Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32938.1
edited by Daniel Turner
on 2023/08/22 16:49
Change comment: Rollback to version 32934.1
To version 32206.1
edited by Daniel Turner
on 2023/05/09 17:28
Change comment: There is no comment for this version

Summary

Details

Page properties
Tags
... ... @@ -1,1 +1,1 @@
1 -Broken_macro/anchor|Broken macro/anchor
1 +Broken_macro/anchor
Content
... ... @@ -6,10 +6,20 @@
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 -(% id="md-scripts" %)
9 +\\
10 10  
11 +(% id="table-of-contents" %)
12 +
11 11  {{toc/}}
12 12  
15 += Table of Contents =
16 +
17 +{{{__TOC__ }}}
18 +
19 +\\
20 +
21 +(% id="md-scripts" %)
22 +
13 13  = MD scripts =
14 14  
15 15  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.
... ... @@ -24,6 +24,10 @@
24 24  
25 25  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."/}}
26 26  
37 +
38 +
39 +(% id="categorybroken_macroanchorscript-debug-output" %)
40 +
27 27  == Script debug output ==
28 28  
29 29  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]].
... ... @@ -40,6 +40,10 @@
40 40  
41 41  The script action <debug_text> can be used to print debug messages from within a script.\\
42 42  
57 +\\
58 +
59 +(% id="md-script-structure" %)
60 +
43 43  = MD script structure =
44 44  
45 45  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.
... ... @@ -67,6 +67,10 @@
67 67  </mdscript>
68 68  {{/code}}
69 69  
88 + 
89 +
90 +(% id="categorybroken_macroanchorcues" %)
91 +
70 70  == Cues ==
71 71  
72 72  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.
... ... @@ -84,8 +84,14 @@
84 84  
85 85  \\
86 86  
109 +
110 +
87 87  {{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
88 88  
113 +
114 +
115 +\\
116 +
89 89  This is how a cue node looks like:
90 90  
91 91  {{code language="xml"}}
... ... @@ -102,6 +102,10 @@
102 102  
103 103  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.
104 104  
133 +\\
134 +
135 +(% id="categorybroken_macroanchorconditions" %)
136 +
105 105  == Conditions ==
106 106  
107 107  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.
... ... @@ -178,10 +178,18 @@
178 178  
179 179  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
180 180  
213 +\\
181 181  
182 182  
216 +
183 183  {{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."/}}
184 184  
219 +
220 +
221 +\\
222 +
223 +(% id="actions" %)
224 +
185 185  == Actions ==
186 186  
187 187  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>:
... ... @@ -226,6 +226,12 @@
226 226  
227 227  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.
228 228  
269 +\\
270 +
271 + 
272 +
273 +(% id="libraries" %)
274 +
229 229  = Libraries =
230 230  
231 231  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.
... ... @@ -295,8 +295,10 @@
295 295  
296 296  * 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).
297 297  * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
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" %)
344 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
299 299  
346 +(% id="library-parameters" %)
347 +
300 300  == Library Parameters ==
301 301  
302 302  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.
... ... @@ -338,11 +338,18 @@
338 338  
339 339  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.
340 340  
389 +\\
390 +
391 + 
392 +
393 +(% id="instantiation" %)
394 +
341 341  = Instantiation =
342 342  
343 343  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.**
344 344  \\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.
345 345  \\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" %)
346 346  
347 347  == Cleaning up instances explicitly ==
348 348  
... ... @@ -350,6 +350,10 @@
350 350  
351 351  {{info body="&lt;cancel_cue&gt; and &lt;reset_cue&gt; 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 ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}}
352 352  
408 +
409 +
410 +(% id="access-to-instances" %)
411 +
353 353  == Access to instances ==
354 354  
355 355  
... ... @@ -387,6 +387,10 @@
387 387  
388 388  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.)
389 389  
449 +\\
450 +
451 +(% id="pitfalls" %)
452 +
390 390  == Pitfalls ==
391 391  
392 392  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
... ... @@ -400,10 +400,16 @@
400 400  * **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 donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
401 401  * **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 wouldnΓÇÖt exist under other circumstances.
402 402  
466 + 
467 +
468 +(% id="categorybroken_macroanchorexpressions" %)
469 +
403 403  = Expressions =
404 404  
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:**
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:**\\
406 406  
474 +
475 +
407 407  * {{code}}0{{/code}} (integer number)
408 408  * {{code}}0772{{/code}} (leading 0 means octal integer number)
409 409  * {{code}}3.14159{{/code}} (floating point number)
... ... @@ -426,6 +426,12 @@
426 426  
427 427  {{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 '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;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."/}}
428 428  
498 +
499 +
500 +\\
501 +
502 +(% id="numeric-data-types-and-suffixes" %)
503 +
429 429  == Numeric data types and suffixes ==
430 430  
431 431  Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
... ... @@ -441,8 +441,14 @@
441 441  
442 442  Here is the complete list of numeric data types and corresponding unit suffixes:
443 443  
519 +\\
520 +
444 444  (% style="margin-left: 0.0px;" %)
445 445  (((
523 +\\
524 +
525 +
526 +
446 446  |Data type|Suffix|Examples|Description
447 447  |null|(none)|null|Converted to non-null data type of value 0 when needed.
448 448  |integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
... ... @@ -478,12 +478,24 @@
478 478  
479 479  {{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
480 480  
562 +\\
563 +
564 +
565 +
566 +(% id="categorybroken_macroanchoroperators" %)
567 +
481 481  == Operators ==
482 482  
483 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported
570 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported:
484 484  
572 +\\
573 +
485 485  (% style="margin-left: 0.0px;" %)
486 486  (((
576 +\\
577 +
578 +
579 +
487 487  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
488 488  |null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
489 489  |false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
... ... @@ -563,13 +563,20 @@
563 563  {{code}}null{{/code}}
564 564  \\{{code}}'T'{{/code}}|Conditional operator ("inline if")
565 565  
566 -)))(% id="operator-precedence-rules" %)
567 -(%%)
568 568  
660 +\\
661 +
662 +
663 +)))
664 +
665 +(% id="operator-precedence-rules" %)
666 +
569 569  === Operator precedence rules ===
570 570  
571 -You can group sub-expressions using parentheses, but if you donΓÇÖt, 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.
669 +You can group sub-expressions using parentheses, but if you donΓÇÖt, 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.\\
572 572  
671 +
672 +
573 573  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
574 574  * Power operator: ^
575 575  * Multiplicative: *, /, %
... ... @@ -614,8 +614,10 @@
614 614  
615 615  === Boolean operators ===
616 616  
617 -Some additional notes on Boolean operators (such as and, or, not, ==):
717 +Some additional notes on Boolean operators (such as and, or, not, ==):\\
618 618  
719 +
720 +
619 619  * Of course a Boolean operation always results in true or false (integer 1 or 0).
620 620  * Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are **non-zero** or **non-numeric**.
621 621  * != 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.
... ... @@ -624,10 +624,10 @@
624 624  * 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.
625 625  * <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
626 626  
729 +\\
627 627  
731 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting
628 628  
629 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
630 -(% id="categorybroken_macroanchorstrings-and-formatting" %)
631 631  
632 632  {{{==}}}
633 633