Ambrosia Garden Archive
    • invisible mission destinations


      I'm working on a plug with an invisible mission. The way it works, there's a whole story line that starts in the bar, the player hits "yes" to help somebody out, but then doesn't realize he/she was carrying cargo until landing on the next planet. Since its invisible, the player can't be told what planet to go to. Having the engine choose a random destination means the player may never land on the right planet to continue the string. I'd like the player to be able to continue the string by landing on any habitable planet. I've searched to no avail, and the only way I can think of doing this is somehow listing every habitable planet in the destination specific ID field. Does this make any sense? Thanks in advance for any help.

      Oh, and yeah, welcome me to the boards 🙂

      ------------------

    • Quote

      Originally posted by zero_gravity:
      **I'm working on a plug with an invisible mission. The way it works, there's a whole story line that starts in the bar, the player hits "yes" to help somebody out, but then doesn't realize he/she was carrying cargo until landing on the next planet. Since its invisible, the player can't be told what planet to go to. Having the engine choose a random destination means the player may never land on the right planet to continue the string. I'd like the player to be able to continue the string by landing on any habitable planet. I've searched to no avail, and the only way I can think of doing this is somehow listing every habitable planet in the destination specific ID field. Does this make any sense? Thanks in advance for any help.

      Oh, and yeah, welcome me to the boards 🙂

      **

      Yikes. How about this: Instead of doing that- have the mission from the bar be a self-aborting one that sets a bit that makes the next mission available at any stellar? It might be a problem if the player lingers about on that planet, but otherwise it would work. You could fix this by docking the probability down quite a bit. Only problem would be the fact that the cargo wouldn't "really" be with the player.

      _bomb

      ------------------
      I think that you don't see many love stories in EV simply because the engine isn't quite geared towards that. What are you going to do, keep meeting your significant other in a bar (or, with Nova, the Outfitter, Shipyard, or Trade Center) and have questions like "Will you go out on a date with me?" | Yes/No | "Great, pick me up on <DST> in a month and we'll have dinner."?
      -EVula

      (This message has been edited by Bomb (edited 05-02-2003).)

    • not having the cargo really there isn't a big problem. So there's no way to have the destination be "any inhabited spob" instead of being random? Hmmm, I guess I'll try both methods (putting a lot of IDs into the destination, and making it split missions) and see what works best. Thanks----

      ---------
      putting multiple spob IDs into the destination field doesn't work, when you close rededit it just recalculates it to something else.....split missions it is

      (This message has been edited by zero_gravity (edited 05-02-2003).)

    • An easy way to do this would be to have your cargo mission be accepted, set a bit for a one-day cron, and then do nothing. Have it require the player to land on a spob that cannot be landed on, or something; just make it impossible to complete normally. Then have another mission that is available anywhere with 100% probability when the first mission has been accepted and the cron has expired. This requires the player to at least take off and land before receiving the next mission. Have the OnAccept field of the 2nd misn abort the first mission (or fail, whichever takes away special cargo), and viola!

      -Vaumnou

      ------------------
      Did you know that 63.8% of quoted statistics are made up on the spot?
      "He's too late. SEE?!? THE CLIFFS OF INSANITY!!! Hurry up!"