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Old 03-26-2012, 11:19 AM
KG26_Alpha KG26_Alpha is offline
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Join Date: Jan 2008
Location: London
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Quote:
Originally Posted by ATAG_Bliss View Post
But can't you see the advantages why the spawn delay is that way? In the old, sure you could just delay the spawn right in the properties of the airgroup itself. Once the delay went off, there's your spawn.

Well, now you have the ability to do the same thing by simply linking a spawn group trigger with a delay trigger. But now you have the advantage of making as many triggers/TT delays with that single airgroup. If you want that thing to spawn every hour, every 10 seconds, every second etc. Now you can do it without having to ever put another object in the mission.

Not only is there less clutter, but it makes for soo many more possibilities. Add coding on top of that, then next thing you know you have events triggering when things spawn, destroy, land, w/e - the makings for a completely dynamic environment where things occur based on what players do. So, I for one am happy that it's this way. It just makes this one soo much better.
Have you actually read the Tutorial I made in the Mission Builder section of this forum regarding triggers ?

I know what Im talking about here, after having the game for a year and using every aspect of it including scripting.

What I'm talking about is keeping it simple and thus increasing the FMB user base, increasing the servers and CoD online users.

I don't want 1 or 2 DF servers dictating the way I use the game no matter how clever its setup, give us proper CooP mode and a simple FMB to create missions and host them.



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