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modding:missions [2021/04/27 05:01] – first 1/3 content, rough draft 24.239.107.14modding:missions [2021/05/03 05:04] 24.239.107.14
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 ===== Objectives ===== ===== 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.+Add [[modding:objectives|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. **Name** The name of the objective as displayed in the objectives list on the comms screen.
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 ===== Objects ===== ===== 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.+The creation of an [[modding:add_object|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** **General**
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   * **Description** Is displayed only for the GM in the GM screen.   * **Description** Is displayed only for the GM in the GM screen.
   * **Designation** The ship's hull number.   * **Designation** The ship's hull number.
-  * **Faction** The ships faction alignment. None will make the ship show as neutral.+  * **Faction** The ship'faction alignment. None will make the ship show as neutral.
   * **Class** The ship class, which affects the 3D model and base component setup.   * **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.   * **Tags** These tags are alternative references to the object. Names must be unique but tags can be shared by multiple objects.
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   * **Links To** The ID of another Dialog Group that will be triggered after the activation of the current dialog group.   * **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.   * **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.+  * **Topics** The text responses available to the Player that can trigger the NPC.
   * → **Type** Sets the type of message being sent.   * → **Type** Sets the type of message being sent.
   * → **ID** The ID of the topic.   * → **ID** The ID of the topic.
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   * → **Text** The content of the message from the Player 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.    * **Actions** The actions triggered when this Dialog Group is activated. 
-  * → See [[modding:eventsystem|Event Actions]] for more details and parameters. +  * → See [[modding:events|Event Actions]] for more details and parameters. 
  
 **Tasks** **Tasks**
 +Object tasks are orders that are executed in the order that they are assigned. These actions currently include:
 +  * **Type** The type of task that will be added to the task queue.
 +  * → **Idle** Order the object to stand down.
 +  * → **Go To** Order the object to set course for a waypoint.
 +  * → **Patrol** Order the object to patrol the current planetary system and attack enemies.
 +  * → **Evade** Order the object to evade enemies in the current planetary system.
 +  * → **Attack** Order the object to attack a specific target or tag.
 +  * → **Defend** Order the object to defend a specific target or tag.
 +  * → **Investigate** Order the object to move to and assess a specific target or tag.
 +  * → **Trade** Order the object to attempt trade with a specific target or tag. //(This Task is a work in progress.)//
 +  * **Tags** The target parameter of the Type command.
 +  * **Clear On Complete?** Check this box to clear this task from the task queue once it is completed. If unchecked, the task will remain in the queue unless canceled by an action.
  
 **Properties** **Properties**
 +These object properties set or override specific parameters normally set by the ship class.
 +  * **Type** The type of property to set or override.
 +  * → **Alert** 
 +  * → **Behavior** The current active behavior for the object.
 +  * → **CoreBehavior** The default behavior for the object.
 +  * → **Dialog** 
 +  * → **Dialog [Group]** 
 +  * → **Integrity** 
 +  * → **Integrity [Relative]**
 +  * → **Manuver**
 +  * → **Planet** The planetary system where the object is currently located.
 +  * → **Position** The x,y,z position within the system where the object is currently located. 
 +  * → **Star Position** 
 +  * → **Galatic Position**
 +  * → **Speed**
 +  * → **Speed [Target]**
 +  * **Value** The new value for the selected Type.
  
 ===== Encounters ===== ===== Encounters =====
  
 +[[modding:encounters|Encounters]] are events that activate on set intervals. These are akin to random monster spawns. GMs have the ability to adjust the likelihood and other details of the spawn.
  
 +**Edit Encounter**
  
-===== Events =====+The encounter editor allows for basic encounter settings and the adding of Groups.
  
 +  * **Name** The name of the encounter. It will be used in the Designer and GM screens.
 +  * **Faction** The faction alignment of the newly spawned encounter object(s).
 +  * **Location** The spawn location of the encounter objects.
 +  * **Change** The chance of the encounter being triggered. Values range from 0 - 1 where 1 = 100%.
 +  * **Repeating?** Checking this box will allow the encounter to be triggered multiple times. Leaving this box unchecked will block the encounter from triggering more than once.
 +  * **Active** Checking this box will allow the encounter to be triggered. Leaving it unchecked will prevent it from being triggered until otherwise enabled by an Action. If an encounter is set not to repeat, making it inactive and then active again will allow it to trigger an additional time.
  
 +**Adding an Encounter Group**
 +  * **Index** is the unique identifier for the encounter group.
 +  * **Name** the name for the encounter group. This is for organization. 
 +  * **Add Object** opens the same Add Object dialog box that is found in the Objects section above.
 +  * **Add Action** opens the same Add Action dialog box that is found in the Event Actions section below.
 +
 +
 +===== Events =====
 +
 +[[modding:events|Events]] are powerful IF-THEN statements that allow mission designers to manipulate the world of the mission when specific conditions are met.
  
 ===== Variables ===== ===== Variables =====
  
 +[[modding:variables|Variables]] are numerical strings that store information that may be checked or edited later. 
  
 +  * **Name** The name of the variable. This is used to check using conditions or edit using actions. This name is also shown inside of Designer and the GM screen.
 +  * **Type** Currently, only numerical string values are supported. 
 +  * **Value** The initial value of the variable when the mission starts.
  
 ===== Waypoints ===== ===== Waypoints =====
  
 +[[modding:waypoints|Waypoints]] are named points in space that the Flight console can target and jump to.
  
 +**Add a waypoint**
 +  * **Name** The name of the waypoint that appears in the Flight Screen's waypoint menu.
 +  * **Description** The description of the waypoint that appears below the waypoint name in the Flight Screen's waypoint menu.
 +  * **Type** The only type available at the moment is Planet.
 +  * **Target** The planet that the waypoint is referencing.
  
 ===== Scripting ===== ===== Scripting =====
  
 +The scripting section allows for custom scripts written in C#.
  
modding/missions.txt · Last modified: 2022/01/25 23:01 by hemacast