Wingman will block fast forward?
Wingman will block fast forward?
While experimenting with the possibilities and limits of mission scripting I had a ship intercept me after undocking from a space station and follow me to the next station. ship:AIFlyTo(Game.player) worked nicely in this regard - just as I hoped it would. But with a ship this close I can't fast forward. Is there a way to override that limitation? The manual said to hold ctrl while setting fast forward, but that does not seem to work. If closeby ships block this then I better forget about having wingmen in my mission scripts. I'm afraid nobody would want to be forced to play this game in realtime... :)
Re: Wingman will block fast forward?
Having a wingman, or being part of a convoy would be awesome. I don't know if there's a way to add time accel for situations like these. Like treat two objects like one big compound one in the game engine?
Re: Wingman will block fast forward?
This will also need some thought if there isgoing to be a lot more traffic in the future.
Re: Wingman will block fast forward?
Just checking if you think there will be a possibility for forcing time acceleration in the future even when other ships are present (kind of "do it at your own risk")? As it is currently, scenarious involving wingmen, escorting ships, convoys etc. are practically impossible because you'd always have to fly around in realtime (or maximally 2x speed up).
Thanks,
Claudius
Thanks,
Claudius
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Re: Wingman will block fast forward?
You can force time acceleration by pressing Shift (or is it Ctrl? I'm working so can't check right now) at the same time.
No-one "plans" anything on Pioneer :)
No-one "plans" anything on Pioneer :)
Re: Wingman will block fast forward?
I can't force time acceleration when another ship is close by. The manual says hold ctrl + click - but it doesn't work. Neither do shift + click or any shift/ctrl/F2-5 combinations. Is that a bug I should create an issue for?