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Mission Script Ref 1.50

posted Jul 19, 2011 16:47:02 by ThomRobertson
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MISSION SCRIPT DOCS FOR ARTEMIS SBS V1.50
7/17/2011
rev 5

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GENERAL NOTES
The mission script system is designed to let anyone create, share, and play
game missions for Artemis. In the Artemis install folder, there's a subfolder
called 'Dat'. Inside that is another folder called 'Missions'.

Inside the Missions folder, each mission needs to have its own unique folder.
Each mission folder name must start with 'MISS_'.
Inside a mission folder must be 1 XML file. It must share the same exact name
as the folder it's inside, except for the .xml suffix. This file will contain
all the commands that make the mission happen. There may be other files in the
same folder. As a general rule, any sound, video, or image files that the
mission uses must be in the same folder as the XML file that references it.

When the Artemis game starts up, choose "Start Server". At that point, the
game will look inside the Missions subfolder and make a list of every folder
that starts with 'MISS_'. On the Server control screen you can select one of
those missions. If you do, you can still set the game difficulty. The diff
setting won't control the amount and type of enemies (the mission will do that),
but it will still control the enemy beam damage and the efficiency of the
Artemis' systems.

When you've chosen your mission (and other settings), click the 'Start Game'
button. As the game is initialized, the Artemis app will attempt to
open the chosen folder and read the XML file inside. It will read the entire
XML script into memory, and keep it in memory for the entire game.

The XML script should contain a single <start> block. At the start of
the mission, the commands in the start block will be immediately followed.

The XML script should also contain <event> blocks. These blocks should
contain both COMMAND and CONDITION blocks. For each event block, all
of its CONDITION blocks are checked. If they are all TRUE, then
all of the event's COMMAND blocks are immediately followed.

So, when you make a mission XML file, use one start block to create all
the initial conditions of the mission. Then use event blocks to trigger
parts of the story when they are supposed to occur.



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COMMAND: create (the command that creates named objects in the game)
ATTRIBUTE: type
VALID: station, player, enemy, neutral, anomaly, blackHole
ATTRIBUTE: x
VALID: 0 to 100000
ATTRIBUTE: y
VALID: -100000 to 100000
ATTRIBUTE: z
VALID: 0 to 100000
ATTRIBUTE: name
VALID: text
ATTRIBUTE: hulltype
VALID: 0-? (corresponds to the unique hull ID in vesselData.xml)
ATTRIBUTE: angle
VALID: 0-360
ATTRIBUTE: fleetnumber
VALID: 1-99

If you use a fleet number that's illegal, crashes and wierd graphical glitches will occur.


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COMMAND: create (the command that creates UNnamed objects in the game)
ATTRIBUTE: type
VALID: nebulas, asteroids, mines

ATTRIBUTE: count
VALID: 0 to 500
ATTRIBUTE: radius
VALID: 0 to 100000
ATTRIBUTE: randomRange
VALID: 0 to 100000
ATTRIBUTE: startX
VALID: 0 to 100000
ATTRIBUTE: startY
VALID: -100000 to 100000
ATTRIBUTE: startZ
VALID: 0 to 100000
ATTRIBUTE: endX
VALID: 0 to 100000
ATTRIBUTE: endY
VALID: -100000 to 100000
ATTRIBUTE: endZ
VALID: 0 to 100000
ATTRIBUTE: randomSeed
VALID: 0 to big number
ATTRIBUTE: startAngle
VALID: 0 to 360
ATTRIBUTE: endAngle
VALID: 0 to 360


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COMMAND: destroy (the command that removes something named from the game)
ATTRIBUTE: name
VALID: text


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COMMAND: destroy_near (the command that removes unnamed objects from the game, if near a point)
ATTRIBUTE: type
VALID: nebulas, asteroids, mines
ATTRIBUTE: centerX
VALID: 0 to 100000
ATTRIBUTE: centerY
VALID: -100000 to 100000
ATTRIBUTE: centerZ
VALID: 0 to 100000
ATTRIBUTE: radius
VALID: 0 to 100000


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COMMAND: direct (the command that tells a neutral or enemy to go somewhere or fight something)
ATTRIBUTE: name
VALID: text

