Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32944.3
edited by Daniel Turner
on 2023/08/22 17:29
on 2023/08/22 17:29
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Update document after refactoring.
To version 32945.1
edited by Daniel Turner
on 2023/08/22 17:32
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... ... @@ -1,6 +1,6 @@ 1 1 The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.3 +An introduction to the original MD can be found in the[[(% &text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 ... ... @@ -8,7 +8,6 @@ 8 8 9 9 (% id="md-scripts" %) 10 10 11 - 12 12 {{toc/}} 13 13 14 14 = MD scripts = ... ... @@ -17,12 +17,12 @@ 17 17 18 18 MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names. 19 19 20 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% &text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 21 21 22 22 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 23 23 24 24 {{info}} 25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[ xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|Conditions.WebHome]]).24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 26 26 27 27 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." 28 28 {{/info}} ... ... @@ -33,15 +33,11 @@ 33 33 34 34 To collect all messages in a file, start the game with the following parameters on the command line: 35 35 36 -{{code}} 37 --logfile debuglog.txt 38 -{{/code}} 35 +{{code}}-logfile debuglog.txt{{/code}} 39 39 40 40 All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 41 41 42 -{{code}} 43 --debug scripts 44 -{{/code}} 39 +{{code}}-debug scripts{{/code}} 45 45 46 46 Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\ 47 47 ... ... @@ -85,14 +85,13 @@ 85 85 * **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\ 86 86 87 87 83 + 88 88 * **Complete**: The cue has finished performing its actions. 89 89 * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 90 90 91 91 \\ 92 92 93 -{{info}} 94 -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. 95 -{{/info}} 89 +{{info}}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.{{/info}} 96 96 97 97 This is how a cue node looks like: 98 98 ... ... @@ -159,6 +159,7 @@ 159 159 * Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\ 160 160 161 161 156 + 162 162 * With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event. 163 163 164 164 Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). ... ... @@ -221,9 +221,7 @@ 221 221 222 222 223 223 224 -{{info}} 225 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 226 -{{/info}} 219 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}} 227 227 228 228 229 229 ... ... @@ -239,9 +239,7 @@ 239 239 240 240 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. 241 241 242 -{{info}} 243 -The syntax of libraries is considerably different from the syntax in the MD of X3TC. 244 -{{/info}} 235 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 245 245 246 246 247 247 ... ... @@ -295,9 +295,7 @@ 295 295 {{/code}} 296 296 297 297 298 -{{warning}} 299 -These examples are definitely <u>not</u> examples of good scripting style. 300 -{{/warning}} 289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 301 301 302 302 303 303 ... ... @@ -307,7 +307,7 @@ 307 307 308 308 * 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). 309 309 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 310 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 299 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 311 311 312 312 == Library Parameters == 313 313 ... ... @@ -352,7 +352,7 @@ 352 352 353 353 = Instantiation = 354 354 355 -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 +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 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.** 356 356 \\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 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. 357 357 \\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. 358 358 ... ... @@ -360,15 +360,13 @@ 360 360 361 361 Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 362 362 363 -{{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 "/}} 352 +{{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."/}} 364 364 365 365 == Access to instances == 366 366 367 367 368 368 369 -{{info}} 370 -This sub-section requires basic knowledge of script expressions. 371 -{{/info}} 358 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 372 372 373 373 374 374 ... ... @@ -407,7 +407,7 @@ 407 407 408 408 * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 409 409 410 - (% style="color: rgb(0,0,255);text-decoration: none;" %){{code}}<debug_text text="static.$foo"/>{{/code}}397 +{{code}}<debug_text text="static.$foo"/>{{/code}} 411 411 \\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 412 412 \\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 413 413 ... ... @@ -425,12 +425,11 @@ 425 425 * {{code}}0xCAFE{{/code}} (hexadecimal integer number) 426 426 427 427 428 -{{info}} 429 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 430 -{{/info}} 431 431 416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}} 432 432 433 433 419 + 434 434 You can write string literals by putting the string in single quotes: 435 435 436 436 * {{code}}'Hello world'{{/code}} ... ... @@ -438,10 +438,9 @@ 438 438 * {{code}}'String with a line break\n'{{/code}} 439 439 440 440 441 -{{info}} 442 -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 '''< > " &''' 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. 