Changes for page Mission Director Guide

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

From version 32982.1
edited by Owen Lake
on 2025/03/19 13:49
Change comment: There is no comment for this version
To version 32974.1
edited by Heinrich Unrau
on 2024/10/17 13:14
Change comment: There is no comment for this version

Summary

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Author
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1 -xwiki:XWiki.Owen
1 +xwiki:XWiki.Heinrich
Content
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726 726  * {{code language="xml"}}table[$foo = 'bar']{{/code}}⟹ exactly the same, just a shorter notation for string keys
727 727  * {{code language="xml"}}table[foo = 'bar']{{/code}}⟹ error, 'foo' does not start with a '$'
728 728  * {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}}⟹ a table that maps 1 to an empty list and 2 to an empty table
729 -* {{code language="xml"}}table[faction.argon = 'bar']{{/code}}⟹ error, the expression 'faction.argon' will not be resolved into a key value. Requires { } braces.
730 -* {{code language="xml"}}table[{faction.argon} = 'bar'] {{/code}}⟹ a table that maps the value 'faction.argon' to the string 'bar'
731 731  
732 732  Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
733 733  
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1009 1009  
1010 1010  * 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).
1011 1011  * 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.
1012 -** (!) Pitfall: It is recommended that cues are not removed if they were previously released in public builds, to prevent future cues with the same name leading to errors (see example below). Instead they can be emptied and marked as deprecated.
1013 -* 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.
1014 -* You CANNOT change a <cue> to a <library> or vice versa.
1015 -* 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.)
1016 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1017 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1018 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1019 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1020 -* Adding root cues enables their condition checks immediately (if the module attribute allows it).
1021 -* Adding sub-cues to active or complete cues enables their condition checks immediately.
1022 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1023 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1024 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1025 -
1026 -{{warning}}
1027 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.
1028 -{{/warning}}
1029 -
1030 -{{warning}}
1031 -When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.
1032 -{{/warning}}
1033 -
1034 -{{warning}}
1035 -(% id="cke_bm_221021S" style="display:none" %) (%%)Cue Removal Pitfall:
1010 +** (!) Pitfall: Cue Removal
1036 1036  If you remove a cue and then later add another cue with the same name, old save files will not know that the cue has been removed inbetween. In the following example the first cue was created setting $val_1 and the game is saved.
1037 1037  {{code language="xml"}}<cue name="Deprecated_Test1">
1038 1038   <actions>
... ... @@ -1057,8 +1057,27 @@
1057 1057  \\To avoid this, do not delete any cues (once they are public for save game compatibility), but empty them out and mark them as deprecated. This will prevent new cues with the same name in the script.
1058 1058  {{code language="xml"}}<!-- Deprecated Cues, kept to not duplicate names in future cues -->
1059 1059  <cue name="Deprecated_Test1" comment="deprecated"></cue>{{/code}}
1035 +* 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.
1036 +* You CANNOT change a <cue> to a <library> or vice versa.
1037 +* 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.)
1038 +* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1039 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1040 +* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1041 +* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1042 +* Adding root cues enables their condition checks immediately (if the module attribute allows it).
1043 +* Adding sub-cues to active or complete cues enables their condition checks immediately.
1044 +* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1045 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1046 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1047 +
1048 +{{warning}}
1049 +Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.
1060 1060  {{/warning}}
1061 1061  
1052 +{{warning}}
1053 +When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.
1054 +{{/warning}}
1055 +
1062 1062  == Patching ==
1063 1063  
1064 1064  Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading.