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missions.ini

caution

This page is a work in progress!

There may be missing, incomplete or incorrect information on this page as it's still being built! Take information here with a pinch of salt, and feel free to contribute and correct things!

Overview

These files govern the story mission triggers and consist of a series of triggers, conditions and actions that allow for the creation of complicated, branching missions. A maximum of 14 of these files can be defined by default (From Mission 01a to Mission 13).

Vanilla Examples

  • DATA\MISSIONS\M01A\m01a.ini
  • DATA\MISSIONS\M09\m09.ini
  • DATA\MISSIONS\M11\m11.ini

Syntax

Multiple blocks may defined in any order.

[Mission]

This block only seems to be defined once per file.

[Mission]
mission_title = INT
mission_offer = INT
reward = INT
npc_ship_file = PATH
ParameterInformation
mission_titleSeems to be an IDS the determines the name of the mission when it is being offered on a base.
mission_offerSeems to be the text used when the mission is offered on a base.
rewardThe credit reward for completing the mission.
npc_ship_fileReferences the npcships.ini file used for the mission. Each mission has it's own file located in the same folder as the mission ini.

[NPC]

Appears to follow a similar syntax to specific_npc.ini, but with the addition of the npc_ship_arch key.

[NPC]
nickname = STRING
space_costume = STRING, STRING, STRING
affiliation = STRING
npc_ship_arch = STRING ;optional
individual_name = INT
voice = STRING
ParameterInformation
nickname
space_costume
affiliation
npc_ship_arch
individual_name
voice

[Dialog]

[Dialog]
nickname = STRING
system = STRING
line = STRING, STRING, STRING, FLOAT, FLOAT
ParameterInformation
nickname
system
line

[Trigger]