ATTRIBUTE: targetName
VALID: text

ATTRIBUTE: pointX
VALID: 0 to 100000
ATTRIBUTE: pointY
VALID: -100000 to 100000
ATTRIBUTE: pointZ
VALID: 0 to 100000

ATTRIBUTE: scriptThrottle
VALID: 0.0 to 1.0


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COMMAND: set_variable (makes or sets a named value)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: value
VALID: 0 to big number

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COMMAND: set_timer (makes or sets a named timer)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: seconds
VALID: 0 to big number


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COMMAND: incoming_message (creates a Comms button to play a media file on the main screen)
ATTRIBUTE: from
VALID: text
ATTRIBUTE: fileName (all media files belong in the mission subdirectory, alongside the mission script XML file)
VALID: text
ATTRIBUTE: mediaType
VALID: 0 (for OGG audio files)


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COMMAND: big_message (creates a chapter title on the main screen)
ATTRIBUTE: title
VALID: text
ATTRIBUTE: subtitle1
VALID: text
ATTRIBUTE: subtitle2
VALID: text

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COMMAND: end_mission (stops the mission)



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COMMAND: incoming_comms_text (sends a block of text to the Comms station)
ATTRIBUTE: from
VALID: text
BODY:
VALID: multiple lines of text

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COMMAND: log (sends text to the mission's log file)
ATTRIBUTE: text
VALID: text


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COMMAND: set_object_property (sets a named space object's named property to a value)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: property
VALID: text (check the big list at the bottom of this file)
ATTRIBUTE: value
VALID: signed floating point value


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COMMAND: set_fleet_property (sets a numbered enemy fleet's named property to a value)
ATTRIBUTE: fleetIndex
VALID: 0-99
ATTRIBUTE: property
VALID: text (fleetSpacing, fleetMaxRadius)
ATTRIBUTE: value
VALID: signed floating point value

fleetSpacing is normally 150 - 600
fleetMaxRadius is normally 1000


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COMMAND: addto_object_property (adds a value to a named space object's named property)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: property
VALID: text (check the big list at the bottom of this file)
ATTRIBUTE: value
VALID: signed floating point value


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COMMAND: copy_object_property (copies a named property from one named space object to another, name1 to name2)
ATTRIBUTE: name1
VALID: text
ATTRIBUTE: name2
VALID: text
ATTRIBUTE: property
VALID: text (check the big list at the bottom of this file)


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COMMAND: set_relative_position (moves one named space object (name2) to a point near another (name1), relative to name1's heading)
ATTRIBUTE: name1
VALID: text
ATTRIBUTE: name2
VALID: text
ATTRIBUTE: angle
VALID: 0 to 360
ATTRIBUTE: distance
VALID: 0 100000


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COMMAND: set_skybox_index (sets the skybox of the main screen to 0-9)
ATTRIBUTE: index
VALID: 0-9


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COMMAND: warning_popup_message (sends a very short message to the screens specified)
ATTRIBUTE: message
VALID: text
ATTRIBUTE: consoles
VALID: text, a collection of the letters MHWESCO, defining which console the message appears on


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COMMAND: set_difficulty_level (overrides the difficulty level set on the server control screen)
ATTRIBUTE: value
VALID: 1-10







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CONDITION: if_inside_box (tests if named object is inside a rectangle in space)
ATTRIBUTE: name
VALID: text

ATTRIBUTE: leastX
VALID: 0 to 100000
ATTRIBUTE: leastZ
VALID: 0 to 100000
ATTRIBUTE: mostX
VALID: 0 to 100000
ATTRIBUTE: mostZ
VALID: 0 to 100000

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CONDITION: if_outside_box (tests if named object is outside a rectangle in space)
ATTRIBUTE: name
VALID: text

ATTRIBUTE: leastX
VALID: 0 to 100000
ATTRIBUTE: leastZ
VALID: 0 to 100000
ATTRIBUTE: mostX
VALID: 0 to 100000
ATTRIBUTE: mostZ
VALID: 0 to 100000


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CONDITION: if_inside_sphere (tests if named object is inside a sphere in space)
ATTRIBUTE: name
VALID: text

