Search the Community
Showing results for tags ' timer'.
-
The way grenades work, is you throw them from cover, shout, "Frag out!" then duck. Currently, this is impossible, since grenades explode as soon as they land. I would like to ask to make it so that grenades don't explode immediately--or at least, that it can be modded so they do not.
-
This post was originally a complaint post about how missions will sometimes autofail if you order the dropship away from the mission, but I had an epiphany about the smart way to code things. So I tested it. And my hypothesis was correct. Also, I found an exploit. Basically, there's a hidden timer for each mission that controls how long you have to run it. Crashes disappear, terror sites get tac-nuked. However, that timer will not cause a mission to fail if there's a dropship en route. If the timer has run out, and a dropship is en route and then you order the dropship away, the mission will instantly fail. That was what was frustrating me, because my terror missions are currently bugged and crash whenever I start them. So I couldn't do the terror mission itself because of crashes, and I couldn't reroute to the UFO because if I ordered my dropship to go anywhere else the mission would fail and the UFO would escape. Until I realized I had a second dropship, and a bunch of fresh-off-the-boat noobie privates. I ordered a couple of them to board the dropship, and ordered that dropship to go to the terror site, never intending for it to reach it's destination. And it worked. I could order my primary dropship away from the terror site without the mission failing, because there was still a dropship en route. So, in theory, one could make missions exist in perpetuity with enough dropships (I don't know how many you'd need. Two or three, probably), by ensuring that there's someone ALWAYS heading there. I'll be using this to buy time on terror missions, you can count on that.