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Xenon_Slayer EGOSOFT


Joined: 09 Nov 2002 Posts: 8664 on topic Location: Ego HQ, Germany (Originally England)

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Posted: Wed, 2. Jan 08, 16:55 Post subject: Mission Director Basics and Installation |
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As of X³:Reunion 2.5 the Mission Director is available to all modders who wish to use it. The Mission Director is active only in modified games, so the script editor or a mod must be active in that save game.
What is the Mission Director
The Mission Director, MD for short, is a new tool designed to create mission content in X³:Reunion. It uses an XML based mission-design framework which is editable outside of the game and acts like a plug-in. The MD is not a programming language. Programmers may find they need to think a little differently when creating missions, and newcomers may find it easier to learn than a whole language. If you understand the structure of the X-Universe, you may find the lines of code self explanatory.
Comparing the Mission Director to the Script Editor
You may be asking how the MD differs from the Script Editor, and other programming languages for that matter. You will find that some of the actions in the MD will look very similar to some of the commands used in the SE. Beyond some basic logic that is where the similarities end. If you attempted to create mission in the script editor you would be met with limitations which made development either impossible or painfully time consuming. The simple answer is that the script editor is not designed for mission development.
The Current State of the Mission Director
The Mission Director is open to you to develop and disseminate throughout the modding community, much like the Scripts and Mods. At this stage of its development the Mission Director is unsupported by Egosoft. Assistance can be obtained from volunteers on the forum, but any problems with coding or schemas will not be fixed. There are a number of known minor issues, but none of these should significantly affect your use of the Mission Director.
How to Install The Mission Director
The Mission Director files can be downloaded here: X³:Reunion Mission Director support files
The folder ‘director’ goes in the X3 Reunion directory. The folder will have no mission inside it but there are some samples in the ‘sample’ folder. They must be moved into the ‘director’ folder for use ingame.
How to Edit Mission Files
Like scripts, mission files are XML files. Unlike scripts they are edited outside of the game, so a XML editing tool is needed. We strongly recommend Microsoft Visual Web Developer 2008 Express Edition, which is available for free. Visual Studio.NET 2005/2008 and Visual Web Developer 2005 are also fine for those who already have them.
The provided Mission Director schema files help you create the XML file by displaying all available nodes and attributes as you edit the XML. This functionality is only available if the schema files are in the same folder as the XML you are editing.
The file ‘director.htm’ can be opened in any browser but it works best in IE due to limitations in XML and javascript support in other browsers. This will display all condition, action and variable documentation, as well as well as lists for several things you may need such as sound effects, pilot faces and voice numbers.
There is PDF guide provided in the director folder. This holds a full description of the Mission Directors aims, features and functionality.
_________________
Annoying BurnIt! since 2008... |
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Lazerath
Joined: 22 Mar 2005 Posts: 657 on topic

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Posted: Wed, 2. Jan 08, 19:53 Post subject: |
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Sweet!!! Thanks for the update!
_________________ Laz-Corp Script & Mod Database
My Scripts for X3R => Claim Unknown Sector | LazCorp Military Scanner | LazCorp Military Kyon Replicator
My Scripts for X3TC => Claim Sector - Unknown Sector | LazCorp Military Scanner | Crystal Free SPP | LazCorp Claim Derelict Ship |
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Jakesnake5
 
Joined: 17 Feb 2006 Posts: 2654 on topic

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Posted: Wed, 2. Jan 08, 20:13 Post subject: |
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And now all HE** is about to break loose.
<Puts on thermal suit>
_________________ Perfection is in the hands of God, we bags of dirt can only do the best we can©
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.© |
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Stevio

Joined: 04 Jun 2005 Posts: 1983 on topic Location: Kent, England

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Posted: Wed, 2. Jan 08, 20:22 Post subject: |
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Great thanks dudes
your work is very much appreciated! 
_________________ My Scripts
So say we all! |
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Tenlar Scarflame

Joined: 30 May 2005 Posts: 2746 on topic Location: VA, USA

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Posted: Wed, 2. Jan 08, 21:00 Post subject: |
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Now this looks like it might be less noob-repellant than the script editor... meaning it's right up my alley.
A round of applause to Ego for their continued awesomeness.
_________________ My music - Von Neumann's Children - Lasers and Tactics - Terraformer War
| Deadbeat_Spinn wrote: |
| Winner gets a brand new and plush Xenon squeaky toy. |
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LV Moderator


Joined: 06 Nov 2002 Posts: 5546 on topic Location: The Dark Side

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Posted: Wed, 2. Jan 08, 22:19 Post subject: |
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While I understand your apprieciation y'all, pointless reply's and such will be purged from this thread with Imperial Impunity
Serious questions/viewpoints/posts only please ladies , the rest shall perish as it's glued.
_________________ Simple and Free Script Hosting
LV's TC Scripts
You Post, Therefore I Am |
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eladan Moderator

Joined: 07 Jan 2006 Posts: 4913 on topic Location: Sunshine Coast, Australia

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Posted: Thu, 3. Jan 08, 00:02 Post subject: |
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Thanks XS.
How about listing the 'known minor issues' so that we know when we encounter them, and don't go off the deep end thinking it's us rather than the MD?
_________________ My X3:Reunion Scripts |
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Galaxy613

