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In FF, there are missions that will complete themselves as soon as you take off. I need to know how to make those. I've tried giving -1 values to traveldes and returndes, but they don't work. MT?
------------------ Dan! The food's gone!
Use the auto-abort mission flag.
------------------ "His Strangelove All-Purpose Do-It-Yourself Defensive First Second or Third Strike Indestructible Fantastic State-of-the-Art B-Ware Offensive Attack Bomber can't compare with our M & M E & A Sub-Supersonic Invisible and Noiseless Defensive Second-Strike Offensive Attack Bomber." - from Closing Time , by Joseph Heller.
Say... that's a very handy flag... Maybe that's why that other mission never worked...
I'm not really an idiot... it only seems so...
That's what I used.
However, a note: if you remember from the FF Beta-testing, for some people on some machines with some pilots, the auto-aborts didn't work. We never really managed to figure out why, and it wasn't consistent -- you could start a new pilot on the same machine and it would work, and then another new pilot and it wouldn't. I would say that about 5% of users who have emailed me since have encountered this problem. Because the auto-abort comes up very early in the game, restarting was the answer (albeit a very irritating one). It would have been disastrous if the first auto-abort had come about half-way through.
Regards
Martin
------------------
M A R T I N • T U R N E R
Well, that shouldn't be a problem. This one's the first mission. I needed to put it in there to set a specific Bit before you got into the plot. Thanks for the warning.
I'm sort of doing the same thing and the auto-abort just doesn't seem to work for me at all. Instead of an aborted mission, i find this 'take (error) tons of (error) to (error) in the (error) system'. Yet the auto-abort is flagged.... ???
:eek: don't really understand anyone have any ideas?
sarcas
I think you have to create a special ship if you want this flag to work. I could be wrong.
------------------ M A R T I N • T U R N E R
I guess I'll just ad a 'oh and in the mean time drop x of at x' thing then :frown: s
Yes, according to the bible, there must be a special ship set in order for the mission to auto-abort. Of course, you might just put that ship in a system the player couldn't possibly be in...
(Insert Signature Here)
Or it could be a special ship that the player needn't bother with. ShipGoal (player's task) and ShipBehav (special ship's actions) would both be set at -1.
------------------ PlanetPhil i'm only one man
I've been trying out some more - even with an actual dude in place and all flags set it doesn't work. Also, I checked the bible - i don't think it says the auto-abort flag requires a special ship. It merely says 'this can be useful' for doing tricks with special ships. Could mcb help out on this one? How does it work exactly... if you remember?
s
Quote
Originally posted by Martin Turner: **That's what I used.
**
what you could have done was have a mission with auto-abort as the first mission, to test if it works... so the player could see if it worked without any problems, such as having done stuff, or things
------------------ DeAdBoY- (url="http://"http://www.grybs.com/harzius")Harzius Productions(/url) (url="http://"http://www.IcedEarth.com")Iced Earth(/url)
Originally posted by Wyvern: **Yes, according to the bible, there must be a special ship set in order for the mission to auto-abort. Of course, you might just put that ship in a system the player couldn't possibly be in... **
That wouldn't work. The auto-abort isn't triggered until the player encounters the special ship(s). I ushally just use a merchant Freight-courior in that case. It would fit in in most places, just not in Voinian space.
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