443 -{{/info}} 444 444 428 +{{info}}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 '''< > " &''' 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.{{/info}} 429 + 445 445 == Numeric data types and suffixes == 446 446 447 447 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: ... ... @@ -492,9 +492,7 @@ 492 492 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 493 493 ))) 494 494 495 -{{info}} 496 -All unit data types are floating point types, except for money, which is an integer data type. 497 -{{/info}} 480 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 498 498 499 499 == Operators == 500 500 ... ... @@ -508,10 +508,10 @@ 508 508 |true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 509 509 |pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 510 510 |()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 511 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>> xwiki:MediaWiki.NULL.WebHome]] of values512 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>> xwiki:MediaWiki.NULL.WebHome]] of values494 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 495 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 513 513 |{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 514 -\\(Note: Braces are also used for [[property lookups>> xwiki:MediaWiki.NULL.WebHome]])497 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 515 515 |+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 516 516 |-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 517 517 |not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise ... ... @@ -521,7 +521,7 @@ 521 521 \\{{code}}typeof 'Hello world'{{/code}}| 522 522 {{code}}datatype.null{{/code}} 523 523 \\{{code}}datatype.integer{{/code}} 524 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>> xwiki:MediaWiki.NULL.WebHome]]507 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 525 525 |sin|unary| 526 526 {{code}}sin(30deg){{/code}} 527 527 \\{{code}}sin(pi){{/code}}| ... ... @@ -580,10 +580,10 @@ 580 580 \\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 581 581 {{code}}null{{/code}} 582 582 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 583 -))) 584 584 567 +)))(% id="operator-precedence-rules" %) 568 +(%%) 585 585 586 - 587 587 === Operator precedence rules === 588 588 589 589 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. ... ... @@ -600,7 +600,6 @@ 600 600 601 601 (% id="type-conversion" %) 602 602 603 - 604 604 === Type conversion === 605 605 606 606 When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: ... ... @@ -631,7 +631,6 @@ 631 631 632 632 (% id="boolean-operators" %) 633 633 634 - 635 635 === Boolean operators === 636 636 637 637 Some additional notes on Boolean operators (such as and, or, not, ==): ... ... @@ -642,14 +642,13 @@ 642 642 * "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 643 643 ** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 644 644 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 645 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>> xwiki:MediaWiki.NULL.WebHome]] with additional XML attributes can be more readable.626 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 646 646 647 647 648 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 649 649 630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 650 650 (% id="categorybroken_macroanchorstrings-and-formatting" %) 651 651 652 - 653 653 {{{==}}} 654 654 655 655 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: ... ... @@ -657,7 +657,7 @@ 657 657 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 658 658 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 659 659 660 -See also the section about [[value properties>> xwiki:MediaWiki.NULL.WebHome]].640 +See also the section about [[value properties>>MediaWiki.NULL]]. 661 661 662 662 Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 663 663 \\To get a percent character in the result string, use '%%' in the format string. ... ... @@ -676,36 +676,32 @@ 676 676 * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero). 677 677 678 678 679 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "/}} 680 680 660 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 681 681 682 682 663 + 683 683 \\ 684 684 685 685 (% id="categorybroken_macroanchorlists" %) 686 686 687 - 688 688 == Lists == 689 689 690 -Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>> xwiki:MediaWiki.NULL.WebHome]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>xwiki:MediaWiki.NULL.WebHome]].670 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 691 691 692 -A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>> xwiki:MediaWiki.NULL.WebHome]]. Lists can be empty, these are written as "[ ]".672 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]". 