Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32970.6
edited by Michael Baumgardt
on 2023/10/27 12:28
on 2023/10/27 12:28
Change comment:
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To version 32970.7
edited by Heinrich Unrau
on 2024/10/17 12:52
on 2024/10/17 12:52
Change comment:
There is no comment for this version
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... ... @@ -407,11 +407,11 @@ 407 407 408 408 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:** 409 409 410 -* {{code language="xml"}}0{{/code}} 411 -* {{code language="xml"}}0772{{/code}} 412 -* {{code language="xml"}}3.14159{{/code}} 413 -* {{code language="xml"}}5e12{{/code}} 414 -* {{code language="xml"}}0xCAFE{{/code}} 410 +* {{code language="xml"}}0{{/code}}(integer number) 411 +* {{code language="xml"}}0772{{/code}}(leading 0 means octal integer number) 412 +* {{code language="xml"}}3.14159{{/code}}(floating point number) 413 +* {{code language="xml"}}5e12{{/code}}(float in exponent notation, "times ten to the power of") 414 +* {{code language="xml"}}0xCAFE{{/code}}(hexadecimal integer number) 415 415 416 416 {{info}} 417 417 Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." ... ... @@ -420,7 +420,7 @@ 420 420 You can write string literals by putting the string in single quotes: 421 421 422 422 * {{code language="xml"}}'Hello world'{{/code}} 423 -* {{code language="xml"}}''{{/code}} 423 +* {{code language="xml"}}''{{/code}}(empty string) 424 424 * {{code language="xml"}}'String with a line break\n'{{/code}} 425 425 426 426 {{info}} ... ... @@ -432,12 +432,12 @@ 432 432 433 433 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: 434 434 435 -* {{code language="xml"}}5000000000L{{/code}} 436 -* {{code language="xml"}}1f{{/code}} 437 -* {{code language="xml"}}1000Cr{{/code}} 438 -* {{code language="xml"}}500m{{/code}} 439 -* {{code language="xml"}}10s{{/code}} 440 -* {{code language="xml"}}1h{{/code}} 435 +* {{code language="xml"}}5000000000L{{/code}}(large integer) 436 +* {{code language="xml"}}1f{{/code}}(floating point number, same as 1.0, just 1 would be an integer) 437 +* {{code language="xml"}}1000Cr{{/code}}(Money in Credits, converted to 100000 cents automatically) 438 +* {{code language="xml"}}500m{{/code}}(Length in metres) 439 +* {{code language="xml"}}10s{{/code}}(Time in seconds) 440 +* {{code language="xml"}}1h{{/code}}(Time in hours, which is converted to 3600s automatically) 441 441 442 442 A space between number and suffix is allowed. 443 443 ... ... @@ -630,8 +630,8 @@ 630 630 631 631 There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 632 632 633 -* {{code language="xml"}}(1 + 1)f{{/code}} 634 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}} 633 +* {{code language="xml"}}(1 + 1)f{{/code}}⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 634 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}}⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}} 635 635 636 636 When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 637 637 ... ... @@ -639,8 +639,8 @@ 639 639 640 640 Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 641 641 642 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} 643 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} 642 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}}⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 643 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}}⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}} 644 644 645 645 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 646 646 ... ... @@ -672,9 +672,9 @@ 672 672 \\**[New as of X Rebirth 4.0]** 673 673 \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 674 674 675 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} 676 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} 677 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} 675 +* {{code language="xml"}}'%,s'.[12345678]{{/code}}⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 676 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}}⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 677 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}}⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 678 678 679 679 Additional remarks: 680 680 ... ... @@ -719,13 +719,13 @@ 719 719 720 720 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 721 721 722 -* {{code language="xml"}}table[]{{/code}} 723 -* {{code language="xml"}}table[{0} = null]{{/code}} 722 +* {{code language="xml"}}table[]{{/code}}⟹ creates an empty table 723 +* {{code language="xml"}}table[{0} = null]{{/code}}⟹ creates a table that maps the number 0 to null 724 724 725 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} 726 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} 727 -* {{code language="xml"}}table[foo = 'bar']{{/code}} 728 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} 725 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}}⟹ a table that maps the string '$foo' to the string 'bar' 726 +* {{code language="xml"}}table[$foo = 'bar']{{/code}}⟹ exactly the same, just a shorter notation for string keys 727 +* {{code language="xml"}}table[foo = 'bar']{{/code}}⟹ error, 'foo' does not start with a '$' 728 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}}⟹ a table that maps 1 to an empty list and 2 to an empty table 729 729 730 730 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 731 731 ... ... @@ -746,10 +746,10 @@ 746 746 747 747 You can look up a property by appending a dot and the key in curly braces: 748 748 749 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} 750 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 751 -* {{code language="xml"}}[].