[Trigger]
nickname = STRING
repeatable = BOOL
system = STRING
InitState = ENUM ;optional
Cnd_True = ENUM ;optional
Cnd_Destroyed = STRING, INT, ENUM ;optional
Cnd_Timer = FLOAT ;optional
Cnd_CharSelect = STRING, STRING, STRING ;optional
Cnd_CargoScanned = STRING, STRING ;optional
Cnd_CommComplete = STRING ;optional
Cnd_LaunchComplete = STRING, STRING ;optional
Cnd_JumpInComplete = STRING ;optional
Cnd_JumpgateAct = STRING ;optional
Cnd_PlayerLaunch = ENUM ;optional
Cnd_SpaceEnter = STRING ;optional
Cnd_SpaceExit = ENUM ;optional
Cnd_SystemEnter = STRING, ENUM, ... ;optional
Cnd_SystemExit = STRING, ENUM, ... ;optional
Cnd_BaseEnter = STRING ;optional
Cnd_BaseExit = STRING ;optional
Cnd_LocEnter = STRING, STRING ;optional
Cnd_InZone = BOOL, STRING, STRING ;optional
Cnd_InTradelane = BOOL, STRING ;optional
Cnd_InSpace = BOOL ;optional
Cnd_DistShip = ENUM, STRING, STRING, INT ;optional
Cnd_DistVec = ENUM, STRING, INT, INT, INT, INT ;optional
Cnd_DistVecLbL = ENUM, STRING, STRING, INT, INT, INT, INT ;optional
Cnd_DistCircle = STRING, STRING ;optional
Cnd_HealthDec = STRING, FLOAT ;optional
Cnd_EncLaunched = STRING ;optional
Cnd_HasMsn = BOOL ;optional
Cnd_WatchVibe = STRING, STRING, STRING, ENUM ;optional
Cnd_WatchTrigger = STRING, BOOL ;optional
Cnd_TLExited = STRING, ENUM, STRING ;optional
Cnd_TLEntered = STRING, STRING, STRING ;optional
Cnd_TetherBroke = STRING, STRING, INT, INT, INT ;optional
Cnd_ProjHitShipToLbl = STRING, INT, STRING ;optional
Cnd_ProjHit = STRING, INT, STRING ;optional
Cnd_RumorHeard = STRING ;optional
Cnd_PlayerManeuver = STRING, STRING ;optional
Cnd_NPCSystemEnter = STRING, STRING, STRING ;optional
Cnd_MsnResponse = ENUM ;optional
Cnd_LootAcquired = STRING, STRING ;optional
Act_ActTrig = STRING ;optional
Act_DeactTrig = STRING ;optional
Act_ChangeState = ENUM, INT ;optional
Act_SetVibeLbl = STRING, STRING, ENUM ;optional
Act_SetVibeLblToShip = STRING, STRING, ENUM ;optional
Act_SetVibeShipToLbl = STRING, STRING, ENUM ;optional
Act_SetRep = STRING, STRING, FLOAT ;optional
Act_Cloak = STRING, BOOL ;optional
Act_Invulnerable = STRING, BOOL, BOOL, FLOAT ;optional
Act_Destroy = STRING, ENUM ;optional
Act_SetNNObj = STRING, ENUM ;optional
Act_SetNNState = STRING, ENUM ;optional
Act_NNIds = INT, ENUM ;optional
Act_SetNNHidden = STRING, BOOL, BOOL ;optional
Act_GiveObjList = STRING, STRING ;optional
Act_RpopAttClamp = BOOL ;optional
Act_SetOffer = INT ;optional
Act_SetTitle = INT ;optional
Act_AddRTC = PATH ;optional
Act_RemoveRTC = PATH ;optional
Act_RandomPopSphere = INT, INT, INT, INT, ENUM ;optional
Act_Forceland = STRING ;optional
Act_PlayerCanDock = BOOL, STRING ;optional
Act_LockDock = STRING, STRING, ENUM ;optional
Act_PlayerCanTradelane = BOOL, STRING, STRING ;optional
Act_PobjIdle = ENUM ;optional
Act_SpawnShip = STRING, STRING, INT, INT, INT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_SpawnSolar = STRING ;optional
Act_SpawnFormation = STRING, STRING, INT, INT, INT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_EtherComm = STRING, INT, STRING, STRING, INT, STRING, STRING ;optional
Act_SendComm = STRING, STRING, STRING ;optional
Act_StartDialog = STRING ;optional
Act_PlayerEnemyClamp = INT, INT ;optional
Act_PlayMusic = STRING, STRING, STRING, STRING ;optional
Act_AdjHealth = STRING, FLOAT ;optional
Act_NagDistTowards = ENUM, STRING, STRING, STRING, INT, INT, ENUM ;optional
Act_NagDistLeaving = ENUM, STRING, STRING, STRING, INT, INT, ENUM ;optional
Act_NagOff = STRING ;optional
Act_NagClamp = BOOL ;optional
Act_MarkObj = STRING, INT ;optional
Act_SetLifetime = STRING, INT ;optional
Act_Save = STRING, INT ;optional
Act_SetInitialPlayerPos = INT, INT, INT, INT, INT, INT, INT ;optional
Act_EnableManeuver = STRING, BOOL ;optional
Act_LockManeuvers = TRUE ;optional
Act_EnableEnc = STRING ;optional
Act_DisableEnc = STRING ;optional
Act_Jumper = STRING, BOOL ;optional
Act_LightFuse = STRING, STRING ;optional
Act_RevertCam = ENUM ;optional
Act_AdjAcct = INT ;optional
Act_GCSClamp = BOOL ;optional
Act_MovePlayer = INT, INT, INT, INT ;optional
