Ambrosia Garden Archive
    • Serious Mission Bit problems


      Something's going seriously wrong with my missions. It seems to be related to one particular invisible mission that I'm trying to add.

      There are three missions that have obvious problems so far that seem to relate to this.

      The first is a simple introduction: whenever you first land on a planet, it says "yay, you made your first landfal" then shows you a pretty picture. This mission is supposed to autoabort, and it did, before I added the invisible mission.

      The second is a "hunt down evil fleet mission." It's available in the mission computer. Should have a 100 percent chance of appearing. It should NOT be invisible.

      The requirements of the mission are as follows:

      first you go to spobA, where dockworkers will install a new outfit onto your ship to help you out with the coming mission, as well as give you two escorts.

      Then go to systB, where you and your escorts must destroy Evil Fleet.

      Then return to spob C.

      Now, because the misn resource does not allow you alter ncbs at the travelstel, I needed to add the invisible mission to A) give you the outfit and 🆒 give you the escort.

      Everything works fine until I added the invisible mission. It has the following result:

      The first introduction mission suddenly becomes non-autoaborting, so it just sits around forever taking up a mission slot.

      The second Destroy Fleet mission appears to become invisible. It does not show up in any mission computers. It also appears to be a "can't refuse" mission, however, because as soon as I go to a mission computer, if I then go to spobA, I will get the special outfit and the escorts. (If I go to spobA without going to a mission computer first, nothing happens)

      I've triple checked everything. As far as I can tell, I've done everything right. Is there a known (or unknown) bug here, or can anyone think of anything silly I might have forgotten to do?

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      Raemon's Law: Given a lack of better things to do, a group of webboard goers with way too much time on their hands will tend to develop web pages loaded with useless information on webboard dynamic theory.

    • So you want something like:
      Spob Z: Take mission from mission computer
      Spob A: Get outfits and escorts
      Syst B: kill stuff
      Spob 😄 Land and celebrate

      The way this would prolly want to be done is with two missions:
      (First mission) From Spob Z mission computer: Return stel Spob A. Simple mission to just go to spob A. Sets bit xxx on completion
      (second mission) From Spob A main spaceport 100%, availbit bxxx. Has escorts as aux ships and has the whole destroy ships in syst B and return to spob C. Constructed like a bountyhunter mission with escorts.
      This is how they do this sorta stuff in the default scenario.
      -Az

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    • I used to try to use Aux ships, but I could never get it do what I wanted. They wouldn't show up as green or anything.

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      Raemon's Law: Given a lack of better things to do, a group of webboard goers with way too much time on their hands will tend to develop web pages loaded with useless information on webboard dynamic theory.

    • Okay, this post refers to the following:
      Landing, and getting the outf, and getting the escorts
      Blowing baddies up
      Landing and celebrating

      This ignores the first Yay! mission where it says you made landfall.

      Okay, this requires 2 misns
      Misn one:
      The AvailStel is the spob you want it from
      The TravelStel is ignored
      The Return Stel is some far out, crazy planet (or even better, make a govt that has no spobs and is minor. Then set the ReturnStel to be a spob of that govt, which has no spobs, preventing them from ending that misn prematurely)
      Set the Special ships to Follow The Player, and Protect the Player
      The accept field will contain:
      Use the autostart misn bit (Sxxx) to start the second misn
      and the outf give bit (Gxxx) to give the outf

      Second misn:
      Has the Special ships ( a new set) set to attack the player, and the Player goal to Kill them
      Have the ReturnStel on this one be the Celebration planet
      Have the OnSuccess field abort the first misn (Axxx)

      Voila!

      If this doesn't work, contact me, and I'll try and make something that does work and then I'll e-mail it to you.

      (Seeing as I'm the bit-meister on a (url="http://"http://forums.tildesoft.com")TC(/url), this working is a matter of honor. I will get this to work!) 😄

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    • I've tried it a number of different ways. None of them work. This is clearly not a matter of me getting something wrong, or the bits not-lining up correctly. The game is getting steadily more and more screwed up. Outfits aren't working correctly anymore. The missions are invisible no matter what I do. That first landfall mission won't auto-abort. I don't know if this is a problem with the game, resedit, or some obscure virus I managed to contract.

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      Raemon's Law: Given a lack of better things to do, a group of webboard goers with way too much time on their hands will tend to develop web pages loaded with useless information on webboard dynamic theory.

    • Take a peak in your plug ins folder. Do you have the correct version of the plug installed? Do you have multiple versions of it installed? Are you using any other plugs? If you'd like to send it to me I'll take a look at it.

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