ATTRIBUTE: centerX
VALID: 0 to 100000
ATTRIBUTE: centerY
VALID: -100000 to 100000
ATTRIBUTE: centerZ
VALID: 0 to 100000
ATTRIBUTE: radius
VALID: 0 to 100000

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CONDITION: if_outside_sphere (tests if named object is outside a sphere in space)
ATTRIBUTE: name
VALID: text

ATTRIBUTE: centerX
VALID: 0 to 100000
ATTRIBUTE: centerY
VALID: -100000 to 100000
ATTRIBUTE: centerZ
VALID: 0 to 100000
ATTRIBUTE: radius
VALID: 0 to 100000


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CONDITION: if_distance (tests the distance between two named objects against a condition)
ATTRIBUTE: name1
VALID: text

ATTRIBUTE: name2
VALID: text

ATTRIBUTE: pointX
VALID: 0 to 100000
ATTRIBUTE: pointY
VALID: -100000 to 100000
ATTRIBUTE: pointZ
VALID: 0 to 100000

ATTRIBUTE: comparator
VALID: =, !=, <, >, <=, >=, EQUALS, NOT, GREATER, LESS, GREATER_EQUAL, LESS_EQUAL
ATTRIBUTE: value
VALID: signed floating point value


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CONDITION: if_variable (tests a named variable against a condition)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: comparator
VALID: =, !=, <, >, <=, >=, EQUALS, NOT, GREATER, LESS, GREATER_EQUAL, LESS_EQUAL
ATTRIBUTE: value
VALID: signed floating point value



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CONDITION: if_fleet_count (tests an indexed fleet's membership count against a condition)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: comparator
VALID: =, !=, <, >, <=, >=, EQUALS, NOT, GREATER, LESS, GREATER_EQUAL, LESS_EQUAL
ATTRIBUTE: value
VALID: signed floating point value
ATTRIBUTE: fleetnumber
VALID: 0-99

if you omit the fleetnumber, this command will count every enemy in the game

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CONDITION: if_docked (tests if a player is docked with a named station)
ATTRIBUTE: name
VALID: text


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CONDITION: if_timer_finished (tests if a timer has counted down to zero yet)
ATTRIBUTE: name
VALID: text


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CONDITION: if_exists (tests if named object exists right now)
ATTRIBUTE: name
VALID: text


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CONDITION: if_not_exists (tests if named object does NOT exist right now)
ATTRIBUTE: name
VALID: text


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CONDITION: if_object_property (tests a named space object's named property against a condition)
ATTRIBUTE: name
VALID: text
ATTRIBUTE: name
VALID: property (check the big list at the bottom of this file)
ATTRIBUTE: comparator
VALID: =, !=, <, >, <=, >=, EQUALS, NOT, GREATER, LESS, GREATER_EQUAL, LESS_EQUAL
ATTRIBUTE: value
VALID: signed floating point value



-----------------------------------------------------------------------------
NOTE: Properties you can set, add, or test against:
// values for everything
positionX
positionY
positionZ
angle --this value will be in radians (0-2*PI), NOT degrees like every other angle in the scripting parser

// values for Stations
shieldState
canBuild
missileStoresHoming
missileStoresNuke
missileStoresMine

// values for ShieldedShips
throttle
steering
topSpeed
turnRate
shieldStateFront
shieldMaxStateFront
shieldStateBack
shieldMaxStateBack
shieldsOn
systemDamageBeam
systemDamageTorpedo
systemDamageTactical
systemDamageTurning
systemDamageImpulse
systemDamageWarp
systemDamageFrontShield
systemDamageBackShield
shieldBandStrength0
shieldBandStrength1
shieldBandStrength2
shieldBandStrength3
shieldBandStrength4

// values for Enemys
targetPointX
targetPointY
targetPointZ
hasSurrendered
eliteAIType
eliteAbilityBits
eliteAbilityState

// values for Neutrals
willAcceptCommsOrders

// values for Players
countHoming
countNuke
countMine
energy

// for use in member variable 'int eliteAbilityBits'
const int ELITE_INVIS_TO_MAIN_SCREEN = 1
const int ELITE_INVIS_TO_SCIENCE = 2
const int ELITE_INVIS_TO_TACTICAL = 4
const int ELITE_CLOAKING = 8
const int ELITE_HET = 16
const int ELITE_WARP = 32
const int ELITE_TELEPORT = 64

take the number of all the abilities you want the elite enemy to have, add them together, and that's the number you should set in eliteAbilityBits.