Act_RelocateShip = STRING, INT, INT, INT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_RelocateForm = STRING, INT ;optional
Act_CallThorn = PATH, STRING ;optional
Act_PlaySoundEffect = STRING ;optional
Act_SetShipAndLoadout = STRING, STRING ;optional
Act_Popupdialog = INT, INT, STRING ;optional
Act_AddAmbient = PATH, STRING ;optional
Act_RemoveAmbient = PATH ;optional
Act_HostileClamp = BOOL ;optional
Act_DisableTradelane = STRING ;optional
Act_StaticCam = FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_SpawnShipRel = SSTRING, INT, FLOAT ;optional
Act_SpawnLoot = STRING ;optional
Act_SetVibeOfferBaseHack = STRING ;optional
Act_SetOrient = STRING, INT, INT, INT, INT ;optional
Act_SetFlee = STRING ;optional
Act_RpopTLAttacksEnabled = BOOL ;optional
Act_RepChangeRequest = STRING ;optional
Act_RemoveCargo = STRING ;optional
Act_SetPriority = STRING, ENUM ;optional
Act_PilotParams = STRING ;optional
Act_PlayNN = STRING ;optional
Act_PlayerForm = STRING ;optional
Act_NNPath = INT, INT, STRING, STRING ;optional
Act_NagGreet = STRING, STRING ;optional
Act_GiveNNObjs = ENUM ;optional
Act_DockRequest = STRING ;optional
Act_DisableFriendlyFire = STRING ;optional
Act_DebugMsg = STRING ;optional
ParameterInformation
nickname
repeatable
system
InitStateEnum is ACTIVE
Cnd_True
Cnd_Destroyed
Cnd_Timer
Cnd_CharSelect
Cnd_CargoScanned
Cnd_CommComplete
Cnd_LaunchComplete
Cnd_JumpInComplete
Cnd_JumpgateAct
Cnd_PlayerLaunch
Cnd_SpaceEnter
Cnd_SpaceExit
Cnd_SystemEnter
Cnd_SystemExit
Cnd_BaseEnter
Cnd_BaseExit
Cnd_LocEnter
Cnd_InZone
Cnd_InTradelane
Cnd_InSpace
Cnd_DistShipEnum options are INSIDE or OUTSIDE and TICK_AWAY, TICK_ALWAYS AND TICK_TOWARDS
Cnd_DistVec
Cnd_DistVecLbLEnum options are INSIDE or OUTSIDE
Cnd_DistCircle
Cnd_HealthDec
Cnd_EncLaunched
Cnd_HasMsn
Cnd_WatchVibeEnum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM
Cnd_WatchTriggerEnum options are ON, OFF, ACTIVE and COMPLETE
Cnd_TLExited
Cnd_TLEntered
Cnd_TetherBroke
Cnd_ProjHitShipToLbl
Cnd_ProjHit
Cnd_RumorHeard
Cnd_PlayerManeuverEnum options are GOTO, DOCK and FORMATION
Cnd_NPCSystemEnter
Cnd_MsnResponseEnum options are REJECT or ACCEPT
Cnd_LootAcquired
Act_ActTrig
Act_DeactTrig
Act_ChangeStateEnum options are FAIL or SUCCEED
Act_SetVibeLblEnum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM
Act_SetVibeLblToShipEnum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM
Act_SetVibeShipToLblEnum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM
Act_SetRepEnum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM
Act_Cloak
Act_Invulnerable
Act_DestroyEnum options are EXPLODE or SILENT
Act_SetNNObjEnum options are OBJECTIVE_HISTORY or OBJECTIVE
Act_SetNNStateEnum options are ACTIVE or COMPLETE
Act_NNIdsEnum opption is HISTORY
Act_SetNNHidden
Act_GiveObjList
Act_RpopAttClamp
Act_SetOffer
Act_SetTitle
Act_AddRTCEnum option is REPEATABLE
Act_RemoveRTC
Act_RandomPopSphere
Act_Forceland
Act_PlayerCanDock
Act_LockDockEnum options are UNLOCK and LOCK
Act_PlayerCanTradelane
Act_PobjIdle
Act_SpawnShip
Act_SpawnSolar
Act_SpawnFormation
Act_EtherComm
Act_SendComm
Act_StartDialog
Act_PlayerEnemyClamp
Act_PlayMusic
Act_AdjHealth
Act_NagDistTowardsEnum options are NAG_ALWAYS and NAG_OUT_OF_COMBAT
Act_NagDistLeavingEnum options are NAG_ALWAYS and NAG_OUT_OF_COMBAT
Act_NagOff
Act_NagClamp
Act_MarkObj
Act_SetLifetime
Act_Save
Act_SetInitialPlayerPos
Act_EnableManeuverEnum options are GOTO, DOCK and FORMATION
Act_LockManeuvers
Act_EnableEnc
Act_DisableEnc
Act_Jumper
Act_LightFuse
Act_RevertCam
Act_AdjAcct
Act_GCSClamp
Act_MovePlayer
Act_RelocateShip
Act_RelocateForm
Act_CallThorn
Act_PlaySoundEffect
Act_SetShipAndLoadout
Act_PopupdialogEnum option is CLOSE
Act_AddAmbient
Act_RemoveAmbient
Act_HostileClamp
Act_DisableTradelane
Act_StaticCam
Act_SpawnShipRel
Act_SpawnLoot
Act_SetVibeOfferBaseHack
Act_SetOrient
Act_SetFlee
Act_RpopTLAttacksEnabled
Act_RepChangeRequest
Act_RemoveCargo
Act_SetPriorityEnum options are NORMAL and ALWAYS_EXECUTE
Act_PilotParams
Act_PlayNN
Act_PlayerForm
Act_NNPath
Act_NagGreet
Act_GiveNNObjs
Act_DockRequest
Act_DisableFriendlyFire
Act_DebugMsg

