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1

Monday, March 23rd 2009, 2:56pm

Storyline Mission Tutorial

Storyline missions is what i'm the best at. It's my favorite part of modding.

I think that first i'll cover your basic NPCShips.INI file.

[NPCShipArch]
nickname = MSN01b_King
loadout = MSN01b_King
level = d1
ship_archetype = li_fighter
pilot = MSN01b_King
state_graph = FIGHTER
npc_class = lawful, FIGHTER

This is King from Mission 1b.
Nickname is the name used to reference the ship arch during ship declarations in the mission file.
Loadout is the loadout as defined in loadouts.ini, loadouts_special.ini, and loadouts_utility.ini
Level is the Difficulty you see when you target the ship in-game.
Ship Archetype is the ship the NPC uses.
Pilot is, put simple, the pilot's style of flying the ship.
State Graph has something to do with the way the pilot flies the ship. Default is FIGHTER for smallships, GUNBOAT for gunboats, CRUISER for cruisers and battleships, TRANSPORT, etc.
NPC Class is how the ship is classified. Default is lawful, and FIGHTER, elite_fighter, GUNBOAT, CRUISER, battleship, etc.

[NPCShipArch]
nickname = hostile_fighter
loadout = fc_lr_pi_fighter_loadout01
level = d1
ship_archetype = pi_fighter
pilot = pilot_pirate_easy
state_graph = FIGHTER
npc_class = lawful, FIGHTER

This is a basic enemy fighter.

Now, we take a look at the actual mission file.

Here is the beginning of the file for Mission 1b:

[Mission]
mission_title = 22000
mission_offer = 22005
npc_ship_file = missions\m01b\npcships.ini

Mission title is the ID for the mission title.
Mission offer is the ID for the description you see during offers.
NPC ship file is the npcships.ini we covered earlier.

I'll show you a basic NPC entry:

[NPC]
nickname = escort_m01a
affiliation = li_lsf_grp
npc_ship_arch = MSN01b_King
individual_name = 216100
voice = king
space_costume = li_scrote_head, li_scrote_body, comm_li_hatcher

Nickname is the name used to reference.
Affiliation is the faction the ship is associated with. (Use fc_uk_grp so you only see the name)
npc ship arch is the [NPCShipArch] in npcships.ini.
Individual name is the ID for the name of the ship.
Voice is the pilot's voice, used during comms.
Space costume is the head, body, and optional commhelmet or prop seen during comms.

[NPC]
nickname = hostile
affiliation = fc_lr_grp
npc_ship_arch = hostile_fighter
individual_name = 1

If there is no voice or costume like in this one, it will generate a random one via factionprop.ini

Here is a MsnShip entry:

[MsnShip]
nickname = escort
NPC = escort_m01a
rel_pos = 90, Player, 200
label = escort
label = us
radius = 150

Nickname is... oh, for crying out loud, you know what it does ;)
NPC is the [NPC] we declared earlier in the file
Rel_pos tells the game to spawn this ship 200m in front of the player. -90 would be behind, etc.
But if you want a specific position use something like position = 20000, 500, -10000
Orientation is the odd thing about coding missions. It's not your usual x, y, x axis parameters, instead it's... weird...
All I know about orientations is that if you do 0, 0, 0, 0 then the ship doesnt show and causes lots of slowdown. (Only In some cases, though, and may not occur for you).
If you do 1, 0, 0, 0. Then it will rotate the ship around the Y axis. Same for 1, 0, 1, 0 and 0, 0, 1, 0.
I'm still not completely sure how it works...
Labels... labels are fun little... things. They allow you to manipulate groups of ships at once. 'us' is usually used for ships flying with the player.

[MsnShip]
nickname = baddie1
NPC = hostile
position = 20000, 400, -10000
label = hostiles

[MsnShip]
nickname = baddie2
NPC = hostile
position = 20100, 500, -10000
label = hostiles

I tend to leave out radius and don't experience a crash, feel free to experiment. ;)

IF you use the above two msnships, in-game they will have no name. That's because we didn't tell the ship to use a random name. We ought to fix that, right?


[MsnShip]
nickname = baddie1
NPC = hostile
position = 20000, 400, -10000
label = hostiles
random_name = true

[MsnShip]
nickname = baddie2
NPC = hostile
position = 20100, 500, -10000
label = hostiles
random_name = true

One more method of spawn is making a ship launch from a base! Can you see why I love doing missions? You control everything!

[MsnShip]
nickname = baddie3
NPC = hostile
arrival_obj = base
label = hostiles
random_name = true

[MsnShip]
nickname = baddie4
NPC = hostile
arrival_obj = base
label = hostiles
random_name = true

Arrival_obj replaces position and orientation and defines what MsnSolar (or solar in the system) the NPC launches from. Are you getting the hang of it?