eliteAIType?
0 = behave just like a normal ship (hunt stations, unless a neutral or player is close)
1 = follow the nearest normal fleet around, attack the player when close
2 = ignore everything except players
Creator of Artemis
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24 replies
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Hissatsu said Aug 04, 2012 08:32:15
http://www.filedropper.com/showdownload.php/misstest

To see the animation:
- Start mission
- Load helms and GM consoles.
- At start fly straight until the waypoint. Wait for mission to "start".
- Go to gm console, press 2, then teleport (like in module 3 bases, using space) your ship to the right top corner of the map.
- You will see a named waypoint there, when you reach it, series of unnamed waypoints will appear towards the corner of the map.
- Fly in that direction at warp speed and the animation will start playing.
(formally, after you reached "jump point to sector" you just need to ram the sector corner point with your ship's front at warp speed)

If you have further questions about how this works, ask.
[Last edited Aug 04, 2012 08:35:34]
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Hissatsu said Aug 04, 2012 08:38:48
"Jump" is initiated by this piece of code:

<set_variable name="begin_warp" value="1.0" />
<set_variable name="warp_target_world" value="3.0" />
<!--- - - Leave current world 01 - - - -->
<set_variable name="world_needs_destruction" value="1.0" />
<set_variable name="world_destruction_id" value="1.0" />
<set_variable name="world_creation_id" value="2.0" />

First two begin warp animation and set the target of the warp
Last three switch from current world to "warp" world (in this case its #2)

[Last edited Aug 04, 2012 08:39:04]
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DwayneShaffer said Aug 07, 2012 08:09:17
Thom

What scancode map are you using for the GM modules
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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TreChipman said Aug 07, 2012 09:11:08
I have a multi-sector preliminary build here.It needs some fleshing out, and needs to be 1.652 compliant, but it's a start.
[Last edited Aug 07, 2012 09:12:55]
I'm not a mad scientist. I'm an angry one. You'd be wise to fear the latter.

Visit Artemis Command!
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SteveWohlwend said Jan 07, 2013 23:24:04
Is there a way of detecting if the player is in a nebula other than checking the nebula bounding areas? Not seeing one, but I keeping discovering things that I didn't know I could do.
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Mike_Substelny said Jan 07, 2013 23:25:52
I just use the bounding areas.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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TravisHead said Jan 22, 2013 16:43:53
Agreed, please share.
I am in the midst of working on a mission doing something similar (except I am using a spin out effect).
T
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lucas99801 said Apr 24, 2013 19:25:35
Thom, can we get a thread stickied regarding the use of client key presses and possibly a scan code map. I'd like to start developing missions with extra features without interfering with the default controls.ini but can't find out how to use keys like [] { } ; , . ? ' " / - + = | or even number keys. And as there are multiple scan code maps I've found through google it's hard to tell which ones are correct.
Hosting a Mumble (Murmur) server @ tsnfenrir.no-ip.org
Having trouble connecting to the TeamSpeak channel: http://tsnfenrir.no-ip.org/ts3
Helm Script for Numerical heading input: https://dl.dropbox.com/u/10193809/ArtemisHelmFSW.zip
Twitter: @lucas99801
Facebook: /lucastarnold
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TravisHead said Jul 24, 2013 00:46:34
Has anyone played with SystemDamage fields at all?
I'm having some issues understanding how they stack multiple objects (torpedoes in my current instance).

It seems setting the first couple of tubes to damaged is reflected in game but it is not an exact science.
When I set multiple tubes to be damaged I seem to get 0, 50, or 100% damage on the Light Cruiser.
When I use the heavier ships the tubes are less damaged (logical).

So far I have been using trial and error to get the settings I want but without understanding the science behind it I feel I have far too many lines of code and am not able to properly control the mission impact should the player select a different ship type.

Is there someone that breaks down how these properties impact the game so I can wrap my head around this?
Thanks
T
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