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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
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
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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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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_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
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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
hullDamageFront
hullDamageBack
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
[Last edited Jul 19, 2011 16:55:43]
Creator of Artemis