Author Topic: Mission Scripting  (Read 22967 times)

Offline Hobbes

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Re: Mission Scripting
« Reply #15 on: August 02, 2015, 04:38:28 pm »
to do "normal" mission generation all you _NEED_ to define in the command is the "type"

Further clarification: by "normal" Warboy means a mission from the regular table, which is defined by the missionWeights on the regions section.

Offline XOps

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Re: Mission Scripting
« Reply #16 on: August 02, 2015, 09:17:27 pm »
I have a question. I am trying to implement an Artefact style mission in the later months (I've almost got this to work). How does the TFTD ruleset implement the artefact and ship terror missions (or is this not implemented yet and I am wasting my time)? I am assuming the TFTD ruleset is using invisible points on the globe similar to cities as targets to spawn mission sites, but without the city globe marker?
I've gotten close to implementing these myself, but my hangup seems to be the spawnZone command in alienMissions.rul. For mission site missions (objective: 3), the UFOs will always try to land in zone 3 for the UFO with objective: true regardless what spawnZone is set to. This causes a crash when the UFO lands and it cant find the right zone since it's landed in a city for a normal terror mission. I did modify the UFOTrajectories.rul correctly. I know that is working because if the spawnZone is set to 3 (default), then the objective: true UFO will land in the correct zone, but not spawn a mission (instead its just a normal UFO landing). Is this a bug or is it intended behavior and I'm going about this completely wrong?
« Last Edit: August 02, 2015, 09:19:08 pm by XOps »

Offline Solarius Scorch

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Re: Mission Scripting
« Reply #17 on: August 02, 2015, 09:47:18 pm »
Here's the code for artifacts mission that Warboy shared:

Code: [Select]
  - type: artifacts
    label: 1
    missionWeights:
      # 0 is just for safety
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 12
    maxRuns: 12
    varName: artifacts
    useTable: false
    firstMonth: 6
    executionOdds: 50
    startDelay: 0

I hope it's somewhat helpful for you.

(Warboy, I hope this wasn't secret or anything. ;) )

Offline robin

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Re: Mission Scripting
« Reply #18 on: August 02, 2015, 11:16:04 pm »
I have a question. I am trying to implement an Artefact style mission in the later months (I've almost got this to work). How does the TFTD ruleset implement the artefact and ship terror missions (or is this not implemented yet and I am wasting my time)? I am assuming the TFTD ruleset is using invisible points on the globe similar to cities as targets to spawn mission sites, but without the city globe marker?
I've gotten close to implementing these myself, but my hangup seems to be the spawnZone command in alienMissions.rul. For mission site missions (objective: 3), the UFOs will always try to land in zone 3 for the UFO with objective: true regardless what spawnZone is set to. This causes a crash when the UFO lands and it cant find the right zone since it's landed in a city for a normal terror mission. I did modify the UFOTrajectories.rul correctly. I know that is working because if the spawnZone is set to 3 (default), then the objective: true UFO will land in the correct zone, but not spawn a mission (instead its just a normal UFO landing). Is this a bug or is it intended behavior and I'm going about this completely wrong?
About Artifact Site, these are examples that Warboy made to me.

Quote
    waves:
      - ufo: dummy #don't spawn a ufo, we only want the site
        count: 1
        trajectory: P10
        timer: 0
        objective: true
    waves:
      - ufo: STR_ARTIFACT_SITE_P1 # spawn this site directly
        count: 1
        trajectory: P10
        timer: 0
        objective: true
first case uses a random choice from the terrain it's spawned on, according to the trajectory
second case spawns an artifact site no matter what

Apparently the P10 trajectory is a special trajectory and it is still not ready. But I may have grossly misinterpreted what he said.