{'count'}{{/code}} 752 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} 749 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}}⟹ 100 (reading the first element) 750 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}}⟹ 'world' (second element of the inner list, which is the third element of the outer list) 751 +* {{code language="xml"}}[].{'count'}{{/code}}⟹ 0 752 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}}⟹ 42 753 753 754 754 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 755 755 ... ... @@ -773,19 +773,19 @@ 773 773 774 774 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 775 775 776 -* {{code language="xml"}}[1, 6, 8].min{{/code}} 776 +* {{code language="xml"}}[1, 6, 8].min{{/code}}⟹ 1 777 777 778 778 **average'** returns the average (but all element types have to be compatible) 779 779 780 -* {{code language="xml"}}[1, 6, 8].average{{/code}} 780 +* {{code language="xml"}}[1, 6, 8].average{{/code}}⟹ 5 781 781 782 782 **indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list 783 783 784 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} 784 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}}⟹ 3 785 785 786 786 **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 787 787 788 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} 788 +* {{code language="xml"}}[1, 6, 8].clone{{/code}}⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 789 789 790 790 A table has different properties: 791 791 ... ... @@ -809,20 +809,20 @@ 809 809 810 810 If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 811 811 812 -* {{code language="xml"}}$list.{5}{{/code}} 813 -* {{code language="xml"}}$list.{5}?{{/code}} 814 -* {{code language="xml"}}$table.$key?{{/code}} 812 +* {{code language="xml"}}$list.{5}{{/code}}⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 813 +* {{code language="xml"}}$list.{5}?{{/code}}⟹ true if $list exists and has the property 5, false otherwise 814 +* {{code language="xml"}}$table.$key?{{/code}}⟹ Analogously, true if $table exists and has the string property '$key' 815 815 816 816 The question mark can even be applied to variables: 817 817 818 -* {{code language="xml"}}$list{{/code}} 819 -* {{code language="xml"}}$list?{{/code}} 818 +* {{code language="xml"}}$list{{/code}}⟹ The value stored under the name $list, or an error if there is no such variable 819 +* {{code language="xml"}}$list?{{/code}}⟹ true if the variable exists, false otherwise 820 820 821 821 To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 822 822 823 -* {{code language="xml"}}@$list.{5}{{/code}} 824 -* {{code language="xml"}}@$list{{/code}} 825 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} 823 +* {{code language="xml"}}@$list.{5}{{/code}}⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 824 +* {{code language="xml"}}@$list{{/code}}⟹ The list if this variable exists, null otherwise 825 +* {{code language="xml"}}@$list.{5}.{1}{{/code}}⟹ The first element of the fifth element of $list, if it exists, null otherwise 826 826 827 827 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 828 828 ... ... @@ -930,10 +930,10 @@ 930 930 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers. 931 931 932 932 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 933 -* {{code language="xml"}}$money.formatted.default{{/code}} 933 +* {{code language="xml"}}$money.formatted.default{{/code}}(using default format string '%s') 934 934 935 935 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 936 -* {{code language="xml"}}$time.formatted.default{{/code}} 936 +* {{code language="xml"}}$time.formatted.default{{/code}}(using default format string '%T') 937 937 938 938 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 939 939 ... ... @@ -967,10 +967,10 @@ 967 967 968 968 Examples: 969 969 970 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} 971 -* {{code language="xml"}}(151s).formatted.default{{/code}} 972 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} 973 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} 970 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} 971 +* {{code language="xml"}}(151s).formatted.default{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 972 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 973 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹ {{code language="xml"}}'0:02'{{/code}} 974 974 975 975 === Complete property documentation === 976 976 ... ... @@ -1007,6 +1007,7 @@ 1007 1007 1008 1008 * MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1009 1009 * If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1010 +** 1010 1010 * As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1011 1011 * You CANNOT change a <cue> to a <library> or vice versa. 1012 1012 * You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)