Display MoreSo who is acting hostile now?
To delete fail conditions is not genius, it prevents multiple of the following triggers to even activate. Multiple fail conditions in the game do not cause the fail of the mission but instead trigger the activation of optional events, even event loops that are important for later parts of the mission.
Especially when there are timed triggers this is a problem since if there is no such fail condition anymore the following set of triggers start with the wrong timing and potentially even the wrong order which in result causes a shitload of other problems for the mission.
e.g. 60 second timer with the objective "dock with tradelane" and a fail condition that now is disabled.
The players does ignore the objective and explores the system instead.
At some other location (station) there is another conditional trigger to despawn your wingman and of course you activate that trigger because you ignored the other stuff before (because the modified SP game now allowed it).
Now the whole mission is bugged. You still can return to the tradelane you originally ignored but since your Wingman does no longer exist in the mission the following triggers required to play the mission just simply will not work anymore.
Fail conditions have the purpose to prevent that the logic behind the trigger activation of a mission breaks down.
The creation of a single mission very often takes weeks of hard work and testing over and over again just to make the triggers work correctly to get the timing right and check what side effects might happen if players don't do exactly what they are meant to do.
You did not do something clever here. You just made use of a shortcut that served your needs for that very specific situation. All side effects are totally ignored by you.
That is nothing I ever would do and release to the players.
That is not how I work.
I wasn't going to respond to this because it is very blatantly wrong, but ok I'll bite. Just for a bit of nostalgia, hmm?
Let's start with the first mission of the game. You leave Liberty and you're like oh wow everything is cool scripts are going on. After the first fight you're told to dock with the tradelane. You remove all the 'fail' triggers so you can basically zoom off whereever and do what you want right? NOPE!
As someone who's modded FL, you should know by now that almost everything you said was a strawman, a fabrication to prop up your point without any actual substance.
If you refuse to dock with the tradelane, King does a few messages and insults you. Fine, that's cool you fly off and try to dock with another station. What's this? DOCK NOT ALLOWED. Dock denied! Ok what about here? Nope, same thing. Every single place in all of Liberty won't let you dock during a mission unless the mission specifically allows you to do so.
You might be able to dock with another trade lane and zoom off but there's no real point. The most you can do to 'break' the mission would be to fly off the beaten path and get your wingman (King) destroyed somehow (if you didn't make him invulnerable) by some tough enemies by leaving him alone to fight them and not helping him. You'd have to actively do your best to kill him off and even then it takes a while. Not something that can be done on accident that easily. You can go explore nearly all of liberty (except a certain minefield area) but you can't go to any other systems nor dock with anything else.
Sometimes yes, on some missions later on you might be able to jump to another system to 'break' the mission. Wingmen will generally follow you even after you run off until they die. They don't 'despawn' and never have (from what I've seen) so I'd need to see it for myself to believe that bit. We aren't really talking about running off and purposefully trying to 'break' the missions. That's what save games are for anyways. Just talking about removing some automatic fail conditions, making mission critical NPCs invulnerable, making mission-optional NPCs hardened (maybe not invulnerable because need some challenge I suppose), and that way the player is focused more on their own survival without having an autofail happen because some NPC wasn't durable enough to withstand the entire focused enemy squad fire.
Again using the first mission as an example. One of the early bonus objectives will still work even if the autofail timed trigger is deleted/disabled. CrossFire made the ENTIRE game more difficult yet the timers stayed the same length from vanilla. They weren't adjusted to account for this.
The thing is that as I've said I've already done the work many years ago (as of 2019 actually I finished it) so I ended up doing a 'difference comparison' between the newest CrossFire 2.1 files and my old archived ones from pre-2.0 and the campaign missions were more or less identical aside from some minor changes here and there. At this point, it seems a bit odd to outright refuse to even consider having someone (anyone) of your followers willing to play through the campaign from scratch and test things out as to how they are and how buggy (or not) they can be. Ask for a volunteer. That's what your super friendly awesome community here (that you love to repeatedly praise) wants to do!