Help for Mission maker for SpaceGame.
Last Update: 10.6.2002

Help includes:
  1. Getting Started
  2. Object Handling
  3. Scripting


1. Getting Started

When you start to make a new mission, it's good to start by clearing all. When you make a mission, you will create two files, one includes the main mission info and the other one the objects.

Now start your new mission by selecting a name for the mission(max 20 letters), e.g. 'My mission' would be nice. Then you select if you want it to be an multiplayer mission. This one you can also select later if you haven't planned it yet. This time we will make a multiplayer mission so just leave it 'True'(else it would be 'False').

Then next thing is to select the Win and Loss conditions. This can also be a bit hard to select now if you haven't planned your mission yet. But here is a list of different conditions they can be:

Win:
  1. 'KillEm' (you have to kill all enemies)
  2. 'KillTarget' (you have to kill a selected object, you can have many of them. When they all are dead, you win)
  3. 'TimeOut' (you run out of time)

Loss:
  1. 'SelfDead' (in this you will allways die, this is the same as if you wouldn't choose anything, but you have to chose some..)
  2. 'TargetDead' (a selected target is dead)
  3. 'TimeOut' (you run out of time)

This time we will make a mission where you and your friends have to protect a ship. If that ship gets killed, you will loose, but if it stays alive 2min, then you will win. Set win condition to 'TimeOut' and loose condition to 'TargetDead'. Time shall be 120 as it is allways counted as seconds.

Now you can start putting objects, which means you and your friends, the ship you have to protect and enemies. Check the Object Handling part for more information.


2. Object Handling

To a mission you have at least to add a player and the objects that the missions win and loss conditions require.

A object include:
  1. ObjectType (Ship, Planet or Flag)
  2. X (X position on map)
  3. Y (Y position on map)
  4. Angle (which is it starting angle(by this you can rotate planets=)
  5. Speed (if a planet moves)
  6. Target (If it is a target)
  7. ShipType (which ship, planet or flag it is)
  8. Player (If the number is 0, then the computer moves it, otherwise it is a player(e.g. the player 5 on the server would move the ship number 5. If you play singleplayer, then you are number 1)

ShipTypes
  Xwing
  TieFig
  PlanetA
  PlanetB
  FlagA
  FlagB

Friendly ships are those who are on the same side(Imperial or Rebel). If you want to make a capture the flag mission, then FlagA is Rebels and FlagB Imperial. You can't code the computer player to get a flag=(. The computer player will allways head for the nearest enemy and shoot at it when close enough.

Max objects are 50.


3. Scripting

The missions will later probably include scripting(language is pascal) which means you can put nice things to your mission.

Examples:
  1. When close enough at a planet you will get a message from the local people who need help and then after 10 secs enemy ships arrive(ships wouldn't arrive if you don't go near the planet, this is a kind of a trigger)
  2. Get extra time if you do something
  3. Flag returned counter

But we will later think more about scripting!