[MD-Mission] In-Space Retrieve Mission v.1.5

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Ketraar
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[MD-Mission] In-Space Retrieve Mission v.1.5

Post by Ketraar »

Hello all.

Finally I have finished this one.

In this mission you will need to solve some "puzzles" and in the end you should get a nice reward.
But don't expect too much, as this is still part of my learning process, in future there might be some better ones.

I hope you have as much fun playing it, as I had writing it. :D

[ external image ]

Download: [ external image ]

Installation:
  • Copy the file into ...Deepsilver\X3 Reunion\director
  • In the game activate the script editor by renaming you pilot name into Thereshallbewings
  • Copy the 10.cat/dat to ..Deepsilver\X3 Reunion\ (This is not mandatory, its just if you want to fully enjoy your Treasure)
[ external image ]

Compatibility:
  • This mission is compatible with all X3 2.5 unmodified save games.
    Note: If you already have missions from MD active in your current save game, please start a new one.
[ external image ]

Conditions:
  • To activate the mission, fly to "Avarice" and follow the instructions.
    Make sure to fly an M3!
[ external image ]

Change log:
  • Retrieve Mission 1 - Version 1.0 beta - April 11, 2008
  • Retrieve Mission 1 - Version 1.1 beta - April 11, 2008
  • Retrieve Mission 1 - Version 1.2 beta - April 12, 2008
  • Retrieve Mission 1 - Version 1.5 - April 13, 2008
[ external image ]

Credits:
  • Xenon_Slayer - Debuging
  • universalcrusader - Beta testing
[ external image ]

Any feedback is appreciated, thanks.

MFG

Ketraar

PS: If you find any spell errors please share, thanks.
Last edited by Ketraar on Mon, 14. Apr 08, 01:47, edited 9 times in total.
Xenon_Slayer
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Post by Xenon_Slayer »

Hey. Just had a quick look in the code. EDIT: Added spoiler tags to some stuff.

There is no need to specify the game and map in all of the subcues.

<create_actor name="this.boardcomputer" voice="13" character="{player.ship}" face="101" race="argon"/>
There is no need for the character, face or race attributes IIRC. Character sets the visual name such as 'Ban Danna'. As this actor is not on a ship or sending messages the player will not see the name. Also, setting the character to {player.ship} will set the visual name as an object id.

There is no need to use complete_cue at the end of every cue as it is automatic.

<line actor="{actor@play_dialog1.boardcomputer}" dialogid="1341"/>
In actor attributes, you do not need to use the {actor@... variable. This is the same with most object actions and conditions.
Spoiler
Show
<object_sector object="{player.ship}">
<sector x="17" y="11"/>
</object_sector>
Exact="0" is missing.
"asking your self" yourself

"for it our selfs." ourselves

"we are shure" sure

"I'll contact you in 1 minute" There is a wait of 2 minutes

" very difficoult decision" difficult

"contact you with furder" further

"Hello again strager" stranger
Spoiler
Show
<create_object name="this.asteroidinBT" typename="SS_ASTEROID_02" class="asteroid">
There is a create_asteroid action.
"bavigational beacon" navigational

The cue <cue name="create_final_navbeacon"> will not trigger as the event object_destroyed may trigger when the player is not in the correct sector. Use object_exists with negate="1" instead.
Spoiler
Show
<create_ship name="this.sargon" typename="SS_SH_SARGON" class="m3" capturable="1" race="abandoned" highlight="1">
I think the neutral race allows for a ship to be claimed. I'm not sure if abandoned does that too.
Spoiler
Show
<check_all>
<cue_completed cue="create_sargon"/>
<object_claimed object="{object@create_sargon.sargon}"/>
</check_all>
This will never trigger as they are two event conditions which will not ever trigger at the same time. Use the condition 'cue_is_complete' or just use the object_claimed condition.
Spoiler
Show
The cue <cue name="third_contactbydaedalus"> will not trigger as you have cue_completed as the event condition. That event will only occur once, and the player may not be in position. Use cue_is_complete instead.
Spoiler
Show
<object_position object="{object@create_sargon.sargon}" min="3km" max="5km">
<position object="{object@create_rendevusnavbeacon.navbeacon5"/>
</object_position>
There is a missing }. Still, you do not need the {object@variable
I'm not sure what you intended with the eject_cargo actions, especially for the found ship. This will create a cargo crate with the objects inside. If you want to remove objects without the crate then use add_cargo but use a negative number.

The subcue to last_contact has no cue name so it will not run.

"have succefully" successfully

There needs to be a case for if the player destroys the ship.

Hope that helps. It looks interesting.
Last edited by Xenon_Slayer on Fri, 11. Apr 08, 22:22, edited 1 time in total.
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Ketraar
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Post by Ketraar »

Wow! :o

Thanks a lot for the review :thumb_up:

Will do those amendments later this evening.
There is no need to use complete_cue at the end of every cue as it is automatic.
I know but it makes me feel better, so if this is no big deal I would like to have them. It helps me in the thinking through the code thing.
In actor attributes, you do not need to use the {actor@... variable. This is the same with most object actions and conditions.
Aha! That's a good thing to know (might be obvious for some, but I really didn't know)
There is a create_asteroid action.
I know, I wanted to do something but then it turned out I can't, then I just let it be as it is.
This will never trigger as they are two event conditions which will not ever trigger at the same time. Use the condition 'cue_is_complete' or just use the object_claimed condition.
Hmm..good point. Will do
If you want to remove objects without the crate then use add_cargo but use a negative number.
:headbang: awww!! Why didn't I think of that! Adding negative cargo... so simple. I could slap myself! :headbang:
There needs to be a case for if the player destroys the ship.
Hmm... very good point. Will have to think about that. :gruebel:

Again thank you very much to look at it. Appreciated. :thumb_up:

MFG

Ketraar
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Ketraar
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Post by Ketraar »

Xenon_Slayer wrote:"I'll contact you in 1 minute" There is a wait of 2 minutes
Well its a pretty long text so, I added 2min to give the player the chance to read it and then to have 1min left to think about it.
There needs to be a case for if the player destroys the ship.
Can you point where it would be best to put this? At the end?

[ external image ]

Change log:
  • Retrieve Mission 1 - Version 1.1 beta - April 11, 2008
Corrected spelling errors
Made amendments as suggested by Xenon_Slayer (Thanks again :thumb_up: )

[ external image ]

MFG

Ketraar

PS.: @Xenon_Slayer, can you please edit your post and remove the code to avoid spoiler. Thanks.
Xenon_Slayer
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Post by Xenon_Slayer »

That's a good point on that time thing.

As for the ship destroyed thing, it would best be in the subcue from where it was created.

Also, at the end of the whole mission, clean up the cues which may still be active, for example the one which handles when the ship is destroyed. Cancelling the top cue will cancel all of those under it.
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Ketraar
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Post by Ketraar »

Change log:
  • Retrieve Mission 1 - Version 1.2 beta - April 12, 2008
Added a check in case the ship gets destroyed.

MFG

Ketraar
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Ketraar
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Post by Ketraar »

Change log:
  • Retrieve Mission 1 - Version 1.5 - April 13, 2008
    • Added incoming message if ship gets distroyed
      added some clean-up cues
      Mission no longer in beta status
MFG

Ketraar
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Post by ezra-r »

Xenon_SLayer with such a knowledge and you arent making any missions for the community! :P

Working directly for egosoft in next expansion?

Nice to see MD missions Ketraar, keep them coming!

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