Continued....................
What the hell, no use Bogarding my tutes, share everything except ur woman and ur cigars i reckon. Heres several entry examples and explanaitions.
Here we go with misc. storyline commands and entries:
1. Add a section to History (neural net) Log.
2. Offer a mission in a blue frame.
3. Add a sub-objective that appears during a mission (unframed).
4. Dock with planet mission part.
5. Example of a popup linked to an action.
6. King follows trent objective entry
7. Restock playerAmmo in space
8. this is a timed entry, that reminds you to dock with Pitts
9. Set Ship and loadout line relating to mission acceptance
10. Storyline related save action entry
11. Add your own LVL up message
12. Proceed with story (juni docks) if within range set by trigger value
13. Move player to a space location
14. stop player or npc moving
15. add a mission credit payout, linked to a Trigger
16. add more health to a ship, linked to trigger
17. set player/other faction rep, trigger
18. add a mission offer from same folder
19. endgame change + example of loop
20. delete any remaining mission objectives
21. First active [trigger] of a mission ini
22. Explode a npc
23. Move on when u have killed these guys
1.
This adds a new piece to your neural net log(Trigger Command line):
Act_NNIds = 30035, HISTORY
2.
This offers a mission n the blue/green frame(Trigger Command line):
Act_SetOffer = 21805
Act_SetTitle = 21800
3.
This is a command that appears unframed during a misiion, it displays new objective:
(trigger line) Act_SetNNObj = mlog_21890 <<this actually links to this objective entry
[NNObjective]
nickname = mlog_21890
state = HIDDEN
type = ids, 21890
4.
[NNObjective]
nickname = mlog_21870
state = HIDDEN
type = rep_inst, Li01, 21870, 24870, 49953, 204, -77117, Li01_02_dock_ring
Explanation:
type = rep_inst, A, B, C, D1, D2, D3, E
A = System (where mission takes place)
B = Sub-objective
C = Pop-up window that gives info
D123 = x,y,z coordinates in 3d space
E = Name of docking ring
5.
Heres a good example of a popup linked to one simple action:
[Trigger]
nickname = pmn_levelledup <<<<<name
Cnd_PlayerManeuver = Dock, Li01_02_dock_ring <<<<when u do this....
Act_Popupdialog = 21885, 21920, CLOSE <<<<It will "pop" these two lines
6.
[ObjList]
nickname = ol_king_into_formation
Avoidance = false
Follow = fauxP1, 100000, 20, -15, -17<<<this line links to two files describing who trent is
7.
Act_ActTrig = Restocking
Act_SetNNObj = mlog_Pick_up_gear
;"tractor ur gear"
[NNObjective]
nickname = mlog_Pick_up_gear
state = HIDDEN
type = ids, 261934
[Trigger]
nickname = Restocking
system = Li01
Cnd_True = no_params
Act_SpawnLoot = Restock
Act_SpawnLoot = RestockA
Act_SpawnLoot = RestockB
Act_Popupdialog = 261932, 261933, CLOSE
[MsnLoot]
nickname = Restock
archetype = missile01_mark02_ammo, 160
string_id = 265147
rel_pos_obj = Player
rel_pos_offset = 91, -205, 350
velocity = 1, 0, 2
equip_amount = 160
health = 1.000000
Can_Jettison = true
[MsnLoot]
nickname = RestockA
archetype = missile01_mark03_ammo, 160
string_id = 265147
rel_pos_obj = Player
rel_pos_offset = 95, -210, 350
velocity = 1, 0, 2
equip_amount = 160
health = 1.000000
Can_Jettison = true
[MsnLoot]
nickname = RestockB
archetype = missile01_mark01_ammo, 160
string_id = 265147
rel_pos_obj = Player
rel_pos_offset = 99, -213, 350
velocity = 1, 0, 2
equip_amount = 160
health = 1.000000
Can_Jettison = true
8.
[Trigger]
nickname = dst_kinglandteach
Cnd_DistShip = outside, Li01_02_dock_ring, Player, 800, 20, TICK_AWAY
Act_StartDialog = dlg_dockreminder
Act_ActTrig = com_0995
9.
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_SetShipAndLoadout = li_elite2, msn_playerloadout<<this line, in this location
or no ship:
Act_SetShipAndLoadout = none, none
10.
[Trigger]
nickname = bse_philwsave
Cnd_BaseEnter = Li01_02_base
Act_Save = bse_save, 32100 <<<<<<<<this line saves the game as the name described by number
11.
[Trigger]
nickname = play_juni_ethercomm
Cnd_CommComplete = dx_m01_1555_king
Act_ActTrig = pmn_levelledup2 <<<<<links to entry below, this replaces link to tm_pausebeforejuni
Act_NagOff = gohome
Act_AdjAcct= 30000
[Trigger]
nickname = pmn_levelledup2
Cnd_Timer = 3
Act_Popupdialog = 261936, 261937, CLOSE <<<message about lvling
Act_ActTrig = tm_pausebeforejuni <<<<<<<links to chapter below
[Trigger]
nickname = tm_pausebeforejuni
Cnd_Timer = 2
Act_EtherComm = juni_voice_m01a, 216116, Player, dx_m01_1580_juni, -1, pl_female4_head, li_hatcher_body
Act_ActTrig = com_1580
12.