There's our MsnShips!
It can now be spawned during the missions via Act_SpawnShip = name.

Here is a basic Objective:

[NNObjective]
nickname = null
state = HIDDEN
type = ids, 21660

If this is set, the objective will be: AWAITING MISSION OBJECTIVE

Another:

[NNObjective]
nickname = killhostiles
state = HIDDEN
type = ids, 22095

This one says: DESTROY ALL THE HOSTILE FIGHTERS

Neat, huh?

One more:

[NNObjective]
nickname = gotobase
state = HIDDEN
type = rep_inst, Li01, 22040, 22040, 57418, -571, -68763, base

This puts a waypoint at the base then tells the player: FLY TO THE WAYPOINT
(OPTIONAL depending on the Mission you want to make)
A MSNSolar:

[MsnSolar]
nickname = base
string_id = 216120
faction = fc_lr_grp
system = FP7_system
position = 20000, 500, -10000
archetype = d_depot
loadout = depot
pilot = pilot_solar_ace
base = Li01_01_Base
label = lbl_base
radius = 0
visit = UNKNOWABLE

I won't go into it deeply but archetype is the type of base, label is the label, visit should be left UNKNOWABLE.

Objective lists are useful for making ships do certain things.

[ObjList]
nickname = ol_followp1
Follow = Player, 1000, 0, 50, -100

Now we will play with our new toys!

Our first trigger should look like this

[Trigger]
nickname = tr_init
InitState = ACTIVE
Cnd_True = no_params
Act_ActTrig = next_tr

Isn't it cool? It lets the game know this is the trigger to start with.
Act_ActTrigger triggers another trigger.

[Trigger]
nickname = next_tr
system = FP7_system
Cnd_Timer = 1
Act_SpawnShip = escort
Act_GiveObjList = escort, ol_followp1
Act_Invulnerable = escort, true, false, 0.990000
Act_SpawnSolar = base
Act_SetNNObj = gotobase
Act_ActTrig = closetobase

This spawns King, gets him into formation with the player and makes him invulnerable up to 99% of his health.
Spawns the base, and sets the Objective to goto the base

[Trigger]
nickname = closetobase
system = FP7_system
Cnd_DistShip = inside, Player, base, 3000
Act_SpawnShip = baddie1
Act_SpawnShip = baddie2
Act_SetVibeLblToShip = hostiles, Player, REP_HOSTILE_MAXIMUM
Act_SetNNObj = killhostiles
Act_ActTrig = mark_hostiles1
Act_ActTrig = spawn_more

[Trigger]
nickname = mark_hostiles1
system = FP7_system
Cnd_DistShip = inside, Player, base, 1000
Act_MarkObj = baddie1, 1
Act_MarkObj = baddie2, 1

[Trigger]
nickname = spawn_more
system = FP7_system
Cnd_Destroyed = hostiles, 1, ALL
Act_SpawnShip = baddie3
Act_SpawnShip = baddie4
Act_ActTrig = mark_hostiles2
Act_ActTrig = hostiles_dead

[Trigger]
nickname = mark_hostiles2
system = FP7_system
Cnd_DistShip = inside, Player, base, 1000
Act_MarkObj = baddie3, 1
Act_MarkObj = baddie4, 1

[Trigger]
nickname = hostiles_dead
system = FP7_system
Cnd_Destroyed = hostiles, -1, ALL
Act_LightFuse = base, pirate_base_explode_fuse
Act_ActTrig = d_piratebase

[Trigger]
nickname = d_piratebase
system = FP7_system
Cnd_Destroyed = base, 1, ALL
Act_ActTrig = tm_succeed

[Trigger]
nickname = tm_succeed
system = FP7_system
Cnd_Timer = 4
Act_ChangeState = SUCCEED

This is not a very big mission but it's just for demonstration.
I'll explain the Cnd_Destroyed a little bit
The first parameter is the ship, or label ( :D ), that we are watching for fatalities.
When the number specified in the second parameter, die because of what is specified in the third parameter, the trigger acivates.
ALL means if they dock, explode, disappear, jump to a system other than the one specified in system = #, or just generally don't exist anymore.
Another is ALL_IGNORE_LANDING. If one docks with a base, the counter doesn't decrement.
I tend to always use ALL.

Cnd_DistShip is useful when a certain ship enters range of a certain object.
You can also use Cnd_DistVec when you want to specify coordinates instead of a ship.

The example mission provided goes as follows:
You spawn in FP7_system, along with King. You are given the waypoint to a Rogue base, and once you get within 3000m, two Rogue ships attack you.
When one of them is destroyed, two more launch from the base.
When the last are destroyed, the base explodes, completing the mission.

