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modding:missions [2021/04/27 05:01] – first 1/3 content, rough draft 24.239.107.14 | modding:missions [2021/05/03 06:03] – 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: |
- | + | ||
- | **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:" | + | |
- | + | ||
- | **Description** The description displayed when an objective is clicked on the Comms Console. | + | |
- | + | ||
- | **Visible? | + | |
===== Comm Channels ===== | ===== Comm Channels ===== | ||
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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: |
- | **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? | ||
- | * **Invincible? | ||
- | * **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: | ||
- | |||
- | **Tasks** | ||
- | |||
- | **Properties** | ||
===== Encounters ===== | ===== Encounters ===== | ||
+ | [[modding: | ||
===== Events ===== | ===== Events ===== | ||
+ | [[modding: | ||
===== Variables ===== | ===== Variables ===== | ||
+ | [[modding: | ||
+ | * **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: | ||
+ | **Add a waypoint** | ||
+ | * **Name** The name of the waypoint that appears in the Flight Screen' | ||
+ | * **Description** The description of the waypoint that appears below the waypoint name in the Flight Screen' | ||
+ | * **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#. | ||