[MsnRandEnc]

[MsnRandEnc]
nickname = STRING
encounter_type = STRING
attacker_rep_name = STRING
target_ship_name = STRING
activation_type = STRING, INT, INT
formation = STRING, INT, INT, INT, STRING, INT
num_forms = INT, INT
label = STRING
ParameterInformation
nickname
encounter_type
attacker_rep_name
target_ship_name
activation_type
formation
num_forms
label

[NNObjective]

[NNObjective]
nickname = STRING
state = ENUM
type = STRING, INT
ParameterInformation
nickname
stateEnum options are HIDDEN, ACTIVE and COMPLETE
typeCan also be defined with the enums ids, rep_inst and navmarker

[ObjList]

[ObjList]
nickname = STRING
system = STRING
GotoShip = ENUM, STRING, INT, BOOL, INT
GotoVec = ENUM, INT, INT, INT, INT , BOOL
GotoSpline = ENUM, INT, INT, INT, INT, INT, INT, INT, INT, INT, INT, INT, INT, BOOL
MakeNewFormation = STRING, STRING
Follow = STRING, INT, INT, INT, INT
StayInRange = INT, INT, INT, INT
BreakFormation = ENUM
Avoidance = BOOL
Delay = INT
SetLifetime = STRING, INT
SetPriority = ENUM
Dock = STRING, STRING
Idle = ENUM
ParameterInformation
nickname
system
GotoShipEnum options are GOTO, GOTO_CRUISE and GOTO_NO_CRUISE
GotoVecEnum options are GOTO, GOTO_CRUISE and GOTO_NO_CRUISE
GotoSplineEnum options are GOTO, GOTO_CRUISE and GOTO_NO_CRUISE
MakeNewFormation
Follow
StayInRange
BreakFormationEnum is no_params
Avoidance
Delay
SetLifetime
SetPriorityEnum options are NORMAL and ALWAYS_EXECUTE
Dock
IdleEnum is no_params

[MsnSolar]

[MsnSolar]
nickname = STRING
string_id = INT
position = INT, INT, INT
orientation = INT, INT, INT, INT
radius = INT
archetype = STRING
loadout = STRING
system = STRING
base = STRING
faction = STRING
pilot = STRING
costume = STRING
voice = STRING
visit = INT
label = STRING
ParameterInformation
nickname
string_id
position
orientation
radius
archetype
loadout
system
base
faction
pilot
costume
voice
visit
label

[MsnShip]

[MsnShip]
nickname = STRING
position = INT, INT, INT
rel_pos = INT, INT, INT
orientation = INT, INT, INT, INT
radius = INT
NPC = STRING
random_name = BOOL
jumper = BOOL
arrival_obj = STRING
init_objectives = STRING
cargo = STRING, INT
ParameterInformation
nickname
position
rel_pos
orientation
radius
NPC
random_name
jumper
arrival_obj
init_objectives
cargo

[MsnLoot]

[MsnLoot]
nickname = STRING
archetype = STRING
string_id = INT
rel_pos_obj = STRING
rel_pos_offset = INT, INT, INT
velocity = INT, INT, INT
equip_amount = INT
health = INT
Can_Jettison = BOOL
ParameterInformation
nickname
archetype
string_id
rel_pos_obj
rel_pos_offset
velocity
equip_amount
health
Can_Jettison

[MsnFormation]

[MsnFormation]
nickname = STRING
position = INT, INT, INT
orientation = FLOAT, FLOAT, FLOAT, FLOAT
formation = STRING
ship = STRING ;multiple
ParameterInformation
nickname
position
orientation
formation
ship