Mission Director Basics and Installation

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skadoink
Posts: 37
Joined: Fri, 30. Dec 05, 06:54

Post by skadoink » Mon, 21. Sep 09, 20:25

Ok, so reading between the lines in this thread and the modding forum as a whole, MD really didn't come off in X3R?

It's a pity, as I recently dusted off X3R after a couple of years, and been impressed with how it had changed. Not getting X3TC in the short term, I don't think my PC would handle it well, and no budget for one just yet.

Anyway - the point is, I've been playing around with the MD and got some (what I think) great ideas ;) BUT, not really getting anywhere with it. And the thing is I have no clue why. According to my understanding it should work.... but anyway - if someone is still reading this kinda stuff and can help, I'd be grateful.

So to cut to the chase, the mission I've been working on has a segment (ie CUE) which triggers when the player enters a certain sector. An Argon Escort group of 2xM3 and 3xM4 spawns with orders to 'protect player', sends a message to the player that the target is heading for the east gate and should be intercepted in the centre, and finally a XenonP spawns at the opposite side of the sector with orders to move to the sector beyond the east gate.

What I have so far is:

Code: Select all

	  <cue name="SB_XenonP_Cap_ch5_p1">
	    <condition>
	      <check_all comment="target sector is the unknown one NW of Getsu Fune">
		  <object_changed_sector />
		  <object_sector object="{player.ship}" exact="0">
		    <sector x="16" y="0" />
		  </object_sector>
	      </check_all>
          </condition>
	    <timing>
		<time exact="3s"/>
	    </timing>
          <action>
	      <do_all>
		  <incoming_message author="Argon Escort Leader" text="We appear to be in time, our scans show the convoys are moving towards the east gate. We should intercept them somewhere near the centre of the sector." popup="1" />

<!-- Create the Argon Escort group -->
		  <create_ship leader="1" group="SB_XenonP_Cap.ArgonEscort" class="m3" highlight="1" race="argon" typename="SS_SH_A_M3" racelogic="0">
                <position exact="1km" object="{player.ship}"/>
                <equipment loadout="default">
			<ware typename="SS_WARE_TECH213" exact="15" />
		    <equipment/>
		    <command command="protect" commandobject="{player.ship}"/>
              </create_ship>
		  <create_ship group="SB_XenonP_Cap.ArgonEscort" class="m3" highlight="1" race="argon" typename="SS_SH_A_M3" racelogic="0">
                <position exact="1km" object="{player.ship}"/>
                <equipment loadout="default">
			<ware typename="SS_WARE_TECH213" exact="15" />
		    <equipment/>
              </create_ship>
		  <create_ship group="SB_XenonP_Cap.ArgonEscort" class="m4" highlight="1" race="argon" typename="SS_SH_A_M4" racelogic="0">
                <position exact="1km" object="{group.leader@SB_XenonP_Cap.ArgonEscort}"/>
                <equipment loadout="maximum">
			<ware typename="SS_WARE_TECH213" exact="15" />
		    <equipment/>
              </create_ship>
		  <create_ship group="SB_XenonP_Cap.ArgonEscort" class="m4" highlight="1" race="argon" typename="SS_SH_A_M4" racelogic="0">
                <position exact="1km" object="{group.leader@SB_XenonP_Cap.ArgonEscort}"/>
                <equipment loadout="maximum">
			<ware typename="SS_WARE_TECH213" exact="15" />
		    <equipment/>
              </create_ship>
		  <create_ship group="SB_XenonP_Cap.ArgonEscort" class="m4" highlight="1" race="argon" typename="SS_SH_A_M4" racelogic="0">
                <position exact="1km" object="{group.leader@SB_XenonP_Cap.ArgonEscort}"/>
                <equipment loadout="maximum">
			<ware typename="SS_WARE_TECH213" exact="15" />
		    <equipment/>
              </create_ship>

		  <set_group_command group="{SB_XenonP_Cap.ArgonEscort}" command="protect" commandobject="{group.leader@SB_XenonP_Cap.ArgonEscort}"/>
<!--		  <set_command object="{group.leader@SB_XenonP_Cap.ArgonEscort}" command="protect" commandobject="{player.ship}"/>
-->

<!-- Create the Xenon P for the first convoy -->
		  <create_ship class="m6" race="xenon" racelogic="0" typename="SS_SH_X_M6" capturable="1" >
		    <position x="-20km" y="0" z="0" />
                <equipment loadout="default"/>
                <command command="movesector">
			<sector x="17 y="0" />
		    </command>
              </create_ship>
	      </do_all>
          </action>
	  </cue>
So the observed behaviour for the above is that only a single argon nova gets created, it has no commands, and is completely unresponsive at speed 0 (even when attacked by wandering Xenon)

I've tried different variations, such as creating them outside if a group with unique names, creating them as player owned ships (using reward_player) different orders, within their own <do_all> tags. racelogic on/off, allsorts.... no result. Rats.