Offline Hobbes

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Re: Mission Scripting
« Reply #19 on: August 03, 2015, 12:05:08 am »
I have a question. I am trying to implement an Artefact style mission in the later months (I've almost got this to work). How does the TFTD ruleset implement the artefact and ship terror missions (or is this not implemented yet and I am wasting my time)? I am assuming the TFTD ruleset is using invisible points on the globe similar to cities as targets to spawn mission sites, but without the city globe marker?
I've gotten close to implementing these myself, but my hangup seems to be the spawnZone command in alienMissions.rul. For mission site missions (objective: 3), the UFOs will always try to land in zone 3 for the UFO with objective: true regardless what spawnZone is set to. This causes a crash when the UFO lands and it cant find the right zone since it's landed in a city for a normal terror mission. I did modify the UFOTrajectories.rul correctly. I know that is working because if the spawnZone is set to 3 (default), then the objective: true UFO will land in the correct zone, but not spawn a mission (instead its just a normal UFO landing). Is this a bug or is it intended behavior and I'm going about this completely wrong?

I've already tried adding Shipping Attack routes to UFO and I'm also getting crashes, Warboy's advice was to wait until everything is worked out with TFTD. With Shipping and Artifacts missions, TFTD has 2 special regions defined that consist of a series of MissionZone 0 locations on the oceans.
The P10 UFOTrajectory is the one used for TFTD.

Offline Hobbes

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Re: Mission Scripting
« Reply #20 on: August 06, 2015, 05:54:43 am »
I have a question. I am trying to implement an Artefact style mission in the later months (I've almost got this to work). How does the TFTD ruleset implement the artefact and ship terror missions (or is this not implemented yet and I am wasting my time)? I am assuming the TFTD ruleset is using invisible points on the globe similar to cities as targets to spawn mission sites, but without the city globe marker?

I've managed to get both Artifact Sites and Ship Attacks working on Redux, so I might give some tips about it. One key requirement is for a specific region to be defined each of these new missions, under /regions, and also with the corresponding texture entry in /globe. So in TFTD there are the ARTIFACTS and SHIPPING_LANES regions, which consist only of several missionZone 0 entries.

Quote
I've gotten close to implementing these myself, but my hangup seems to be the spawnZone command in alienMissions.rul. For mission site missions (objective: 3), the UFOs will always try to land in zone 3 for the UFO with objective: true regardless what spawnZone is set to. This causes a crash when the UFO lands and it cant find the right zone since it's landed in a city for a normal terror mission. I did modify the UFOTrajectories.rul correctly. I know that is working because if the spawnZone is set to 3 (default), then the objective: true UFO will land in the correct zone, but not spawn a mission (instead its just a normal UFO landing). Is this a bug or is it intended behavior and I'm going about this completely wrong?

The 'UFO' for Artifacts and Ships needs to be spawned on missionZone 0, since there aren't any entries defined on their respective regions for missionZone 3.

Offline Warboy1982

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Re: Mission Scripting
« Reply #21 on: August 06, 2015, 01:09:46 pm »
relevent files:

missionScripts.rul (obviously)
alienMissions.rul
alienDeployments.rul
ufoTrajectories.rul
regions.rul
globe.rul

the deployment defines the mission site details
the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain.
the region defines a number of city-style "points" (meaning the min/max values are the same for lat/lon) which use that terrain/texture.
the trajectory points to these "points" as the mission site targets
the alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual USO
and finally the missionScript invokes the AlienMission
« Last Edit: August 07, 2015, 09:52:30 am by Warboy1982 »

Offline hellrazor

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Re: Mission Scripting
« Reply #22 on: August 13, 2015, 08:43:04 pm »
One Point of notice:

labels have to be unique!

Somehow labels from the appropriate default ruleset (xcom1 or xcom2) get counted against mod labels.
I reserve labels 90-150 for Myself :P

Until someone fixes this somehow.
« Last Edit: August 13, 2015, 09:04:15 pm by hellrazor »

Offline Hobbes

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Re: Mission Scripting
« Reply #23 on: August 13, 2015, 09:05:56 pm »
I reserve labels 90-150 for Myself :P

Too late, I already reserved those for myself. ;)

Offline hellrazor

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Re: Mission Scripting
« Reply #24 on: August 13, 2015, 09:32:43 pm »
Too late, I already reserved those for myself. ;)

Woot, those are mine!

In any case it seems to a bug, let's see what i and Warboy will find out.

