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Post by flanker1six on Apr 23, 2015 15:39:45 GMT
I took one of the supply missions last night, as well as the final Longinus mission. After accepting both; I stepped out/went to the designated "smuggler overlook" point only to find the game DID NOT materialize a vehicle for me to take to the fist lost supply cache/follow the smuggler to their hide out??!! Had to cancel both missions; then restart them.............vehicles were present on the restarts. This has happened to me a number of previous times.......................just curious if anyone else has experienced this?
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Post by bontainer on Apr 23, 2015 15:45:53 GMT
Usually it is not possible to accept a new mission when a mission has started. The mapmarkers disappear and the quest starting point is invalid (e.g. the tent where Longinus is in will give no Interact prompt). Only by abandoning the quest in the main menu can a quest be ended premptorily.
But, the short answer is NO.
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Post by JRavens on Apr 23, 2015 15:51:57 GMT
I've never had that specific thing happen, but I have had missions "mis-fire" before. Even things like taking over outposts don't always complete despite scouring every square inch for enemies. I think the missions just hiccup sometimes.
Having said that it is totally possible (though somewhat unlikely, but I don't discount anything) that the mission lua file calls an encounter spawn instead of just directly "summoning" the vehicle as it normally does for vehicles and enemies. If it does this - with me having adjusted the vehicle spawns to include all sorts of random vehicles then when it picks a vehicle at random it may be picking a vehicle that it considers ineligible for some reason (say a tuk tuk) or one that the game cut, but the number was left in the encounter system and I inadvertently copy and pasted. (* I ran across this with various bikes & motorcycles which are not in the game but references for them still exist in the spawn charts)
Then again maybe it is just a glitch with accepting 2 missions. Hard to say.
Maybe someone else has come across this problem too?
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Post by pj on Apr 23, 2015 16:53:26 GMT
After a number of mad drives in that clunky old F150 - I gave up on using it, and used the chopper - Buzzer - instead: much less difficult or risky, and one can choose the landing point!
...but I think Bontainer is right - when committing to any mission - accepting it should automatically trigger a lock, preventing acceptance of any other mission. If this were to happen I would suspect some corruption has crept into a file somewhere.
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Post by bontainer on Apr 25, 2015 9:01:16 GMT
I think I understand the problem now.
There are two types of missions, storyline missions and secondary ones. You can start secondary ones during a storyline mission but not vice versa.
Example: The first mission of act 2, where you have to go to the rebel camp, is often interrupted by an assault on the Kyra tea weighing station (usually second outpost you free). When you continue and put some distance between you and the station, the storyline mission will continue.
That means, secondary missions can interrupt a storyline mission but the storyline will automatically continue after you have finished or abandoned the secondary.
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