Ambrosia Garden Archive
    • Help with Auto-Aborting Missions?


      Arrrgggghhh! This is really making me mad!

      Ahem. Sorry about that.

      I'm currently making a new plug-in, The Battle of Sol. It's going to have three different storylines that the player can follow. But then, I realized a drawback. What if sneaky people accepted all three recruitment missions before completing them? They'd get to play all three storylines! Can't have that, now can we?

      So then I thought, Aha! I'll make each recruitment mission an auto-aborter, thus making it impossible for people to be sneaky and play all three plots. But when I tried it, you accept the mission just fine, but when you take off you can still see it in your missions log and it doesn't set/clear any bits! Can anyone think what I might have done wrong?

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      I'm right.
      (url="http://"http://www.pftn.f2s.com") Pilot File Trading Network (/url)

    • There is now a flag 'set bit on accept mission' which will accomplish what you want much better than auto-abort missions.

      If I recall correctly, auto-aborts only work if you create a special ship at the same time, and only actually abort once you've taken off.

      They also don't work at least some of the time on some systems.

      Regards

      Martin

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      M A R T I N • T U R N E R

    • Oh yeah! I'm using that flag elsewhere in my plug, but for some reason I didn't think to use it here! Thanks, Martin!

      scurries off to fix mission

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      I'm right.
      (url="http://"http://www.pftn.f2s.com") Pilot File Trading Network (/url)