Ambrosia Garden Archive
    • EV: Mission auto-abort flag?


      I'm trying to create a mission string which begins with your typical chance-encounter. At first I was using a pers to start the mission, but I realised it would be very difficult to successfully test it with the extremely slim chance of me encountering the specific pers when I was playtesting.

      The mission was supposed to be along the lines of ship approaches, hails, brief chat with the pilot in which he tells you that if you're ever on a certain planet, visit the bar etc. The misn was set to be auto-aborting and non-refusable - flag 0x0005. It then set the mission bit which enables the mission at the planet's bar.

      Anyway, I gave up on the pers idea and went for a straightforward chance-encounter-in-a-bar thing. Same lines though: a guy recognises you on the way out and gives you the same recommendation. However, the mission does not auto-abort. It can be aborted manually, but then the mission bits are not set. It cannot, obviously, be completed, as there are no requirements.

      Does anyone have any idea how I can get this working? The best idea I've had - but I'm reluctant to use it - is to put the recommendation at the end of some other minor mission. I really would like it to work the first way, though.

      Thanks,

      Charles

    • Well, you can edit a s˙st resource and put in the përs as always showing up 100% to test it.

      But, if you want to do it the other way, you could set off a crön maybe that aborts the mission for you, which you should set to being invisible. Or, you could just let the mission be called "check out bar on x" and make it non-abortable so the player can remember where to go. Sort of like the "keep checking bar on whatever", used in the rebel string (in Nova).

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    • Or, you could have it abort OnShipDone, and have a regular-looking ship hanging out in the current system, that you're "supposed to" observe. When the player leaves the planet, the ship registers as being observed, and it aborts.

      You might also be able to just have it abort via the OnAccept, but not sure how Nova will like that.

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    • I should probably have made it a little bit more clear that I'm referring to Escape Velocity classic: sadly, I don't own EV Nova.

      (Actually, I don't even own EVC yet. I sent Ambrosia a query about payment methods and they haven't replied yet.)

      In response to your ideas on other ways to "abort" the mission, I think it has to either be completed or failed in order to set the relevant mission bit - that is, using the CompBitSet or FailBitSet fields. I could set the mission to fail-if-scanned, or give it a timelimit of a day, or something to make it fail (therefore activating the FailBitSet). The problem then is that you get the "mission failed" message at the bottom of your screen (IIRC).

      Plus it's just plain messy that way 😉

      I'm still trying to figure out why the auto-abort flag isn't working. Is it only coded to work with offer-from-ship missions maybe? Bah.

      Charles

    • Quote

      Originally posted by CiM:
      **I should probably have made it a little bit more clear that I'm referring to Escape Velocity classic: sadly, I don't own EV Nova.

      (Actually, I don't even own EVC yet. I sent Ambrosia a query about payment methods and they haven't replied yet.)

      In response to your ideas on other ways to "abort" the mission, I think it has to either be completed or failed in order to set the relevant mission bit - that is, using the CompBitSet or FailBitSet fields. I could set the mission to fail-if-scanned, or give it a timelimit of a day, or something to make it fail (therefore activating the FailBitSet). The problem then is that you get the "mission failed" message at the bottom of your screen (IIRC).

      Plus it's just plain messy that way 😉

      I'm still trying to figure out why the auto-abort flag isn't working. Is it only coded to work with offer-from-ship missions maybe? Bah.**

      Well, if you're talking about EV, nothing I said will work except for just having the mission send you to another planet :frown:. As for auto-abort, it should only work where you get it from a përs (not on a planet), and special ships are involved, like in the derelict pirate traps.

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      (This message has been edited by mrxak (edited 06-21-2002).)

    • Yeah, make sure you have a special ship there, because auto-abort missions require the appearance of some type of ship. If you don't need one you can always create a filler ship that doesn't look too out-of-the-ordinary.

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    • Quote

      Originally posted by Firebird:
      **Yeah, make sure you have a special ship there, because auto-abort missions require the appearance of some type of ship. If you don't need one you can always create a filler ship that doesn't look too out-of-the-ordinary.

      **

      That did it. Thanks for the help - both of you 🙂

      Charles