693 693 694 -{{info}} 695 -When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages." 696 -{{/info}} 674 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}} 697 697 698 698 699 699 700 700 Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 701 701 702 -{{info}} 703 -When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 680 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 704 704 705 705 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 706 706 707 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 708 -{{/info}} 684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}} 709 709 710 710 711 711 ... ... @@ -713,10 +713,9 @@ 713 713 714 714 (% id="categorybroken_macroanchortables" %) 715 715 716 - 717 717 == Tables == 718 718 719 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>> xwiki:MediaWiki.NULL.WebHome]]. See the section about [[value properties>>xwiki:MediaWiki.NULL.WebHome]] for how to access the contents of a table. [[Creating and removing entries>>xwiki:MediaWiki.NULL.WebHome]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\694 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\ 720 720 721 721 Almost all values are allowed as table keys, but there are a few exceptions: 722 722 ... ... @@ -725,6 +725,7 @@ 725 725 * Lists, tables, groups and buildplans cannot be used as table keys\\ 726 726 727 727 703 + 728 728 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 729 729 730 730 * {{code}}table[]{{/code}} ⟹ creates an empty table ... ... @@ -731,6 +731,7 @@ 731 731 * {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 732 732 733 733 710 + 734 734 * {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 735 735 * {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 736 736 * {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' ... ... @@ -737,6 +737,7 @@ 737 737 * {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 738 738 739 739 717 + 740 740 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 741 741 742 742 \\ ... ... @@ -743,7 +743,6 @@ 743 743 744 744 (% id="categorybroken_macroanchorvalue-properties" %) 745 745 746 - 747 747 == Value properties == 748 748 749 749 Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. ... ... @@ -767,6 +767,7 @@ 767 767 * {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 768 768 769 769 747 + 770 770 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 771 771 772 772 * {{code}}[42].{'count'}{{/code}} ... ... @@ -775,6 +775,7 @@ 775 775 * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 776 776 777 777 756 + 778 778 But it is easier just to write the property key without braces, which is equivalent: 779 779 780 780 * {{code}}[0].count{{/code}} ... ... @@ -783,6 +783,7 @@ 783 783 * {{code}}table[$foo='bar'].$foo{{/code}}\\ 784 784 785 785 765 + 786 786 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 787 787 788 788 A list has even more properties: ... ... @@ -817,16 +817,16 @@ 817 817 * {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 818 818 819 819 800 + 820 820 * {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 821 821 * {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 822 822 823 823 824 -{{info}} 825 -The string formatting syntax that you have seen [[xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|above.WebHome]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 826 -{{/info}} 827 827 806 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 828 828 829 829 809 + 830 830 (% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 831 831 832 832 ... ... @@ -839,6 +839,7 @@ 839 839 * {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 840 840 841 841 822 + 842 842 The question mark can even be applied to variables: 843 843 844 844 * {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable ... ... @@ -856,7 +856,6 @@ 856 856 857 857 (% id="static-lookups" %) 858 858 859 - 860 860 === Static lookups === 861 861 862 862 There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes. ... ... @@ -889,11 +889,11 @@ 889 889 |profile| 890 890 profile.flat 891 891 \\profile.increasing 892 -\\profile.bell|Probability distribution profile (see [[random ranges>> xwiki:MediaWiki.NULL.WebHome]])872 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 893 893 |cuestate| 894 894 cuestate.waiting 895 895 \\cuestate.active 896 -\\cuestate.complete|[[Cue states>> xwiki:MediaWiki.NULL.WebHome]]876 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 897 897 |level| 898 898 level.easy 899 899 \\level.medium ... ... @@ -913,19 +913,15 @@ 913 913 \\faction.argongovernment|Factions 914 914 ))) 915 915 916 -{{info}} 917 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 918 918 919 919 <code>typeof $value == datatype.faction</code> 920 920 921 921 However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 922 922 923 -<code>(typeof $value).isstring</code>" 924 -{{/info}} 902 +<code>(typeof $value).isstring</code>"{{/info}} 925 925 926 -{{info}} 927 -There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use." 928 -{{/info}} 904 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}} 929 929 930 930 \\ 931 931 ... ... @@ -933,7 +933,6 @@ 933 933 934 934 (% id="player-properties" %) 935 935 936 - 937 937 === Player properties === 938 938 939 939 You can access many player-related game properties via the keyword "player": ... ... @@ -944,15 +944,17 @@ 944 944 * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 945 945 946 946 922 + 947 947 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 948 948 * player.