Help with a mission script
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khayman wrote:
The problem with that is:
Act_ChangeState = SUCCEEDwhen this happens your bases will disapear
Copy of base will disappear.
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Update!
At the end of any *.fl file:... [MissionState] mission_accepted = 1 ; yes we have mission att_clamp = true tradelane_attacks = true scan_clamp = true gcs_clamp = false hostile_clamp = false random_pop = true [BStoryMissionDone] [StoryInfo] ship_bought = false Mission = Mission_13 MissionNum = 0 delta_worth = -1.000000 debug = 0
At /data/missions/m13.ini:
[Mission] npc_ship_file = missions\npcships.ini [MsnSolar] nickname = fp7base faction = li_p_grp reputation = li_p_grp system = LI01 base=intro1_base position = 3600, 1000, -21000 orientation = 1, 0, 0, 0 archetype = freeport7 loadout = freeport7 label = lbl_fp7base radius = 0 pilot = setscene_nomad_fighter_FP7 random_name = true [MsnSolar] nickname = freeport7_space_dome1 faction = li_p_grp reputation = li_p_grp system = LI01 position = 4118, 1000, -21000 orientation = 0, 0, 1, 0 archetype = freeport7_space_dome label = lbl_fp7base radius = 0 pilot = setscene_nomad_fighter_FP7 random_name = true loadout = space_dome_co_01 parent = fp7base [MsnSolar] nickname = freeport7_space_dome2 faction = li_p_grp reputation = li_p_grp system = LI01 position = 3080, 1000, -21000 orientation = 1, 0, 0, 0 archetype = freeport7_space_dome label = lbl_fp7base radius = 0 pilot = setscene_nomad_fighter_FP7 random_name = true loadout = space_dome_co_01 parent = fp7base [MsnSolar] nickname = freeport7_space_dome3 faction = li_p_grp reputation = li_p_grp system = LI01 position = 3600, 1000, -20609 orientation = 1, 0, 1, 0 archetype = freeport7_space_dome label = lbl_fp7base radius = 0 pilot = setscene_nomad_fighter_FP7 random_name = true loadout = space_dome_co_01 parent = fp7base [Trigger] nickname = tr_initialize_init system = li01 InitState = ACTIVE Cnd_True = no_params Act_ActTrig = go_mis [Trigger] nickname = go_mis system = Li01 Cnd_SystemEnter = Li01 Act_ActTrig = mis_yes Act_ActTrig = mis_no [Trigger] nickname = mis_yes Cnd_HasMsn = yes Act_ActTrig = start_init [Trigger] nickname = mis_no Cnd_HasMsn = no Act_SetVibe = fp7base, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = freeport7_space_dome1, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = freeport7_space_dome2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = freeport7_space_dome3, Player, REP_HOSTILE_THRESHOLD Act_ActTrig = the_end_end [Trigger] nickname = start_init system = li01 Cnd_Timer = 10 Act_RandomPop = true Act_RpopAttClamp = true Act_RpopTLAttacksEnabled = true Act_Destroy = freeport7_space_dome1, SILENT ; kill copies of solars (detroy root must be in fuse) Act_Destroy = freeport7_space_dome2, SILENT ; -//- Act_Destroy = freeport7_space_dome3, SILENT ; -//- Act_Destroy = fp7base, SILENT ; -//- Act_SpawnSolar = fp7base Act_SpawnSolar = freeport7_space_dome1 Act_SpawnSolar = freeport7_space_dome2 Act_SpawnSolar = freeport7_space_dome3 Act_MarkObj = fp7base, 1 Act_MarkObj = freeport7_space_dome1, 1 Act_MarkObj = freeport7_space_dome2, 1 Act_MarkObj = freeport7_space_dome3, 1 Act_SetVibe = fp7base, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = freeport7_space_dome1, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = freeport7_space_dome2, Player, REP_HOSTILE_THRESHOLD Act_SetVibe = freeport7_space_dome3, Player, REP_HOSTILE_THRESHOLD Act_ActTrig = the_end [Trigger] nickname = the_end system = Li01 Cnd_SystemEnter = Li01 Cnd_Destroyed = fp7base, 1, EXPLODE Cnd_Destroyed = freeport7_space_dome1, 1, EXPLODE Cnd_Destroyed = freeport7_space_dome2, 1, EXPLODE Cnd_Destroyed = freeport7_space_dome3, 1, EXPLODE Act_ActTrig = the_end_end [Trigger] nickname = the_end_end system = Li01 Cnd_SystemEnter = Li01 Cnd_Timer = 1 Act_ChangeState = SUCCEED
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Nice find!!
the server host doesnt have to start a script running!
any client can start a script running that they dont even have.What i mean is….
i had the server setup and ready to run my scripted mission07.
