In order to support game plot, we need to support event types associated to a creature and not just time-related.
e.g. creature x reaches location y.
This requires new code in the mission controller and mission checking.
Mission checking in particular is currently focused on being player-driven and the player either owning the mission or being in the location of the mission when checking it.
In most cases we don't want to damage this otherwise the player won't get notified of important events but when a creature needs to reach a location in order to change the state of the game and the player doesn't need to be with them, we need to handle this.
the mission file "jordanreachesmachineroom" is an example of this.
Until that point, he doesn't have the hard disk, nor is immune to zombieism (the latter is mostly for game balancing - although I'd give him a vial of antivenom earlier and have it removed and the attributes added later for proper plot consistency)
In order to support game plot, we need to support event types associated to a creature and not just time-related.
e.g. creature x reaches location y.
This requires new code in the mission controller and mission checking. Mission checking in particular is currently focused on being player-driven and the player either owning the mission or being in the location of the mission when checking it. In most cases we don't want to damage this otherwise the player won't get notified of important events but when a creature needs to reach a location in order to change the state of the game and the player doesn't need to be with them, we need to handle this.
the mission file "jordanreachesmachineroom" is an example of this. Until that point, he doesn't have the hard disk, nor is immune to zombieism (the latter is mostly for game balancing - although I'd give him a vial of antivenom earlier and have it removed and the attributes added later for proper plot consistency)