[Trigger]
nickname = dst_get_help_ca
system = Li02
Cnd_DistShip = inside, Player, Li02_02, 80000 <<this sets the range of object u have to be within range of to proceed
Act_StartDialog = dlg_1090_1130 <<<<start juni speech
Act_ActTrig = com_1100 <<<<<proceed to this trigger entry
13.
; moveplayer to this space location
[Trigger]
nickname = key_to_space
system = Li01
Cnd_True = no_params
Act_MovePlayer = -33761, -14, -26235, 1000
14.
[Trigger]
nickname = Cam_delay
Cnd_Timer = 4
Act_GiveObjList = Player, stop_player <<<<<<<<<<<<<<<<<< stop player
Act_GiveObjList = Juni, stop_player <<<<<<<<<<<<<<<<<<<<stop juni
Act_GiveObjList = rfighter1, stop_player <<<<<<<<<<<<<<<<stop rfighter
Act_CallThorn = missions\M03\M03_Rfighter_Encounter.thn, Player
Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
Act_SpawnFormation = rfighters_frm
Act_MarkObj = lbl_rfighter, 1
Act_Cloak = lbl_rfighter, false
Act_GiveObjList = rfighters_frm, rheinlanders_stay_close
Act_SetVibeLblToShip = lbl_rfighter, Player, REP_NEUTRAL_FRIENDLY
Act_SetVibeLblToShip = lbl_rfighter, juni_from_willard, REP_NEUTRAL_FRIENDLY
Act_SetVibeShipToLbl = juni_from_willard, lbl_rfighter, REP_NEUTRAL_FRIENDLY
Act_ActTrig = d_rfighters
15.
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m09\M009_s050d_Ku06_01_bar_reoffer.ini
Act_DeactTrig = mrp_reject
Act_DeactTrig = space_enter
Act_SetTitle = 23600
Act_SetOffer = 23605
Act_SetNNObj = mlog_meet_ozu_in_space
Act_LockDock = Player, Ku06_to_Ku07_hole, unlock
Act_SetRep = Player, fc_bd_grp, 0.910000
Act_AdjAcct = 800000 <<<<<<<simply add this line for same amount of credits
Act_PlayerCanDock = false
Act_ActTrig = spe_Ku06_01
Act_NNIds = 30900, HISTORY
Act_RandomPop = false
Act_DeactTrig = always_friendly_kyoto
16.
Act_AdjHealth = king, 0.500000 <<<<<<<<king gets hp
17.
[Trigger]
nickname = mrp_accept
Cnd_MsnResponse = accept
Act_RemoveRTC = missions\m09\M009_s050d_Ku06_01_bar_reoffer.ini
Act_DeactTrig = mrp_reject
Act_DeactTrig = space_enter
Act_SetTitle = 23600
Act_SetOffer = 23605
Act_SetNNObj = mlog_meet_ozu_in_space
Act_LockDock = Player, Ku06_to_Ku07_hole, unlock
Act_SetRep = Player, fc_bd_grp, 0.910000 <<<<<<<were setting rep
Act_AdjAcct = 1000000
Act_PlayerCanDock = false
Act_ActTrig = spe_Ku06_01
Act_NNIds = 30900, HISTORY
Act_RandomPop = false
Act_DeactTrig = always_friendly_kyoto
18.
Act_AddRTC = missions\m01a\M000_s032a_FP7_01_offer.ini
19.
;changed
[Trigger]
system = St03b
nickname = killed_a_generator
Cnd_Destroyed = final_generator, 1, ALL
Act_DeactTrig = mark_generators
Act_SendComm = king, Player, DX_M13_1040_KING
Act_ActTrig = killed_a_generator <<<added this line for a repeat of this message
;changed
[Trigger]
system = St03b
nickname = watch_endgame_object
Cnd_Destroyed = final_generator, 5, ALL <<<changed this to 5 from 2 which means now u need to kill 5 generators
Act_ActTrig = land
Act_DeactTrig = se_nomads_5_more
Act_DeactTrig = infinite_waves_more
Act_DisableEnc = se_nomads_5
Act_DisableEnc = se_nomads_5_more
Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start
Act_StartDialog = endgame_dialog
Act_SetNNObj = null
Act_RandomPop = true
20.
[Trigger]
nickname = clear_waypoint
Cnd_SystemExit = ANY <<<<<u might wanna change this line
Act_SetNNObj = null, OBJECTIVE_HISTORY
21.
This decided which [trigger] is the first one active when activating a mission ini
;changed (init state OFF)
[Trigger]
nickname = key_offer
;InitState = ACTIVE <<<<<<<<<<<this line, in this instance deactivated
Cnd_True = no_params
Act_RpopAttClamp = true
Act_SetOffer = 1
Act_SetTitle = 1
Act_ActTrig = planetscape_st01_01
Act_ActTrig = beginning_ether
22.
[Trigger]
nickname = Fugees_03_gets_nuked
Cnd_timer = 1
Act_Destroy = refugees_03, 1, EXPLODE<<<<name,amount,action
23.
[Trigger]
nickname = Bounty_hunters_is_dead
Cnd_Destroyed = Bounty_hunters, 4, EXPLODE
Act_ActTrig = to_kyoto
"Reroll ur wow-addiction for a modding addiction" have fun-Rasauul