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modding:missions [2021/04/27 18:11] – ↷ Links adapted because of a move operation hemacastmodding:missions [2021/05/01 03:50] – Fleshed out many more details on the lower half of the page jazzy
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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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 **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 =====
  
 +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**
 +
 +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 ===== ===== Events =====
  
 +Events are actions that are triggered by specific conditions. 
  
 +**Basic Event Parameters**
 +  * **Name** The name for the event, as labeled in the Designer and the GM screen.
 +  * **Frequency** How often or if the event will automatically trigger.
 +  * → **Manual** The event will only trigger is triggered by an Action.
 +  * → **Single** The event will only trigger one time. If deactivated and then reactivated, it may be triggered again.
 +  * → **Recurring** The event will trigger every time the conditions are met.
 +  * **Mode** This selection will control if all or one of the conditions being met will trigger the event.
 +  * → **All** If all conditions in the list are met at the same time, the event will trigger.
 +  * → **Any** If any one condition in the list is met, the event will trigger.
 +  * **Game Master** Checking this box will expose the event for manual triggering on the Game Master screen.
 +  * **Active** Checking this box will cause the event to be active at the start of the mission. Leaving it unchecked will cause it to be inactive until activated by another Action or triggered manually.
 +  * **Color** This color will set the background color of the button in the Game Master screen.
 +
 +**Conditions**
 +  * **Device: Property** Checks a property on an external device.
 +  * **Device: State** Checks a state on an external device.
 +  * **Device: Code** Checks a code on an external device.
 +  * **Duration** Time elapsed since the event was enabled.
 +  * **Emergency**
 +  * **Mission: Percent Complete** Checks the percentage of mission objectives completed.
 +  * **Mission: Score** Checks the mission score.
 +  * **Mission: State** Checks the mission state.
 +  * **Mission: Time Remaining** Checks the time remaining in the mission.
 +  * **Mission: Success** Checks if the objectives are all complete.
 +  * **Object: Cargo** Checks the cargo contents of an object.
 +  * **Object: Controller** 
 +  * **Object: Count** Checks the current number of objects with a specific name or tag.
 +  * **Object: Property** Checks a specific property of an object.
 +  * **Object: Scanned** Checks to see if an object has been scanned by the Player.
 +  * **Objective: Complete** Checks to see if an objective is complete.
 +  * **Pedia: Viewed** Checks to see if a Pedia article has been viewed.
 +  * **Pedia: Visible** Checks to see if a Pedia article is visible.
 +  * **Player Hit: Shield** 
 +  * **Player Hit: Hull**
 +
 +**Actions**
 +  * **Adjust Time**
 +  * **Cargo Add/Remove** Adds or removes cargo from an Object or Player.
 +  * **Device: Command** Send a command to an external device.
 +  * **Device: Poll** Trigger a poll on an external device.
 +  * **DMX** Send a DMX lighting look.
 +  * **Encounter: Check** Manually (re)check the chances of an Encounter and trigger it if they have been met.
 +  * **Encounter: Enable** Enable the checking of the chances of an Encounter and trigger it if they have been met.
 +  * **Encounter: Trigger** Manually trigger an encounter, disregarding the chances.
 +  * **Event: Check** Manually (re)check the conditions of an Event and trigger it if they have been met.
 +  * **Event: Enable** Enable the checking of the conditions of an Event and trigger it if they have been met.
 +  * **Event: Trigger** Manually trigger an Event's actions, disregarding the conditions.
 +  * **Mission: Set** Set the current mission. This Action is intended for use within Campaigns. 
 +  * **Mission: End** End the current mission. This Action is intended for use within Campaigns.
 +  * **Mission End: Success** Manually ends the mission, marking it as a success.
 +  * **Mission End: Failure** Manually ends the missions, marking it as a failure.
 +  * **Mission Waypoint: Add** Add a waypoint that can be accessed by the Flight officer.
 +  * **Mission Waypoint: Remove** Remove a waypoint that was accessible by the Flight officer.
 +  * **Send Message** Send a message from one Object to another or a Player.
 +  * **Send Message [Consoles]** Send a message directly to a player console.
 +  * **Send Topic** Send a topic from an Object's dialog tree to a Player.
 +  * **Steam Achievement** Trigger a steam achievement unlock for the player hosting the target Player bridge.
 +  * **Objective: Completion** Mark an Objective as complete.
 +  * **Objective: Visibility** Make an Objective visible. 
 +  * **Object: Property** Set or edit an Object Property.
 +  * **Object: Spawn** Instantly add an object to the world.
 +  * **Object: Despawn** Instantly remove an object from the world.
 +  * **Object: Destroy** Trigger the self-destruct on an object, causing it to explode.
 +  * **Pedia: Show/Hide** Show a Pedia entry on a specific player console.
 +  * **Pedia: Visibility** Change the visibility of a Pedia entry.
 +  * **Phillips Hue: Effect** Trigger an effect on a Phillips Hue bridge.
 +  * **Phillips Hue: Scene** Trigger a scene on a Phillips Hue Bridge.
 +  * **Script: Function** Run a custom script function.
 +  * **Sound: Play** Play an audio file from the module directory.
 +  * **Tag: Add** Add a tag to an Object.
 +  * **Tag: Clear** Clear a tag from an Object.
 +  * **Task: Add** Add a task to an Object's queue.
 +  * **Task: Clear** Clear an Object's queue of tasks.
 +  * **Variable: Set** Set or edit the value of a Variable.
 +  * **Waypoint: Local** Set a local waypoint that an Object can reference using the "Go To" Task.
 +  * **Waypoint: Interstellar** Set an interstellar waypoint that an object can reference using the "Go To" Task.
 +  * **Wait** Allow a specified amount of time to elapse before moving on to the next Action.
  
 ===== Variables ===== ===== 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 =====
  
 +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