and Dagger being the most obvious.
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Pretty sure it doesn't do anything multi so keep that in mind.