**entity**: The actual player object\\ 949 949 950 950 927 + 951 951 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 952 952 * player.**copilot**: The co-pilot NPC 953 953 954 954 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 955 -\\ 932 +\\(% id="safe-properties" %) 956 956 957 957 === Safe properties === 958 958 ... ... @@ -973,12 +973,13 @@ 973 973 {{{===}}} 974 974 975 975 **[New as of X Rebirth 4.0]** 976 -\\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>> xwiki:MediaWiki.NULL.WebHome]] for numbers.953 +\\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>>MediaWiki.NULL]] for numbers. 977 977 978 978 * {{code}}$money.formatted.{'formatstring'}{{/code}} 979 979 * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 980 980 981 981 959 + 982 982 * {{code}}$time.formatted.{'formatstring'}{{/code}} 983 983 * {{code}}$time.formatted.default{{/code}} (using default format string '%T') 984 984 ... ... @@ -1005,6 +1005,7 @@ 1005 1005 * %%: A % sign\\ 1006 1006 1007 1007 986 + 1008 1008 Examples:\\ 1009 1009 1010 1010 ... ... @@ -1015,7 +1015,7 @@ 1015 1015 * {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 1016 1016 * {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 1017 1017 1018 -For documentation of time format strings, see the Lua function ConvertTimeString() in the [[ xwiki:MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview.WebHome]].997 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1019 1019 1020 1020 Examples: 1021 1021 ... ... @@ -1026,7 +1026,6 @@ 1026 1026 1027 1027 (% id="complete-property-documentation" %) 1028 1028 1029 - 1030 1030 === Complete property documentation === 1031 1031 1032 1032 To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. ... ... @@ -1035,12 +1035,10 @@ 1035 1035 1036 1036 1037 1037 1038 -{{info}} 1039 -scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1016 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1040 1040 1041 1041 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1042 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files 1043 -{{/info}} 1019 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 1044 1044 1045 1045 1046 1046 ... ... @@ -1056,9 +1056,7 @@ 1056 1056 1057 1057 1058 1058 1059 -{{info}} 1060 -The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class. 1061 -{{/info}} 1035 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}} 1062 1062 1063 1063 1064 1064 ... ... @@ -1066,7 +1066,6 @@ 1066 1066 1067 1067 (% id="md-refreshing-and-patching" %) 1068 1068 1069 - 1070 1070 = MD refreshing and patching = 1071 1071 1072 1072 When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running. ... ... @@ -1075,7 +1075,6 @@ 1075 1075 1076 1076 (% id="details-and-restrictions" %) 1077 1077 1078 - 1079 1079 == Details and restrictions == 1080 1080 1081 1081 Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: ... ... @@ -1099,13 +1099,9 @@ 1099 1099 1100 1100 1101 1101 1102 -{{warning}} 1103 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1104 -{{/warning}} 1074 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1105 1105 1106 -{{warning}} 1107 -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. 1108 -{{/warning}} 1076 +{{warning}}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.{{/warning}} 1109 1109 1110 1110 1111 1111 ... ... @@ -1113,22 +1113,17 @@ 1113 1113 1114 1114 (% id="patching" %) 1115 1115 1116 - 1117 1117 == Patching == 1118 1118 1119 1119 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. 1120 1120 1121 -{{code}} 1122 -<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue> 1123 -{{/code}} 1088 +{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1124 1124 1125 1125 The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1126 1126 1127 1127 A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 1128 1128 1129 -{{info}} 1130 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1131 -{{/info}} 1094 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1132 1132 1133 1133 1134 1134 ... ... @@ -1136,7 +1136,6 @@ 1136 1136 1137 1137 (% id="common-attribute-groups" %) 1138 1138 1139 - 1140 1140 = Common attribute groups = 1141 1141 1142 1142 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. ... ... @@ -1145,86 +1145,62 @@ 1145 1145 1146 1146 (% id="categorybroken_macroanchorvalue-comparisons" %) 1147 1147 1148 - 1149 1149 == Value comparisons == 1150 1150 1151 1151 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1152 1152 1153 -{{code}} 1154 -<check_value value="$ware == ware.silicon and $amount != 0"/> 1155 -{{/code}} 1114 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1156 1156 1157 1157 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1158 1158 1159 -{{code}} 1160 -<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/> 1161 -{{/code}} 1118 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}} 1162 1162 1163 -{{info}} 1164 