Got it working, at least till it shows up on the BBS.
A problem with your reset_cue: you reset the top level cue, meaning it will add the quest again etc. but thats unnecessary. Cancel the cue thats triggered when the bbs quest is evaluated is enough for the cues to be
Oh and about the multiple typenames: The MD will choose ONE of the ones you provided, so if it chooses SS_FAC_F219 but there is only a destillery with the typename SS_FAC_F219_1 in the system, it wont find it. You could first search for the first typename and then with a do_if look if there was an object found. If not, the search for the station with the other typename and if that didnt work, cancel the cue.
About the director.dmp: it has been deactivated in the released 2.5 version because of performance problems.
Would that be a feasible "early warning system", or simply waste of CPU?
2. Events galore, but is any of them of type "player accepted/completed hardcoded BBS mission"? For example to modífy reward if player completes a mission in particular way?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Event triggers are not checked as much as value checks. That would wait for a target to be set by the player and then check if the target is in that group. It will not be a CPU hog unless the player repeatedly toggles between targets, even then the object audio description would probably more CPU intesive. That in itself would not be a good early warning system as the player is obviously aware of the target. <find_ships/> will be the best thing if you wanted to create a group which matched some parameters.
Not entirely sure what your second questions about sorry. There are several BBS actions and conditions yes. Be aware that this never seemed to work reliably. Try using other ways to offer missions. <ask_question/> nudge nudge.
Rewards can be what ever you want, even if it is not what the offering mission said. It can be changed anytime in the mission. Have you guys noticed all the different stuff besides money that can be rewarded
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<player_target_set> player target being set
<object_destroyed_by_player> specified object being destroyed by the player
<object_destroyed> specified object being destroyed by anything other than the player
<object_attacked_by_player> specified object being attacked by the player
<object_attacked> specified object being attacked by anything other than the player
<object_targeted> specified object being targeted
<any_object_attacked_by_player> any object in the specified group being attacked by the player
<any_object_attacked> any object in the specified group being attacked by anything other than the player
<any_object_targeted> any object in the specified group being targeted
Intuition expects <any_object_targeted> be like <any_object_attacked> rather than like <any_object_attacked_by_player>.
As for the second, I was referring to hardcoded missions. One can always create a personal mission, but I was thinking for example cutting the reward of stock Xenon Invasion mission if player completes it within 15 minutes. (So quick? Not a real invasion then, and our rates for stopping mere probe attacks is 30% of the real thing.) IIRC, there is no way to prevent the stock missions from getting generated, so one cannot ensure only the MD-based missions to populate the BBS?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
The game does not have a concept of "targeting" from ships other than the player ship, so the events relating to that couldn't be triggered in other cases.
The MD also knows nothing at all about the hard-coded missions, so it cannot respond to anything relating to them.
As Xenon_Slayer already suggested, you might be better off looking at different ways of triggering MD missions rather than using the BBS as there are some limitations to the MD integration with the BBS.
CBJ wrote:
If you don't want to use the MD in X3 then no-one is forcing you to. Feel free to step away from this thread any time you like and let people get on with it, as they already have been in the German forum. I'm looking forward to seeing what they come up with.
I want use MD. But when I first read about MD, I think - it will be fully functionality thing. I am upset about only preview status.
Sorry, if injury you.
May I post in this thread link to russian translation of Manual and MD files, when I will finish it?
The checking conditions for any BBS mission offer or question must be in a subcue of the offer.
The reason that the cue does not trigger is because the action that offers the mission is on the same level as the condition that checks it. 'steviobbslottery Misson Accepted' must become a subcue of 'steviobbslottery Mission Offer'.
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Bleh! Had to stick iin my own debugging messages before I figured out some error in my target selection was causing my mission to reset and thats why the BBS wasn't workin'.
I was trying to use Set Value to change an objects name, I don't think that's working. Am I using Set Object properly here? Not at my X3 comp unfortunately, can't test it. I want this.DistilleryM to be renamed to this.Distillery, or at least have this.Distillery refer to the same object as this.DistilleryM.
What you have there should make this.Distillery and this.DistilleryM refer to the same object. However I think you've got them the wrong way around in the <set_object> action. I think what you meant was:
The find ship action you have used will only find one ship. Use the multiple attribute and set max to something like 99. Also, the sector node says {player.sector.race} where it should be {player.sector}
<check_value value="{group.object.count@victims}" exact="0"/>
You have forgotten to localise the victims group. It should be {group.object.count@JL01.victims}.
There is no 'count' attibute in do_all. There is counter which increments by one each time. If you want it to perform several times use the exact attribute.
Come watch me on Twitch where I occasionally play several of the X games
Xenon_Slayer wrote:The find ship action you have used will only find one ship. Use the multiple attribute and set max to something like 99.
The one and only desired condition ought to be "whenever the player kills the last Xenon of a Xenon sector". But since the any_destroyed requires a group to test the race of killed ship by, and group has to be defined before condition ... or is there a simpler, more fool-proof way?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
To see if a player destroys all ships in a Xenon sector could be difficult. The problem is that the ships are moving. Some are entering a sector, some are leaving. For that you will need to update the group every few seconds.
Actually knowing if it was the player who killed all the Xenon before could be a problem. You can increment a value every time any_object_destroyed_by_player is triggered. That would be the best option.
Also, checking if the sector race is Xenon is not a very solid basis for this mission. I suggest it is done per sector instead of looking at the race. It sounds like you want it per sector anyway. The way I would do it is to either make the mission watch one sector, or use the sector ID in the values you create so that they are different from one an other.
Come watch me on Twitch where I occasionally play several of the X games
ChemODun wrote:May I post in this thread link to russian translation of Manual and MD files, when I will finish it?
Of course! Positive contributions are always welcome.
Ok.
Can I use russian analog word episode for naming cue in Manual?
Becouse, from my point of view cue - is a part of Mission, so - it's episode of mission.