Comments (20)
Is this "an Initial spawn delay" rather than spawn scheduled immediately spawns, then begins to honour the schedule thereafter?
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I find this issue very strange. Wouldn't the result be achieved by simply scheduling the spawn win SCHEDULER? If so, is this feature really needed?
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Or maybe this is a spawn delay for the first spawn (perhaps the only spawn) and that is it. Maybe a SpawnDelay() can be added to Spawn. If SpawnScheduled can handle this right now then this is a mute point.
from moose.
this is a very Old request and relates to spawnscheduled... At mission start, spawnscheduled spawns all elements immediately. He wanted to have it delayed. This requirement makes sense for missions, but it's a pain for testing missions or dev work. You'll have your units much later instead of immediately and testing takes much more time. A choice to be made and not sure if David is waiting for this requirement.
from moose.
I could use this in a lot of cases. Testing isn't so much a problem cause in testing I'm going to set it to something within a few minutes. That should be enough to tell me the function is working.
The level of effort to implement might be too much though for what it is worth. I can think of some possible work arounds that might do the job.
from moose.
Since there is an interest for this feature, I'll move it back to Moose-2.1. We can always postpone it if the work is not worth the reward just yet.
from moose.
If I can find some time to test if what I'm saying is true then may help FC.
from moose.
@Delta-99 I think you misunderstood what i wanted to say. If you have all your units at mission start, it tests quicker your mission. If each group spawns minutes later, you're waiting and waiting. It worked like that eaelier, and i was happy I changed to spawn immediately at mission start. To develop the function is not much of a problem. In mp anyway nobody will notice. But i don't want to be the difficult guy. Is this really important? And if yes, is it important enough to delay the development of key for building blocks in the framework? I can look into this, but wanna rather focus on other stuff first. I delayed this because nobody was urgently asking for it.
from moose.
This is not high priority for me and I can work around it. It can wait. I'd just rather see it as an option to Spawn rather than a SpawnScheduled. To me it is different than a delay to SpawnScheduled
from moose.
Lets put this on hold ... Or even close ... What is your opinion? Who is asking for this?
from moose.
Until we can find a solution that is both mission designer-friendly and tester friendly, I'm assigning this issue to Moose-future.
from moose.
could you not just add a boolean for respecting the initial schedule to SPAWN, and by default if its off, then its an instant spawn and if true, then it respects the schedule?
EG :SpawnScheduled( 30, 0.4, TRUE ) -- respects initial schedule
:SpawnScheduled( 30, 0.4 ) -- spawns them instantly as is current
Thus, no change to existing missions but feature is there if needed.
from moose.
Guys, I've put this for release 2.1. I'll follow the suggestion of @thebgpikester which seems to me a good solution to merge both worlds.
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Started with the development in branch master-enh-125-spawn-schedule-delay
from moose.
Delivered to master for beta testing in #411.
from moose.
so how do I read this SpawnScheduled( 30, 0.4, TRUE ) -- respects initial schedule. "Spawn 30 seconds from now give or take 15 seconds"??
from moose.
the SpawnScheduled API format is unchanged to ensure backward compatibility. By default the initial delay is added. You can turn off the initial delay by adding an :InitDelayOnOff( false ). I think :InitDelayOff() is still with an issue but will fix that tomorrow.
So by example:
:SpawnScheduled( 60, .5 )
will spawn at random time intervals between 30 and 90 seconds, including the first spawn.
:InitDelayOnOff( false ):SpawnScheduled( 60, .5 )
will spawn at random time intervals between 30 and 90 seconds, but the first spawn will immediately happen.
Alternatively, :InitDelayOff() can be used to switch off the initial delay.
:InitDelayOn() is added for completeness and can be of use if :SpawnScheduledStop() and :SpawnScheduledStart() is used.
from moose.
I put the default that when SPAWN starts with ScheduledSpawning, it will wait... But actually i will reverse this. When Spawn starts with scheduling, it will NOT wait, unless you specify a delay. I will revert this.
from moose.
I agree with this implementation FC especially so that you don't change current functionality that people have in their missions right now. No changes for them. Only changes for people who want to implement the new delay feature.
from moose.
Closing ...
from moose.
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