I DID NOT TEST THIS MISSION PERSONALLY. IT IS FOR EXAMPLE ONLY.

I also want to tell you about Clamps. I recently started using them to a minimal extent in prototype missions. As far as I know...

Act_RpopAttClamp = true will not allow random spawning of ships affiliated with a faction hostile to the player (if RandomPop = true)
Act_PlayerEnemyClamp = true will allow random spawning of ships affiliated with a faction hostile to the player... but initially spawn them as neutrals. Just like at the beginning of a random mission.
Act_HostileClamp = true will turn randomly spawned npcs of a faction hostile to the player neutral... like in random missions
Act_RpopTLAttacksEnabled = false will disable random tradelane disruptions (from pirates)
Act_RandomPop will enable random NPC spawns

I will occasionally update this tutorial.

Happy coding!

Can you all tell me if this tutorial is any good... it is my first tutorial and I may have screwed up along the way.

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Tuesday, May 5th 2009, 7:50pm

Re: Storyline Mission Tutorial

Bumpity bump bump.

JONG

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Friday, May 8th 2009, 10:13pm

Re: Storyline Mission Tutorial

Does this tutorials can use at MP storyline mission?

rasauul

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Monday, May 11th 2009, 8:49am

Re: Storyline Mission Tutorial

here ur MB parameter i reckon :)
[MetaBehavior]
nickname = goto_guide_to_frankfurt_jumpgate
MB_GotoGuide = Player, 0, 0, 100, 92421, 0, -16577, 4000

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Tuesday, May 12th 2009, 3:35pm

Re: Storyline Mission Tutorial

Quoted from ""rasauul""


[MetaBehavior]
nickname = goto_guide_to_frankfurt_jumpgate
MB_GotoGuide = Player, 0, 0, 100, 92421, 0, -16577, 4000


Thanks, i'll figure out what it does.

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Tuesday, May 12th 2009, 3:36pm

Re: Storyline Mission Tutorial

Quoted from ""JONG""

Does this tutorials can use at MP storyline mission?


Yes, the same rules apply for missions coded for multiplayer except you need to be careful because it is buggy and undocumented.

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Tuesday, May 12th 2009, 4:50pm

Re: Storyline Mission Tutorial

Ok, I must say that this is a great tutorials for me, thanks for your share.

but as I know, the MP players always spawned in base, if I need players spawned in space, how to do it?

I mean is:

When a new player join a server, he will not start in a base, he will fly in space and has a few NPCs follow him (NPC want to kill him), is it possible?

DsJack

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Friday, May 29th 2009, 11:12pm

Re: Storyline Mission Tutorial

yes its possible ive seen it in the DS9 sever a while back, but i dont personally know how to do it

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Monday, June 15th 2009, 4:56pm

Re: Storyline Mission Tutorial

Terribly sorry for long reply, but yes, specify

pos = x,y,z
rotate = x,y,z

instead of:

base = some_base

in the new player file in /EXE

rasauul

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Tuesday, June 16th 2009, 9:09am

Act_SpawnShipRel Cracked by Rasauul

Hehe figured out one of the unused commands (im kinda proud of this :D )

The unused commands you mentioned:
First one actually seems really interesting, and im pretty sure i have guessed what this one does, hehe.

Act_SpawnShipRel

What this does is spawn a ship at your designated coords and makes it enter into formation with you in one command line, and here is a working example:
Act_SpawnShipRel = Dokai_Surabaya, Player, 500, 500, 500, 500, true

Also check out the trial and error bonus that makes a ship spawn inside the player (below), maybe this could be usefull for something

Trial and error:
Spawn a ship relating to another object, for example another ship, this would be real practical when doing spacebattles, since you wouldnt have to worry about the location of the player. Just drop the spawnies relating to the location of the player.

Im gonna try for an example:
first the command,
then =,
then the ship we wanna spawn,
then the ship/solar we wanna spawn near
(use PLAYER cause thats the only reason to create a command like this)
then X, Y, Z (as in formation),

Act_SpawnShipRel = 1500, a_ship, Player
nothing happens

Act_SpawnShipRel = Dokai_Surabaya, 1500, Player
spawns at coords unrelated to player

Act_SpawnShipRel = Dokai_Surabaya, Player, 1500, true
spawns inside player

Act_SpawnShipRel = Dokai_Surabaya, Player, 1500, -50, 0, 100
spawns at coords unrelated to player

Act_SpawnShipRel = Dokai_Surabaya, 1500, -50, 0, 100, Player
spawns at coords unrelated to player

Ha ha, i was wrong, what this does is spawn a ship and makes it enter into formation with you in one command line, and here is a working example:

Act_SpawnShipRel = Dokai_Surabaya, Player, 500, 500, 500, 500, true

rasauul

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Tuesday, June 16th 2009, 9:14am

Re: Storyline Mission Tutorial

correction, you designate the formation coords not the spawn coords, i guess this is why they didnt use it.

