Modifications pour le document Mission Director Guide
Modifié par Klaus Meyer le 2025/03/31 16:39
Depuis la version 32205.1
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sur 2023/05/09 17:28
sur 2023/05/09 17:28
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À la version 32938.1
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sur 2023/08/22 16:49
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... ... @@ -6,20 +6,10 @@ 6 6 7 7 {{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}} 8 8 9 - \\9 +(% id="md-scripts" %) 10 10 11 -(% id="table-of-contents" %) 12 - 13 13 {{toc/}} 14 14 15 -= Table of Contents = 16 - 17 -{{{__TOC__ }}} 18 - 19 -\\ 20 - 21 -(% id="md-scripts" %) 22 - 23 23 = MD scripts = 24 24 25 25 MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. ... ... @@ -34,10 +34,6 @@ 34 34 35 35 To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."/}} 36 36 37 - 38 - 39 -(% id="categorybroken_macroanchorscript-debug-output" %) 40 - 41 41 == Script debug output == 42 42 43 43 The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. ... ... @@ -54,10 +54,6 @@ 54 54 55 55 The script action <debug_text> can be used to print debug messages from within a script.\\ 56 56 57 -\\ 58 - 59 -(% id="md-script-structure" %) 60 - 61 61 = MD script structure = 62 62 63 63 In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. ... ... @@ -85,10 +85,6 @@ 85 85 </mdscript> 86 86 {{/code}} 87 87 88 -  89 - 90 -(% id="categorybroken_macroanchorcues" %) 91 - 92 92 == Cues == 93 93 94 94 Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. ... ... @@ -106,14 +106,8 @@ 106 106 107 107 \\ 108 108 109 - 110 - 111 111 {{note body="There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}} 112 112 113 - 114 - 115 -\\ 116 - 117 117 This is how a cue node looks like: 118 118 119 119 {{code language="xml"}} ... ... @@ -130,10 +130,6 @@ 130 130 131 131 The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 132 132 133 -\\ 134 - 135 -(% id="categorybroken_macroanchorconditions" %) 136 - 137 137 == Conditions == 138 138 139 139 The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. ... ... @@ -210,18 +210,10 @@ 210 210 211 211 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 212 212 213 -\\ 214 214 215 215 216 - 217 217 {{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 218 218 219 - 220 - 221 -\\ 222 - 223 -(% id="actions" %) 224 - 225 225 == Actions == 226 226 227 227 The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: ... ... @@ -266,12 +266,6 @@ 266 266 267 267 Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 268 268 269 -\\ 270 - 271 -  272 - 273 -(% id="libraries" %) 274 - 275 275 = Libraries = 276 276 277 277 Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. ... ... @@ -341,10 +341,8 @@ 341 341 342 342 * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 343 343 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 344 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 298 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 345 345 346 -(% id="library-parameters" %) 347 - 348 348 == Library Parameters == 349 349 350 350 A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. ... ... @@ -386,18 +386,11 @@ 386 386 387 387 If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 388 388 389 -\\ 390 - 391 -  392 - 393 -(% id="instantiation" %) 394 - 395 395 = Instantiation = 396 396 397 397 One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 398 398 \\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 399 399 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 400 -\\\\\\\\\\(% id="cleaning-up-instances-explicitly" %) 401 401 402 402 == Cleaning up instances explicitly == 403 403 ... ... @@ -405,10 +405,6 @@ 405 405 406 406 {{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword “'''this'''”) or any ancestor cue, and still perform more actions afterwards."/}} 407 407 408 - 409 - 410 -(% id="access-to-instances" %) 411 - 412 412 == Access to instances == 413 413 414 414 ... ... @@ -446,10 +446,6 @@ 446 446 447 447 You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 448 448 449 -\\ 450 - 451 -(% id="pitfalls" %) 452 - 453 453 == Pitfalls == 454 454 455 455 Some additional common pitfalls with respect to instantiation are listed here. There may be more. ... ... @@ -463,16 +463,10 @@ 463 463 * **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don’t exist any more - it simply doesn’t work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won’t be removed until they are cancelled. In some other cases you simply don’t know and have to check if the instance is already (or still) there. 464 464 * **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn’t exist under other circumstances. 465 465 466 -  467 - 468 -(% id="categorybroken_macroanchorexpressions" %) 469 - 470 470 = Expressions = 471 471 472 -Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** \\405 +Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** 473 473 474 - 475 - 476 476 * {{code}}0{{/code}} (integer number) 477 477 * {{code}}0772{{/code}} (leading 0 means octal integer number) 478 478 * {{code}}3.14159{{/code}} (floating point number) ... ... @@ -495,12 +495,6 @@ 495 495 496 496 {{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you’ll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}} 497 497 498 - 499 - 500 -\\ 501 - 502 -(% id="numeric-data-types-and-suffixes" %) 503 - 504 504 == Numeric data types and suffixes == 505 505 506 506 Numbers can have a suffix that determines their numeric type. There are also numerical data types like “money” or “time” which can only be expressed by using an appropriate unit suffix: ... ... @@ -516,14 +516,8 @@ 516 516 517 517 Here is the complete list of numeric data types and corresponding unit suffixes: 518 518 519 -\\ 520 - 521 521 (% style="margin-left: 0.0px;" %) 522 522 ((( 523 -\\ 524 - 525 - 526 - 527 527 |Data type|Suffix|Examples|Description 528 528 |null|(none)|null|Converted to non-null data type of value 0 when needed. 529 529 |integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. ... ... @@ -559,24 +559,12 @@ 559 559 560 560 {{note body="All unit data types are floating point types, except for money, which is an integer data type."/}} 561 561 562 -\\ 563 - 564 - 565 - 566 -(% id="categorybroken_macroanchoroperators" %) 567 - 568 568 == Operators == 569 569 570 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported :483 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported 571 571 572 -\\ 573 - 574 574 (% style="margin-left: 0.0px;" %) 575 575 ((( 576 -\\ 577 - 578 - 579 - 580 580 |Operator / Delimiter / Constant|Type|Example|Result of example|Description 581 581 |null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 582 582 |false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions ... ... @@ -656,20 +656,13 @@ 656 656 {{code}}null{{/code}} 657 657 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 658 658 566 +)))(% id="operator-precedence-rules" %) 567 +(%%) 659 659 660 -\\ 661 - 662 - 663 -))) 664 - 665 -(% id="operator-precedence-rules" %) 666 - 667 667 === Operator precedence rules === 668 668 669 -You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. \\571 +You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 670 670 671 - 672 - 673 673 * Unary operators: +, -, not, typeof, function-style operators (highest precedence) 674 674 * Power operator: ^ 675 675 * Multiplicative: *, /, % ... ... @@ -714,10 +714,8 @@ 714 714 715 715 === Boolean operators === 716 716 717 -Some additional notes on Boolean operators (such as and, or, not, ==): \\617 +Some additional notes on Boolean operators (such as and, or, not, ==): 718 718 719 - 720 - 721 721 * Of course a Boolean operation always results in true or false (integer 1 or 0). 722 722 * Values of any type can be used as Boolean operands, e.g. for “and”. They will be interpreted as “true” if they are **non-zero** or **non-numeric**. 723 723 * != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. ... ... @@ -726,10 +726,10 @@ 726 726 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 727 727 * <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 728 728 729 -\\ 730 730 731 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting 732 732 629 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 630 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 733 733 734 734 {{{==}}} 735 735