So - does anyone have any idea why?

The mission arc I have planned requires the setup of various enemy, friendly and player groups of ships, with specific orders. Without this, it's probably pointless going further. Reading the manual and the schema, it should be possible.... Help!!!...? If anyone's still here that is!
I used to be indecisive, but now I'm not sure....

skadoink
Posts: 37
Joined: Fri, 30. Dec 05, 06:54

Post by skadoink » Mon, 21. Sep 09, 20:30

In additon, is there a reference document available with a list of wares/ships and their codes?
ie - something that matches SS_WARE_TECH213 to Engine Tunings etc...
I used to be indecisive, but now I'm not sure....

Xenon_Slayer
EGOSOFT
EGOSOFT
Posts: 10901
Joined: Sat, 9. Nov 02, 12:45

Post by Xenon_Slayer » Mon, 21. Sep 09, 20:33

Hi,

You have several tags closed incorrectly. <equipment/> should be </equipment>. If you are using a program such as Visual Web Developer, the XML errors should be underlined.
Forum server status: Good <28% on fire

skadoink
Posts: 37
Joined: Fri, 30. Dec 05, 06:54

Post by skadoink » Mon, 21. Sep 09, 22:49

Do I? RATS! Ok, back soon. Just using Notepad atm, btw.

PS, thanks :)

** update **

Umm, ok - so I'm a doofus.... ;)

Found a couple of unclosed text strings too. I know how the <equipment> one happened, it was originally a single line, and I forgot to close it properly when I added the wares in there.

Also forgot I could parse it using IE, been a real long time since I've done this sort of thing. Yes I know, get VWD2008e - and I will.....soon(tm)

Ok, upshot is that I got it working, however, if I issue group commands, the ships just do nothing. And if I specify a command for each ship in the create tags they act fine....

I don't see anything wrong with

Code: Select all

<set_group_command group="{SB_XenonP_Cap.ArgonEscort}" command="protect" commandobject="{player.ship}" />
but perhaps there is...

Other than that, I'll post with more news as it becomes more complete (if ppl are interested that is!) got 4/5 other ideas for mission arcs too.
I used to be indecisive, but now I'm not sure....

User avatar
Ketraar
Moderator (DevNet)
Moderator (DevNet)
Posts: 8726
Joined: Fri, 21. May 04, 17:15

Post by Ketraar » Tue, 22. Sep 09, 11:34

Remove the brackets in {SB_XenonP_Cap.ArgonEscort}.

Only use those for variables, like {player.ship} or {object@SB_XenonP_Cap.ArgonEscort}.

MFG

Ketraar

skadoink
Posts: 37
Joined: Fri, 30. Dec 05, 06:54

Post by skadoink » Tue, 22. Sep 09, 21:12

Ok, got that, thanks.

Chapter5 of the arc (essentially the climax of what I was working on) is nearly finished, although not polished. I will have a few more questions soon, but perhaps I should spin it off into a separate thread?
I used to be indecisive, but now I'm not sure....

skadoink
Posts: 37
Joined: Fri, 30. Dec 05, 06:54

Post by skadoink » Wed, 23. Sep 09, 23:33

Ok, I've created a thread specifically for the mission arc I'm working on.

http://forum.egosoft.com/viewtopic.php?t=260064

Hope to see some of you there.
I used to be indecisive, but now I'm not sure....

Lazarus187
Posts: 12
Joined: Sat, 23. Sep 06, 01:55

Editing Default Missions

Post by Lazarus187 » Thu, 15. Oct 09, 04:36

This may seem like a silly "noobish" question, but can this Mission Editor be used to edit "default" missions in X3? For example, I'd like to make some minor changes to Mission 11, specifically to the amount of time Julian has to navigate through that stupid asteroid in Nyana's Hideout with the Khaak in pursuit. I also wouldn't mind changing the default weapon/equipment loadouts on the ships that Julian is "forced" to use in Missions 7, 8, 12, and 13.

User avatar
Ketraar
Moderator (DevNet)
Moderator (DevNet)
Posts: 8726
Joined: Fri, 21. May 04, 17:15

Post by Ketraar » Thu, 15. Oct 09, 11:37

Nope, missions in Reunion are Hardcoded, unlike in TC where they are coded with the MD.

Mind that MD in Reunion was added only in patch 2.5. ;-)

MFG

Ketraar

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