If u use this remember to set invulnerability in case your ship spawn too close to a sun/planet

rasauul

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Tuesday, June 16th 2009, 9:51am

Re: Storyline Mission Tutorial

hey Milkman heres my thoughts about the unused commands you found:

Here we go trying to figure em out:
Act_SpawnShipRel <<<<<<< done that :D

Act_SetFlee
i bet this sets a ship to flee at certain amount of damage
Possible example:
Act_SetFlee = juni, 0.700000

Act_RepChangeRequest
Why would we need a request? we have all the commands we need for changing reps

Act_RelocateForm
This sounds like the Group/formation variant of the MovePlayer order
maybe; Act_RelocateForm = some_formation, -14500, -13100, 1150, true

Act_PlayerForm
this sounds like an enter formation order for the player, like an objlist formation order but for player
maybe; Act_PlayerForm = ship_name, -1400, 100, 150, -200

Act_PilotParams
I reckon this could be about switching pilot AI's, or it could be about changing the target.

Cnd_CmpToPlane
Sounds like its talkin about cmp files, maybe not?

Cnd_JumpgateAct
this one being a CND aka trigger-starter, i reckon it will fire the trigger when you do something related to a designated jumpgate, maybe:
Cnd_JumpgateAct = Dock, St01_to_st02_hole


Cnd_RumorHeard
this being a CND aka trigger-starter, i reckon it will fire the trigger when you have heard a particular rumor´, maybe like this:
Cnd_RumorHeard = 393427

gogo mate, trial and error the helloutta these guys! :D

Have fun.
Rasauul

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Tuesday, June 16th 2009, 3:40pm

Re: Storyline Mission Tutorial

That's great, I'll have to try them sometime.

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Monday, October 26th 2009, 9:12pm

Re: Storyline Mission Tutorial

Quoted from ""rasauul""

hey Milkman heres my thoughts about the unused commands you found:
Act_RepChangeRequest
Why would we need a request? we have all the commands we need for changing reps

I think Act_RepChangeRequest might change the faction for a certain ship. I'll try it out later this weekend.

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Tuesday, October 27th 2009, 5:09am

Re: Storyline Mission Tutorial

Ive a challenge for you... lets say you want someone to dock with "X" jumpgate but undock from "Y" jumpgate (which happens NOT to be a destination of "X" Jumpgate?

The reason I ask is... I have a reworked Li05 which is used in my multiplayer mod. Due to certain minefields and changed locations of various objects in the system, it is impossible for the Jacobi Rescue to occur. IF I were to have the mission ini set up so the player would dock with the Li01_to_Li05 jumpgate but instead of entering the Li05 system (my multiplayer system)... I'd have them spawn at the Li05SP_to_Li01 jumpgate in the Li05SP system. Is this possible using singleplayer mission scripting? If so, could you give a fella some tips? :P
Signature from »Forsaken« Screenshots of my mod
www.moddb.com/mods/shattered-worlds
Mod Website
http://www.freelancer-swwt.com/Forum/index.php

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Wednesday, October 28th 2009, 1:37am

Re: Storyline Mission Tutorial

Don't think so. The destination is part of the jump gate object, nothing to do with the script. What you might be able to do, though, is simply relocate everyone immediately upon entering the system.

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Wednesday, May 12th 2010, 5:20pm

Re: Storyline Mission Tutorial

Hello to the Freelancer community! :D

I have a question to people about the mission scripting.

The issue I am experiencing is that when a gotovec command under [Objlist] is given to a battleship, it moves correctly and accordingly, however there is a problem:

The battleship is a hostile to my ship and as it moves, it will not fire and instead point the weapons at me. Only until it has stopped at its destination position that the gotovec specifies will it's turrets attack my ship. It's when the [Objlist] gotovec command is given and the ship is in motion it doesn't fire.

I noticed too the strangest thing is that if hostile ships come within firing range of the ship in the subject before the [Objlist] gotovec command is given then the issues of the battleship firing defensively are eliminated.

It's only when the [Objlist] gotovec command is initiated before any hostiles to the moving ship come within firing range will it hold it's fire while in motion until it has reached it's position destination specified in gotovec.

Do any of you know the answer to this problem? I will greatly appreciate your help and I am eager to show you all what I have been working on.

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Tuesday, May 25th 2010, 1:37am

Re: Storyline Mission Tutorial

I experience this problem too, however I just avoid it when I can.

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19

Wednesday, November 3rd 2010, 3:11pm

Could you put a piece for Tradelane disruption like in M01a ?
Signature from »Lordadmiral Drake« Life is a f****** game, but the graphics are super xD

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