Joined: 28 Dec 2004 Posts: 2504 on topic Location: USA, VA

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Posted: Thu, 3. Jan 08, 00:24 Post subject: |
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Yes, please tell us of any problems that have already been identified so we don't find "new" bugs to report about.
Anyways, thanks for all of this stuff. I can not wait to see what people make with this. I think I might make some simple "go kill 10-5 xenon/pirates in [sector name] for a reward" that X3 was previously lacking. 
_________________ 10,000 Lightyears of awesomeness |
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Xenon_Slayer EGOSOFT


Joined: 09 Nov 2002 Posts: 8664 on topic Location: Ego HQ, Germany (Originally England)

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Posted: Thu, 3. Jan 08, 00:51 Post subject: |
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If anyone runs into anything you think is an issue you can either PM one of us or post it here or if suitable a different thread. As the MD is unsupported we will probably not be able to do anything about it other than discuss workarounds.
As for a list, that will be up to you guys as we go along sorry. As we said, there should not be any big problems.
_________________
Annoying BurnIt! since 2008... |
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ChemODun
Joined: 12 Feb 2007 Posts: 322 on topic Location: Kyiv, Ukraine

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Posted: Fri, 4. Jan 08, 01:03 Post subject: |
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Error in director.xsd (in documentation tag)
existed record
| Code: |
<xs:element name="object_shields">
<xs:annotation>
<xs:documentation>
Specified object has shield level (percentage)
</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:attributeGroup ref="condition" />
<xs:attributeGroup ref="object">
<xs:annotation>
<xs:documentation>
Object to check (player ship if not specified)
</xs:documentation>
</xs:annotation>
</xs:attributeGroup>
<xs:attributeGroup ref="range">
<xs:annotation>
<xs:documentation>
Hull percentage
</xs:documentation>
</xs:annotation>
</xs:attributeGroup>
</xs:complexType>
</xs:element>
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must be
| Code: |
<xs:element name="object_shields">
<xs:annotation>
<xs:documentation>
Specified object has shield level (percentage)
</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:attributeGroup ref="condition" />
<xs:attributeGroup ref="object">
<xs:annotation>
<xs:documentation>
Object to check (player ship if not specified)
</xs:documentation>
</xs:annotation>
</xs:attributeGroup>
<xs:attributeGroup ref="range">
<xs:annotation>
<xs:documentation>
Shield percentage
</xs:documentation>
</xs:annotation>
</xs:attributeGroup>
</xs:complexType>
</xs:element>
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i.e. exist Hull percentage, must be Shield percentage
append.
Exist text:
| Code: |
<xs:element name="remove_inventory">
<xs:annotation>
<xs:documentation>
Add item to player inventory
</xs:documentation>
</xs:annotation>
....
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must be
| Code: |
<xs:element name="remove_inventory">
<xs:annotation>
<xs:documentation>
Remove item from player inventory
</xs:documentation>
</xs:annotation>
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i.e. exist Add item to player inventory, must be Remove item from player inventory
_________________ Multiply entropy by absolute zero
Ñâîáîäà ñðåäè çâåçä / Freedom in space |
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ChemODun
Joined: 12 Feb 2007 Posts: 322 on topic Location: Kyiv, Ukraine

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Posted: Fri, 4. Jan 08, 10:53 Post subject: |
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May I propouse create new event for any object:
object_comm_initiated_by_player.
This event must be occur when player try establish communication whith any object (via standart comm)
_________________ Multiply entropy by absolute zero
Ñâîáîäà ñðåäè çâåçä / Freedom in space |
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CBJ EGOSOFT

Joined: 29 Apr 2003 Posts: 29365 on topic

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Posted: Fri, 4. Jan 08, 10:59 Post subject: |
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You seem to have missed the part about the MD being unsupported in X3. There will be no changes to this technology preview release.
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jlehtone Moderator

 
Joined: 23 Apr 2005 Posts: 14515 on topic Location: GalNet BBS

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Posted: Fri, 4. Jan 08, 11:51 Post subject: |
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Doesn't technology preview imply the possibility that in future there may be a product containing such technology? And not just that, but that the feedback received for the preview might actually influence the decisions about how the technology could be in the product, should one become tangible?
If so, proposals are such feedback and good, but the proposer can not expect response, perhaps ever. DevNet?
_________________ X3R 2.5 + BP 3.1.07; Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand. |
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Sandalpocalypse

Joined: 02 Dec 2003 Posts: 3515 on topic

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Posted: Fri, 4. Jan 08, 11:51 Post subject: |
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I read the documentation. This is looking good. I'm no programmer and the MSCI always intimidated me. MD seems more straightforward...
Any news on the Steam patch? 
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CBJ EGOSOFT

Joined: 29 Apr 2003 Posts: 29365 on topic

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Posted: Fri, 4. Jan 08, 12:53 Post subject: |
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| jlehtone wrote: |
Doesn't technology preview imply the possibility that in future there may be a product containing such technology? And not just that, but that the feedback received for the preview might actually influence the decisions about how the technology could be in the product, should one become tangible?
If so, proposals are such feedback and good, but the proposer can not expect response, perhaps ever. DevNet? |
Yes, you are absolutely right. Feedback is indeed welcome; the point I was making (perhaps rather more tersely than was strictly necessary) was that any such feedback won't be acted upon in the current product, so people shouldn't post with that expectation. In penance for my shortness in the last reply, I'll divulge a little snippet of information that I probably shouldn't: player comms integration is one of the MD features that is already under development for whatever future product the MD might be used in.
| Sandalpocalypse wrote: |
| Any news on the Steam patch? |
As far as I'm aware it is already available from Steam.
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