Quote:
Originally Posted by KG26_Alpha
Im not comparing the new/old.
The difference is the new is sometimes it's unnecessarily difficult, look at the old ac delay spawn, then the new for example ??
If you took 100 that can use the FMB in IL2 then gave them the CoD one 99% wouldn't know how to use the scripting only 1% would is what I meant.
I have made around 2-3 thousand missions in IL2 series and used sometimes the Lowngrin DCG and Starshoys in game DCG in the past to host squad campaigns under CooP conditions, we have tried DF & MDS it don't really work.
Yup its a bad sales point leaving out the CooP interface, but there's more pressing things to sort first for 1C Team and hopefully we will all get what we want from the thing at some point.
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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.