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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.

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.

Events

Events are powerful IF-THEN statements that allow mission designers to manipulate the world of the mission when specific conditions are met.

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.1620019997.txt.gz · Last modified: 2021/05/03 05:33 by 24.239.107.14