The Ship Single-Player: Adding a Mission to a Map
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January 2024
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January 2024
Note:For the sake of this article,
MODDIR
represents your mod's directory name.Examples
Download this example mission to see examples of what it takes to make a mission.
Note:The only file in
scripts
that's worth noting is scripts/sp/mission_obj.txt
.Creating the Script
Before adding a mission to a map, you must add it first to scripts/sp/mission_obj.txt
. The following is a short example of what goes in this file. Remember to add all referenced localized strings to resource/MODDIR_english.txt
(and/or other languages).
// Template Mission Objective Definition: // (use this to create new objectives in this file) // // ============================ // "SP_Mission_<mis_num>" // { // "SP_Mission_<mis_num>_Obj_<obj_num>_<obj_name>" // { // "text" "#sp_mission<mis_num>_obj<obj_num>" // "hint" // { // "text" "<local token>" // "time" "<time in secs after which to display>" // } // } // } // ============================ "Missions" { "SP_Mission_1_KillQuarry" { "SP_Mission_1_Obj_1_KillQuarry" { "text" "#sp_mission1_obj1" "hint" { "text" "sp_mission1_hint2" "time" "10" } "hint" { "text" "sp_mission1_hint1" "time" "30" } } "SP_Mission_1_Obj_2_TalkToBellboy" { "text" "#sp_mission1_obj2" } } }
Adding It to a Map
Create a ship_mission entity for each objective in the mission.
- The entity should be given a targetname that corresponds to its mission number and objective number.
- Be sure to set the
mission
andobjective
keyvalues correctly to the name of the entry in the missions file. - The
hud_location
keyvalue should be set to the ship_trigger_room the objective can be completed in. - If there is to be no image to represent the objective, leave the
hud_model
keyvalue blank. Otherwise, the keyvalue should be set to an entry inscripts/hud_textures.txt
andresource/MODDIR_english.txt
(and other languages) that represents the target person/object for the objective.- See
scripts/hud_textures.txt
inthe ship common.gcf
andscripts/ship_sp_english.txt
inthe ship single player content.gcf
for examples.
- See
- When the entity gets the
OnCompleted
output, it should either trigger theEnable
input on the next ship_mission entity or a choreographed scene that triggers theEnable
input. - When the entity gets the
OnFailed
output, it should trigger theTrigger
input on a logic_relay entity that will reset the map to the start of the mission. Decompilemaps/cotopaxi_sp.bsp
for an example of what to do.