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I'm trying to create a repeating style mission available from the Mission BBS that would require the player to safely escort a group of ships to a blockaded planet. The mission uses a randomly chosen Return Stellar, so I needed to use the special ship field to assign the hostile ships. (And, to give them proper behavior and starting points). This mission also triggers a second mission in the On Accept field, which assigns the escorts. Everything seems to work the way I want it to: all of the special ships appear and behave as they should, the mission fails as I want it to (all escorted ships must survive, or both missions fail), and successfully landing on the planet with all escorts intact works as it should.
The problem is that when the mission is failed (when an escort dies), both failed missions still appear in the active missions. (With little bullets next to them). The missions are only deactivated when I land on the original mission's return stellar. Any insight as to why the missions don't just dissappear on failure? I did make use of the on fail field for the escort assigning mission, to make the original mission fail as well. Any insight is much appreciated.
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I cant say why this is, but i know how to workaround it. A few Axxx ncbs in the OnFailure field could be used to removed the failed missions. -Az
------------------ It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)
Yep, that did it. I didn't have the 'Can Abort' field set for the escort assigning mission, setting it makes things work.
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Originally posted by slouch: **Yep, that did it. I didn't have the 'Can Abort' field set for the escort assigning mission, setting it makes things work.
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AAAH! So not having Can Abort set causes failed missions not to go away?! That explains the confusion surrouding the VellOs Distract Moash House mission! -Az
Well, I'm still having trouble getting this series of missions to operate the way I want them to. The model I described above did work very well, however, I had the second (escort assigning) mission running as 'active' rather than 'invisible'. I figured I could just check the flag for invisible, and everything would continue to run properly. But, it didn't. For whatever reason, making the mission invisible seems to stop the engine from recognizing the special ship goal (escort - keep them from getting killed), so now it doesn't fail properly. So, I have a few more questions...
Is this a problem anyone else has run into? Is it an engine limitation, or have I possibly made a mistake somewhere?
From a player's perspective, would you consider having both missions being 'active' (both show up in the active missions dialogue) as being a viable workaround? Or would it just seem way too clunky/confusing? (One would say 'Sigma Blockade Runner', the other 'Escorted Sigma Freighters').
My second post may have been wrong. I'm not sure that my testing was done properly, as having the 'Can Abort' flag checked doesn't seem to matter with my new workaround. (Currently, the 'Sigma Blockade Runner' is abortable, and aborting will cause the second (Escorted Sigma Freighters) to abort as well. But, the second mission is not abortable on it's own).
Sorry if this is a bit too confusing, as I am quite confused myself.
Slouch, I don't have any answers for you, but I assure you this is a problem many of us have run into. The behavior of failed missions is definately not what you'd expect. I THINK they go away after some period of time without the Axxx- which should abort the mission even if it is non-abortable, BTW- but I haven't tested it thouroghly/really at all. I know there have been long-running issues about bugs with mission failing that I've never heard about being resolved.
------------------ ~Charlie Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)