EDIT: Ignore me shouting about bugs... at least we have now a more verbose Error msgs regarding double labels in the future :)
« Last Edit: August 13, 2015, 09:55:55 pm by hellrazor »

Offline hellrazor

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Re: Mission Scripting
« Reply #25 on: August 13, 2015, 10:46:09 pm »
Code: [Select]
<hellrazor> Warboy, [13-08-2015 21:05:02] [FATAL] Mission generator encountered an error: multiple commands: navigatorConsequenceAlienResearch and researchRetaliation are sharing the same label: 1
<hellrazor> researchRetaliation is defined in the xcom1 ruleset
<hellrazor> so we definitly have a Problem with labelnumbers
<@Warboy> isn't that the problem you had in the first place?
<hellrazor> i did
<hellrazor> but i changed my label numbers
<hellrazor> by +100
<hellrazor> nad now i changed them back beginning with 1
--> Mine4Fish (~Zeph@46.246.124.91) has joined #openxcom
<@Warboy> ok, remember i said start at 6?
<hellrazor> jeah
<@Warboy> start at 6, xcom1 uses 1-5 :P
<hellrazor> i wanted to test this anway
<@Warboy> ah gotcha
<hellrazor> Warboy, no we have confirmation!
<hellrazor> ;>

In this case label numbers 100-150 are mine!

Offline Arthanor

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Re: Mission Scripting
« Reply #26 on: August 13, 2015, 10:48:53 pm »
Shouldn't this be an issue only if you load multiple mods with missions in them? I would expect UFORedux and Hardmode to crash (or be completely unplayable) even if you somehow managed to make them load.

Offline hellrazor

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Re: Mission Scripting
« Reply #27 on: August 13, 2015, 10:50:53 pm »
Shouldn't this be an issue only if you load multiple mods with missions in them? I would expect UFORedux and Hardmode to crash (or be completely unplayable) even if you somehow managed to make them load.

Well at the current state the labelnumbers are shared with all loaded rulesets. So you have to start at 6, because the first 6 Labelnumbers are taken be the xcom1 ruleset.
In tftd xcom2 ruleset it goes up to 7 or 8.

And those are then shared with Mods. so...

Offline hellrazor

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Re: Mission Scripting
« Reply #28 on: August 13, 2015, 11:36:57 pm »
Well i think, i got it working ;)

Spoiler:
Alive Alien Interrogations from Engineers and Navigators, do the trigger additional missions.