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1165 -{{/info}} 1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1166 1166 1167 1167 1168 1168 1169 1169 \\ 1170 1170 1171 -(% id="categorybroken_macroanchorrandom-ranges" %) 1172 - 1173 - 1174 1174 == Random ranges == 1175 1175 1176 1176 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1177 1177 1178 -{{code}} 1179 -<set_value name="$race" exact="race.teladi"/> 1180 -{{/code}} 1130 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1181 1181 1182 1182 To select a random element from a list, this syntax can be used: 1183 1183 1184 -{{code}} 1185 -<set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1186 -{{/code}} 1134 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1187 1187 1188 1188 To get a random number within a given range, you can use min/max: 1189 1189 1190 -{{code}} 1191 -<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/> 1192 -{{/code}} 1138 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1193 1193 1194 1194 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1195 1195 1196 1196 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1197 1197 1198 -{{code}} 1199 -<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1200 -{{/code}} 1144 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1201 1201 1202 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1203 -\\ 1146 +\\(% id="variables-and-namespaces" %) 1204 1204 1205 1205 = Variables and namespaces = 1206 1206 1207 1207 As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1208 1208 1209 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1210 1210 1211 -\\\\ 1153 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1212 1212 1213 1213 == Creating and removing variables == 1214 1214 1215 1215 {{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1216 1216 1217 -{{code}} 1218 -<set_value name="$foo" exact="$bar + 1" /> 1219 -{{/code}} 1159 +{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1220 1220 1221 1221 <set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1222 1222 1223 1223 The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1224 1224 1225 -{{code}} 1226 -<set_value name="$foo" operation="add" /> 1227 -{{/code}} 1165 +{{code}}<set_value name="$foo" operation="add" />{{/code}} 1228 1228 1229 1229 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1230 1230 ... ... @@ -1232,17 +1232,13 @@ 1232 1232 1233 1233 The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1234 1234 1235 -{{code}} 1236 -<set_value name="$list.{1}" exact="42" operation="insert" /> 1237 -{{/code}} 1173 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1238 1238 1239 1239 This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1240 1240 1241 1241 Appending is easier than that. The following actions are equivalent: 1242 1242 1243 -{{code}} 1244 -<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" /> 1245 -{{/code}} 1179 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1246 1246 1247 1247 Inserting at a position below 1 or above $list.count + 1 is not possible. 1248 1248 ... ... @@ -1252,28 +1252,20 @@ 1252 1252 1253 1253 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1254 1254 1255 -(% style="color: rgb(0,0,255);text-decoration: none;" %)1189 +\\\\\\(% id="accessing-remote-variables" %) 1256 1256 1257 -\\\\ 1258 - 1259 1259 == Accessing remote variables == 1260 1260 1261 1261 You can also read and write variables in other cues by using the variable name as property key: 1262 1262 1263 -{{code}} 1264 -<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1265 -{{/code}} 1195 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1266 1266 1267 1267 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1268 1268 1269 -{{code}} 1270 -<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" /> 1271 -{{/code}} 1199 +{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1272 1272 1273 -(% style="color: rgb(0,0,255);text-decoration: none;" %)1201 +\\\\\\(% id="namespaces" %) 1274 1274 1275 -\\\\ 1276 - 1277 1277 == Namespaces == 1278 1278 1279 1279 In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. ... ... @@ -1280,9 +1280,7 @@ 1280 1280 1281 1281 Consider this case: 1282 1282 1283 -{{code}} 1284 -<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue> 1285 -{{/code}} 1209 +{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1286 1286 1287 1287 When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue. 1288 1288 ... ... @@ -1290,7 +1290,6 @@ 1290 1290 1291 1291 (% id="defining-a-cues-namespace" %) 1292 1292 1293 - 1294 1294 === Defining a cue's namespace === 1295 1295 1296 1296 When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible: ... ... @@ -1299,12 +1299,7 @@ 1299 1299 * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1300 1300 * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1301 1301 1302 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1303 1303 1226 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1304 1304 1305 - 1306 -{{warning}} 1307 -Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1308 - 1309 -<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code> 1310 -{{/warning}} 1228 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}