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modding:missions [2021/05/03 05:04] 24.239.107.14modding:missions [2021/05/03 05:33] 24.239.107.14
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 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. 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.
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-**Name** The name of the objective as displayed in the objectives list on the comms screen. 
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-**Group** The grouping of objectives inside the objectives list. This is used for organization. 
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-**Rank** Choose between a primary mission objective and an optional objective. 
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-**Type** The type of check required to mark the mission as complete. 
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-  * **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**  
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-**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.// 
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-**Description** The description displayed when an objective is clicked on the Comms Console. 
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-**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 ===== ===== Comm Channels =====
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 [[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. [[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.
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-**Edit Encounter** 
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-The encounter editor allows for basic encounter settings and the adding of Groups. 
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-  * **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. 
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-**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. 
  
  
modding/missions.txt · Last modified: 2022/01/25 23:01 by hemacast