Before i started the script, a player joined the server and it automatically set my mission07 running for me, so i switched off the script.The server still ran the script only once and is still stable!.
so im now looking at starting all players with a “standard and silent mission script”… i’ll use it to unlock the usually locked jumpholes and gates, rep changes, dock restrictions and hopefully be able to offer players missions from certain bases etc.
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I have crazy idea to write special mission player traffic, and replay it after each server restart. It’ll be bot - the mission creator X))
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At /data/missions/m13.ini:
[Mission]
npc_ship_file = missions\npcships.ini[MsnSolar]
nickname = fp7base
faction = li_p_grp
reputation = li_p_grp
system = LI01
base=intro1_base
position = 3600, 1000, -21000
orientation = 1, 0, 0, 0
archetype = freeport7
loadout = freeport7
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
random_name = true
.
.
.Isn’t it Mission1a? Freeport 7…
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No, it is not mission m01a, it is peace from mission m01a with other pilot, loadout, base and faction
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To stop the multiple spawning of all objects, base’s, npc etc i have two scripts running.
Each new player that joins the server starts on a basic script.
I have a character on a seperate i.d that has the second script info (which spawns everything then locks manhattans dock after launch). In addition to this, i can use this character to begin other missions running by landing on other bases each time locking the dock.
When a server restart happens i use the character and .beam to manhattan where i can start that script again.Seems to be working so far!
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Locking the dock… …Start that script again…
Well that sucks! If you want people to play on this server you need either unlock the bases and reset the scripts with the server, or lock the bases and don’t restart the scripts (Making it remember what each player did), unless it will drive people crazy redoing the same missions in the same order every day again and again and again… Just thinking of it makes me hate this server, and it doesn’t exist yet.
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The bases only become locked to my character starting scripts… its so i dont forget that a base starts a script and i land by mistake.
All other players can still land anywhere and the script they are using unlocks jumpholes and changes their starting rep (once)…
When they encounter a character in a base (can be one of many) they are offered missions and rewarded via pop up messages!Hope that helps clear things up.
Cheers, Khayman
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Intresting:
Cnd_InZone = false, Player, OBJECT_ZONE
Any Zone? Only Player or Object allowed?
Other parameters are:
EXCLUSION_ZONE
NEBULA_ZONE
DUST_ZONE -
Additional Condition (number 43):
Cnd_RumorHeard - not listed in Rasauul’s Storyline Bible
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Act_SetShipAndLoadout ```This not works! :cry: Adoxa maybe you know how force it to work?
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Yep, i mean in mp.
Strange, but if i do simple:
... [Trigger] nickname = tr_initialize_init system = li01 InitState = ACTIVE Cnd_True = no_params ;Act_ChangeState = SUCCEED Act_ActTrig = go_mis [Trigger] nickname = go_mis system = Li01 Cnd_Timer = 1 Act_SetShipAndLoadout = none, none
or
... [Trigger] nickname = tr_initialize_init system = li01 InitState = ACTIVE Cnd_True = no_params ;Act_ChangeState = SUCCEED Act_ActTrig = go_mis [Trigger] nickname = go_mis system = Li01 Cnd_Timer = 1 Act_SetShipAndLoadout = no_fighter, no_fighter
Nothing going on, hmhmhmhm….
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Thx Adoxa!
It works, simply need to relogin -
Did you guys found a solution against multiactivating of the missions? Every login the .fl file grows with new [StoryInfo] parameters.
How exactly do you activate spawning just by one player? I tried a lot in the past 5 hours, but every of my char will spawn objects or no char spawns anything.A solution would be to create a small extern program to remove every [StoryInfo] entry except one in every fl file, so no multiplicating is possible.
By the way, if you set Mission_13 to be No_Mission, it does’nt activate anything.
[StoryInfo]
ship_bought = false
Mission = Mission_13
MissionNum = 41
delta_worth = -1.000000
debug = 0 -
I have the same problem with this multiactivating.
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try #26 - this must switch mission to no_mission