Text Skip
Uppdaterad tduva
av Text that comes up on the screen like "Job done" can be skipped by going to the pause menu, so quickly pausing/unpausing (ESC twice) basicially makes it go away. You get stuck in the pause menu when the game is saving though, until it finished saving, so you can loose time due to that if there's a timer based on game time.
Actions like spawning the next missions or fading out into a cutscene seems to be based on two different things (if you have to wait for it at least):
- In some places it seems to be bound to the text disappearing, so in this case skipping the text can save a few seconds
- In other places it seems to be a simple timer, so skipping the text just means that you're sitting there waiting without the text (and in that case pausing while the game saves actually looses time, because sitting in the pause menu doesn't seem to count towards the timer)
It seems that the first way (where you can actually save time) only seems to happen where there's only one text (not several in a row) and where the action happens immediately after the text disappears (even without skipping the text).
Formatting
- Skipping text probably saves time
- [Skipping text doesn't save time]
- "Text that comes up" that can be skipped -> What skipping does
1978
Wheelman
- "Job done" -> Loading comes up faster
Gunman
- "Job done" -> Fade out happens faster
Pay Ray
- "Cruise the city for work" -> Cash missions spawns once the text is gone, warping safely to another garage may also have to do with that
Hot Wheels
- After mission: "44H weapon available" -> Next missions start spawning once the text is gone
Last Chance
- [After mission: "Job done" -> Skipping not faster]
After first group of missions (Repoman, Bread Run, Last Chance)
- ["Safehouse Available" etc. -> Missions always seem to spawn roughly 11s after spawning in the safehouse]
Paddy Wagon
- "Job done" -> Saving at first (so stuck in the menu), but it still skips a bit of text after, next missions spawn faster
Turning the Screw
- "Take the guard back" -> Fade out when in the marker starts once the text is gone
- "Job done" -> Spawns the next missions once the text is gone
Jail Break
- After mission: "L15 weapon available" -> Spawns the next missions once the text is gone
Circuit Breaker
- [After mission: "Job done", "Car available" -> Not faster, pausing while saving costs time]
Ransom
- After mission: "Job done" -> Seems to start cutscene quicker
2006
Tailgate
- [After mission: "Weapon available" -> Not faster, seems to take roughly 11s until the mission spawns (after spawning after the cutscene)]
Guardian Angel
- [After mission: "Job done" etc. -> Not faster, seems to take roughly 11s from "Job done" coming up until the missions spawn]
Ram Raider
- After mission: "Job done" -> Next mission seems to start faster
Slink
- After mission: "Job done" -> Next mission seems to start faster
Candy
- After mission: "Job done" -> Drug seems to wear off slightly faster
Gate Crasher
- After mission: "Job done" -> Cutscene starts faster if last mission of group (restarting probably faster though because you have to loose the police after cutscene)
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