aliens

Author Topic: Help. I do not understand how it works, the mission scripts.  (Read 3339 times)

Offline alinare

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Hello:

Let's see if someone can lend a hand and help me unravel this rigmarole, which I am. totally stuck.
I have a monumental mess with the whole section, missionscripts. I can not get a particular investigation, allow unlock a secret mission. I would also like to know, how to get a mission would precede background music, with its corresponding alert. I have tried to prove, with those in some mods, but no way. Moreover, when I try a mission that you have to rob a UFO, it is announced by an alert in the Geoscape, such as missions alien terror, does not work. If it is not too much to ask, not a lot of work, anyone could prepare a tutorial, or a kind of script, ready to run in openxcom?. I have also resorted to ufopedia.org page, in the section referency ruleset, but still can not clarify. I have also tried to find inspiration in the latest version of mod Piratez, in which there is a secret mission, which is unlocked with research. I tried to decipher the code, but nothing. When I create a list, it gives me error or not working. I have not included a list because I do not know and as I write it. I have two days with this, at times, yes, and no way. The head check me smoke. ;D
Anyway, thanks in advance.

Offline Hobbes

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Re: Help. I do not understand how it works, the mission scripts.
« Reply #1 on: April 11, 2016, 12:48:40 am »
You mentioned a lot of things on your post, I'll try to answer them as separate issues.

The commands on MissionScripts are run every month, unless you set conditionals (if mission X has been activated this month then activate mission Z), research requirements (only spawn mission Y if research on topic W has been completed), set a number of maximum runs, or define specific months.

Alerts can only be defined in alienDeployments. They cannot be set for UFO missions, merely to missionSites (aka Terror Sites, Ship Attacks, etc.)

It may be easier if you post here the code you're trying to use.

Offline alinare

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Re: Help. I do not understand how it works, the mission scripts.
« Reply #2 on: April 12, 2016, 07:02:32 pm »

Hello:

I have drawn up a list, for example, trying not to get anything, see if someone can tell me, I'm doing wrong. The mission does not appear once the investigation, although neither the alert is displayed, do not know whether it works. The same is due to exe used. I tried the Meridian, and an error occurs. In contrast with OpenXcomEx.exe, he admits, but apparently does not take any effect.

missionScripts:
  - type: STR_SECRET_MISSION                   
    missionWeights:
      0:
        STR_SECRET_MISSION: 100
    researchTriggers:
      STR_DYNAMITE_PACK: true
    maxRuns: 1
    useTable: true
    startDelay: 150
    targetBaseOdds: 100
    executionOdds: 100
    regionWeights:
      0:     
        STR_AFRICA: 100
   
   
   
   
alienMissions:
  - type: STR_SECRET_MISSION
    objective: 3
    spawnZone: 0
    raceWeights:
      0:
          STR_MARSEC: 100
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
        objective: true
alienDeployments:
  - type: STR_SECRET_MISSION
    data:
      - alienRank: 6
        lowQty: 6
        highQty: 10
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
      - alienRank: 8
        lowQty: 5
        highQty: 8
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []           
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 11
        highQty: 22
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
      - alienRank: 4
        lowQty: 8
        highQty: 16
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
             
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
      - alienRank: 1
        lowQty: 3
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
    width: 60
    length: 60
    height: 9 
    terrains:
      - AFRICA
   
    briefing:
    alert: STR_ALERT
    alertBackground: BACK03.SCR
    palette: 2
    music: GMENBASE   
    markerName: STR_MARKER_XCOM_FILES
    duration: [200, 400]
    script: BOSSBATTLE
   
 
extraStrings:
  - type: en-US
    strings:
      STR_LOC_AFRICA: Africa Base Investigation
      STR_MARKER_XCOM_FILES: Mysterious Africa Base
      STR_ALERT: Africa Base Found!
      STR_SECRET_MISSION_BRIEFING: "We have located an old base, which seems to hide an important secret."

 I am learning to model openxcom, throwing many times, ;D  but this is beyond me. I am sure that fails for some silly, something that has escaped me, but I can not give the error. Thanks in advance.

Offline Solarius Scorch

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Re: Help. I do not understand how it works, the mission scripts.
« Reply #3 on: April 12, 2016, 07:07:50 pm »
In the missionScripts, try setting useTable: false instead of useTable: true.