Code: [Select]
##BEGIN CONSEQUENCES
#BEGIN NAVIGATOR CONSEQUENCE
  - type: navigatorConsequenceAlienResearch
    label: 101
    missionWeights:
      0:
        STR_ALIEN_RESEARCH: 100
    executionOdds: 50
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_RESEARCH: true
    maxRuns: 1
    varName: navigatorConsequenceAlienResearch
  - type: navigatorConsequenceAlienResearchTerror
    label: 102
    conditionals: [-101]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_RESEARCH: true
    maxRuns: 1
    varName: navigatorConsequenceAlienResearch
  - type: navigatorConsequenceAlienHarvest
    label: 103
    conditionals: [-101, -102]
    missionWeights:
      0:
        STR_ALIEN_HARVEST: 100
      3:
        STR_ALIEN_HARVEST: 60
        STR_ALIEN_BASE: 20
        STR_ALIEN_RETALIATION: 20
      6:
        STR_ALIEN_HARVEST: 40
        STR_ALIEN_INFILTRATION: 40
        STR_ALIEN_RETALIATION: 20
      9:
        STR_ALIEN_HARVEST: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_HARVEST: true
    maxRuns: 1
    varName: navigatorConsequenceAlienHarvest
  - type: navigatorConsequenceAlienAbduction
    label: 104
    conditionals: [-101, -102, -103]
    missionWeights:
      0:
        STR_ALIEN_ABDUCTION: 100
      3:
        STR_ALIEN_ABDUCTION: 60
        STR_ALIEN_BASE: 20
        STR_ALIEN_HARVEST: 20
      6:
        STR_ALIEN_ABDUCTION: 40
        STR_ALIEN_INFILTRATION: 40
        STR_ALIEN_RETALIATION: 20
      9:
        STR_ALIEN_ABDUCTION: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_ABDUCTION: true
    maxRuns: 1
    varName: navigatorConsequenceAlienAbduction
  - type: navigatorConsequenceAlienBase
    label: 105
    conditionals: [-101, -102, -103, -104]
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
      3:
        STR_ALIEN_BASE: 50
        STR_ALIEN_HARVEST: 50
      6:
        STR_ALIEN_BASE: 40
        STR_ALIEN_INFILTRATION: 20
        STR_ALIEN_HARVEST: 40
      9:
        STR_ALIEN_BASE: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_BASE: true
    maxRuns: 1
    varName: navigatorConsequenceAlienBase
  - type: navigatorConsequenceAlienSupply
    label: 106
    conditionals: [-101, -102, -103, -104, -105]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_SUPPLY: true
    maxRuns: 1
    varName: navigatorConsequenceAlienSupply
  - type: navigatorConsequenceAlienTerror
    label: 107
    conditionals: [-101, -102, -103, -104, -105, -106]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_TERROR: true
    maxRuns: 1
    varName: navigatorConsequenceAlienTerror
  - type: navigatorConsequenceAlienInfiltration
    label: 108
    conditionals: [-101, -102, -103, -104, -105, -106, -107]
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
      3:
        STR_ALIEN_BASE: 50
        STR_ALIEN_RETALIATION: 50
      6:
        STR_ALIEN_BASE: 60
        STR_ALIEN_INFILTRATION: 40
      9:
        STR_ALIEN_BASE: 20
        STR_ALIEN_INFILTRATION: 80
    startDelay: 9000
    researchTriggers:
      STR_ALIEN_INFILTRATION: true
    maxRuns: 1
    varName: navigatorConsequenceAlienInfiltration
  - type: navigatorConsequenceAlienRetaliation
    label: 109
    conditionals: [-101, -102, -103, -104, -105, -106, -107, -108]
    missionWeights:
      0:
        STR_ALIEN_RETALIATION: 100
    startDelay: 6000
    researchTriggers:
      STR_ALIEN_RETALIATION: true
    maxRuns: 1
    varName: navigatorConsequenceAlienRetaliation
#END NAVIGATOR CONSEQUENCE

