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modding:missions [2021/04/25 21:05] – created sintax7modding:missions [2021/04/27 18:11] – ↷ Links adapted because of a move operation hemacast
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-**Missions**+====== Missions ====== 
 + 
 +The missions menu empowers Game Masters to create and edit missions within Starship Horizons Modules. There are many submenus for the mission editor. 
 + 
 +===== General ===== 
 + 
 +This menu allows for the naming, categorization, and mission select settings for the mission. We recommend using the category menu to separate the missions in your module from the missions in other modules. Note the mission visibility toggle in the top right corner. This will toggle visibility on the mission select screen but the mission will always be available in Designer. 
 + 
 +===== Marquee ===== 
 + 
 +This menu allows GMs to set the marquee image that is displayed when the mission is selected in the mission select screen. 
 + 
 +===== Prologue & Epilogue ===== 
 + 
 +The Prologue and Epilogue messages will display before and after the mission, respectively. Use those menus to set the messages or deactivate them. 
 + 
 +===== Players & Spawn Points ===== 
 + 
 +The **Players Menu** allows for the adding of player ships. Here GMs set the Name, Designation, Faction, Ship Class, and Startup (spawn point) for the player ship. Note that for multibridge play, each bridge requires a separate Player to connect to. 
 + 
 +Each player ship requires a **Spawn Point**. Use the Spawn Point menu to set these points in space. 
 + 
 +===== Objectives ===== 
 + 
 +Add objectives to track mission progress. Use the End Mission When Objectives Complete checkbox in the General Menu to choose if the mission ends when all objectives are complete. 
 + 
 +**Name** The name of the objective as displayed in the objectives list on the comms screen. 
 + 
 +**Group** The grouping of objectives inside the objectives list. This is used for organization. 
 + 
 +**Rank** Choose between a primary mission objective and an optional objective. 
 + 
 +**Type** The type of check required to mark the mission as complete. 
 + 
 +  * **Open** An objective that must be marked complete by an Event. 
 +  * **Commodity** An objective 
 +  * **Objects Destroyed** An objective 
 +  * **Objects Hailed**  
 +  * **Objects Scanned**  
 +  * **Objects Survived**  
 +  * **Timed**  
 + 
 + 
 +**Tags** The variable used to check the type against.  
 +//example: Type:"Objects Destroyed" Tags:"Darts" where "Darts" refer to the tag assigned in the object screen or spawning action.// 
 + 
 +**Description** The description displayed when an objective is clicked on the Comms Console. 
 + 
 +**Visible?** If this is checked the mission will be visible on the Comms Console. If unchecked it will not be visible. Visibility can be changed through an Event or Dialog Action. 
 + 
 +===== Comm Channels ===== 
 + 
 +This menu allows for creating predefined comm channels. These channels can contain more ships and be marked as not-closeable. Tagged ships (by name or object tag) will be in that channel with the Player ship. 
 + 
 +===== Objects ===== 
 + 
 +The creation of an object will spawn the object at the launch of the mission. This is not to be confused with the spawn of an object through Event Actions and Dialog Actions, which are currently more limited. 
 + 
 +**General** 
 +  * **Name** The ship name. 
 +  * **Description** Is displayed only for the GM in the GM screen. 
 +  * **Designation** The ship's hull number. 
 +  * **Faction** The ships faction alignment. None will make the ship show as neutral. 
 +  * **Class** The ship class, which affects the 3D model and base component setup. 
 +  * **Tags** These tags are alternative references to the object. Names must be unique but tags can be shared by multiple objects. 
 +  * **Crew** This sets the number of crew that appears when the player scans the object. 
 +  * **Broadcasting?** If checked, the ship and its scan details will appear without the need to scan the object. 
 +  * **Invincible?** Check this box to prevent the ship from being damaged/destroyed. 
 +  * **Log Activity?** If the game is in Debug mode, the activity of this object will be logged in the GM Screen. 
 + 
 +**Location** 
 +  * **Planet**  
 +  * **Position** 
 +  * **Orientation** 
 + 
 +**Cargo** 
 +  * **Type** The commodity, ordinance, or component. 
 +  * **Value** The cargo quantity. 
 + 
 +**Hard Points** 
 +  * **Hard Point** The hardpoint on the ship 3D model where the component is mounted. 
 +  * **(Property) Type** The type of component property that the following value will impact. 
 +  * **(Property) Value** The numerical value that pairs with the Type above. 
 + 
 +**Dialog** 
 +  * **ID** The Name and reference for the dialog topic. 
 +  * **Links To** The ID of another Dialog Group that will be triggered after the activation of the current dialog group. 
 +  * **Text** The text sent from the NPC to the Player when this topic is triggered. 
 +  * **Topics** The text responses available to the Player which can trigger the NPC. 
 +  * → **Type** Sets the type of message being sent. 
 +  * → **ID** The ID of the topic. 
 +  * → **Links To** The next dialog group to be activated when this topic is sent to the NPC. 
 +  * → **Text** The content of the message from the Player to the NPC. 
 +  * **Actions** The actions triggered when this Dialog Group is activated.  
 +  * → See [[modding:events|Event Actions]] for more details and parameters.  
 + 
 +**Tasks** 
 + 
 +**Properties** 
 + 
 +===== Encounters ===== 
 + 
 + 
 + 
 +===== Events ===== 
 + 
 + 
 + 
 +===== Variables ===== 
 + 
 + 
 + 
 +===== Waypoints ===== 
 + 
 + 
 + 
 +===== Scripting ===== 
  
-Minimum mission elements 
-General mission options 
  
modding/missions.txt · Last modified: 2022/01/25 23:01 by hemacast