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modding:missions [2021/05/03 05:20] – 24.239.107.14 | modding:missions [2022/01/25 23:01] (current) – hemacast | ||
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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:" | ||
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- | **Description** The description displayed when an objective is clicked on the Comms Console. | ||
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- | **Visible? | ||
===== Comm Channels ===== | ===== Comm Channels ===== | ||
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The creation of an [[modding: | 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 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? | ||
- | * **Invincible? | ||
- | * **Log Activity?** If the game is in Debug mode, the activity of this object will be logged in the GM Screen. | ||
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- | **Location** | ||
- | * **Planet** | ||
- | * **Position** | ||
- | * **Orientation** | ||
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- | **Cargo** | ||
- | * **Type** The commodity, ordinance, or component. | ||
- | * **Value** The cargo quantity. | ||
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- | **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. | ||
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- | **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 [[modding: | ||
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- | **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. | ||
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- | **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 ===== | ||
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[[modding: | [[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: | [[modding: | ||
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- | **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 ===== | ||
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The scripting section allows for custom scripts written in C#. | The scripting section allows for custom scripts written in C#. | ||
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+ | ---- | ||
+ | Jump To | | ||
+ | [[modding: |