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modding:missions

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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 ship's 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 that 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 Event Actions for more details and parameters.

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 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 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 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 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 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

The scripting section allows for custom scripts written in C#.

modding/missions.1619841050.txt.gz · Last modified: 2021/05/01 03:50 by jazzy