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4) Arrival and Departure Conditions
There are only three main factors that must be taken into play while thinking about setting arrival and departure conditions. Essentially, there is the "Time Delay" which is at the bottom of the arrival flap (which is in the main FG flap as well). Secondly, there is the "FG condition box", which is this image:
Manipulating this box is simple, change the "None?" and "none" to the Flight Group, Global Group, Global Unit, Team, IFF, ship type, etc. that you want, and then select what must happen to that FG, Team, IFF, GG, GU, etc., for your flight group to arrive.
And thirdly, to set a mothership there is two boxes at the top of the "Arrival" flap that says "Via:" and "Alternative". In both of these you have an option, " Hyperspace", or "Mothership". Next to mothership is a drop down menu of which you can chose which mothership you want. The one you select for the "Via:" will be the main one, or the only one. The second is to either set a second mothership if you need one, or it can be left blank to "hyperspace".
Whats diferent with departure?
There are a few differences, firstly, there is no time delay. The Mothership principle is the same, except its the mothership it will leave with (it CAN be diferent from the one you come in with). There is also tho little options.
One drop down menu that says "FG Will abort Mission When:" in which case you can select "Never", "shields out/damaged", "Hull at 50%", etc. All personal craft attributes. The craft will withdraw when this happens. The "Never" option, makes it stay until death, or until the criteria in the FG Condition Box (image) are met.
Lastly, the departure flap has a "(non-fighter) Explosion time:" in which case you can make the explosion longer.
Next Topic: Craft Start Positions and WayPoints
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