#BEGIN ENGINEER CONSEQUENCE
  - type: engineerConsequenceSmallScout
    label: 110
    missionWeights:
      0:
        STR_ALIEN_RESEARCH: 100
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_SMALL_SCOUT: true
    maxRuns: 1
    varName: engineerConsequenceSmallScout
  - type: engineerConsequenceSmallScoutTerror
    label: 111
    conditionals: [-110]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_SMALL_SCOUT: true
    maxRuns: 1
    varName: engineerConsequenceSmallScout
  - type: engineerConsequenceMediumScout
    label: 112
    conditionals: [-110, -111]
    missionWeights:
      0:
        STR_ALIEN_RESEARCH: 50
        STR_ALIEN_BASE: 50
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_MEDIUM_SCOUT: true
    maxRuns: 1
    varName: engineerConsequenceMediumScout
  - type: engineerConsequenceMediumScoutTerror
    label: 113
    conditionals: [-110, -111, -112]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_MEDIUM_SCOUT: true
    maxRuns: 1
    varName: engineerConsequenceMediumScout
  - type: engineerConsequenceLargeScout
    label: 114
    conditionals: [-110, -111, -112, -113]
    missionWeights:
      0:
        STR_ALIEN_RESEARCH: 33
        STR_ALIEN_BASE: 33
        STR_ALIEN_RETALIATION: 33
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_LARGE_SCOUT: true
    maxRuns: 1
    varName: engineerConsequenceLargeScout
  - type: engineerConsequenceLargeScoutTerror
    label: 115
    conditionals: [-110, -111, -112, -113, -114]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_LARGE_SCOUT: true
    maxRuns: 1
    varName: engineerConsequenceLargeScout
  - type: engineerConsequenceFighterShip
    label: 116
    conditionals: [-110, -111, -112, -113, -114, -115]
    missionWeights:
      0:
        STR_ALIEN_BASE: 33
        STR_ALIEN_RETALIATION: 33
        STR_ALIEN_INFILTRATION: 33
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_FIGHTER_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceFighterShip
  - type: engineerConsequenceFighterShipTerror
    label: 117
    conditionals: [-110, -111, -112, -113, -114, -115, -116]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_FIGHTER_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceFighterShip
  - type: engineerConsequenceSentryShip
    label: 118
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117]
    missionWeights:
      0:
        STR_ALIEN_BASE: 33
        STR_ALIEN_RETALIATION: 33
        STR_ALIEN_INFILTRATION: 33
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_SENTRY_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceSentryShip
  - type: engineerConsequenceSentryShipTerror
    label: 119
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_SENTRY_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceSentryShip
  - type: engineerConsequenceExcavator
    label: 120
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119]
    missionWeights:
      0:
        STR_ALIEN_BASE: 50
        STR_ALIEN_RESEARCH: 50
    startDelay: 9000
    researchTriggers:
      STR_EXCAVATOR: true
    maxRuns: 1
    varName: engineerConsequenceExcavator
  - type: engineerConsequenceAbductor
    label: 121
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120]
    missionWeights:
      0:
        STR_ALIEN_ABDUCTION: 33
        STR_ALIEN_HARVEST: 33
        STR_ALIEN_RESEARCH: 33
    startDelay: 9000
    researchTriggers:
      STR_ABDUCTOR: true
    maxRuns: 1
    varName: engineerConsequenceAbductor
  - type: engineerConsequenceHarvester
    label: 122
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121]
    missionWeights:
      0:
        STR_ALIEN_ABDUCTION: 33
        STR_ALIEN_HARVEST: 33
        STR_ALIEN_RESEARCH: 33
    startDelay: 9000
    researchTriggers:
      STR_HARVESTER: true
    maxRuns: 1
    varName: engineerConsequenceHarvester
  - type: engineerConsequenceLabShip
    label: 123
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121, -122]
    missionWeights:
      0:
        STR_ALIEN_ABDUCTION: 33
        STR_ALIEN_HARVEST: 33
        STR_ALIEN_RESEARCH: 33
    startDelay: 9000
    researchTriggers:
      STR_LAB_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceLabShip
  - type: engineerConsequenceSupplyShip
    label: 124
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121, -122, -123]
    missionWeights:
      0:
        STR_ALIEN_INFILTRATION: 50
        STR_ALIEN_BASE: 50
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_SUPPLY_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceSupplyShip
  - type: engineerConsequenceSupplyShipTerror
    label: 125
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121, -122, -123, -124]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_SUPPLY_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceSupplyShip
  - type: engineerConsequenceTerrorShip
    label: 126
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121, -122, -123, -124, -125]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_TERROR_SHIP: true
    maxRuns: 1
    varName: engineerConsequenceTerrorShip
  - type: engineerConsequenceBattleShip
    label: 127
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121, -122, -123, -124, -125, -126]
    missionWeights:
      0:
        STR_ALIEN_INFILTRATION: 50
        STR_ALIEN_BASE: 50
    executionOdds: 50
    startDelay: 9000
    researchTriggers:
      STR_BATTLESHIP: true
    maxRuns: 1
    varName: engineerConsequenceBattleShip
  - type: engineerConsequenceBattleShipTerror
    label: 128
    conditionals: [-110, -111, -112, -113, -114, -115, -116, -117, -118, -119, -120, -121, -122, -123, -124, -125, -126, -127]
    missionWeights:
      0:
        STR_ALIEN_TERROR: 100
    startDelay: 9000
    researchTriggers:
      STR_BATTLESHIP: true
    maxRuns: 1
    varName: engineerConsequenceBattleShip
#END ENGINEER CONSEQUENCE
##END CONSEQUENCES

It is just something which will add 1 additional Missions per Month for Navigator and Engineer Interrogations.
The missiontype which gets unlocked is basically semi random, since i linked them towards the researchtopic of the getOnFree option for Engineers and Navigators.

:)

Offline Hobbes

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Re: Mission Scripting
« Reply #29 on: August 14, 2015, 12:34:48 am »
Shouldn't this be an issue only if you load multiple mods with missions in them? I would expect UFORedux and Hardmode to crash (or be completely unplayable) even if you somehow managed to make them load.

 ::)

Number 100 shall be mine! Mwahaha