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 Post subject: Missions and interference
 Post Posted: Sun Feb 01, 2009 5:53 am 
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When we started beta testing someone discovered that the mission targets were sitting still in space, twiddling their thumbs, heh. While they enjoyed the easy kills, I wasn't amused, lol. I discovered that the clouds they were in had a high interference number, you know "Sensor efficiency reduced". I did some testing and discovered that they were dumb and blind with even an interference of 1. This is the line in your system ini:

[Zone]
nickname = Zone_RE01_hangmansnoose2_01
ids_name = 461214
pos = 11439, 0, 58382
rotate = 0, -25, 0
shape = ELLIPSOID
size = 40236, 29191, 29191
property_flags = 64
ids_info = 0
visit = 36
spacedust = golddust
spacedust_maxparticles = 80
comment = HangMan's Noose 2
interference = 6.000000 <--------------------this one
sort = 20
toughness = 14
density = 20
repop_time = 20
max_battle_size = 18
pop_type = lootable_field
relief_time = 35

So, if want a mission vignette to work in a cloud, don't include any interference or the npc scanners can't see you and they will not start the fight!

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 Post Posted: Sun Feb 01, 2009 11:08 am 
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It's been a while since I touched that, but I thought interference was a value from 0 to 1, with 0 being clear?

Maybe I'm remembering wrong though :roll:


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 Post Posted: Sun Feb 01, 2009 3:30 pm 
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My field builder had values up to 28 in there. You may be right though, I will check that tonight. Easy to see how someone without the knowledge wouldn't know what values to place in there.

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 Post Posted: Sun Feb 01, 2009 10:46 pm 
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Bingo, FriendlyFire. I tested with an interference of 0.5, got the 'sensor efficiency reduced', but they could see me, fight me and I could click on them in space. :P

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 Post Posted: Mon Feb 02, 2009 6:14 am 
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Yeah ive got missions in nebulas to work before, number has to be between 0 & 1 for interference

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 Post subject: Am i getting this right?
 Post Posted: Mon Feb 15, 2010 2:54 pm 
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;understanding Random missions

;like the storymissions random missions seem to function in a tree-like setup as well

; we have these designations:
; DataNode: this seems to contain descriptions of several different parameters:
; theres the "Child_node = X" designation which links to another node id
; theres the "objective_text = order, fled_id, group vibe setting" which describes the popup dialog at launch from base.
; theres the "comm_sequence = if condition, relating to (fx:PLAYER), 1.000000, 10.000000, 13.000000, message from (BASE), Then message (fx:rmb_gotowaypoint)
; theres the "offer_text" = replace, 327682, MISSION_DIFFICULTY, REWARD_MONEY
; Objective text possibilities:
; guide_to_main_battle, 327734, Hostile_group
; kill_other_solars, 327744, OTHER_SOLAR
; guide_to_main_from_pre, 327741, TARGET_FULL_NAME
; guide_to_pre_battle, 327757
; .........MANY MORE SEE BELOW
;
; COMSEQUENCE If Conditions:
; IN_SPACE_IN_SYSTEM
; PLAYER_IN_MAIN_BATTLE_SOLAR_SPAWN_RANGE / relating message example: rmb_insolarbattlerange
; FIRST_DEFENSIVE_SHIP_SPAWN / relating message example: rmb_gotowaypoint
; PLAYER_IN_MAIN_BATTLE_SHIP_SPAWN_RANGE / relating message example: rmb_insolarbattlerange
; FIRST_DEFENSIVE_SHIP_SPAWN / relating message example: rms_defendsolar
; GLOBAL_SUCCESS / relating message example: rmb_success_solar
; IN_SPACE_NOT_IN_SYSTEM / relating message example: rmb_gotowaypoint
; LEFT_COMBAT_AREA / relating message example: rmb_outofbattle
; REENTERED_COMBAT_AREA / relating message example: rmb_reenterbattle
; GLOBAL_FAIL_COMBAT_RANGE / relating message example: rmb_fail_combatrang
; GLOBAL_FAIL_DESTROYED_CRITICAL_LOOT / relating message example: rmb_fail_destroyedloot
; GLOBAL_FAIL_OTHER / relating message example: rmb_fail_outoflives
; PLAYER_IN_MAIN_BATTLE_SHIP_SPAWN_RANGE / relating message example: rmb_inrangenotarget
; SUCCESS_NOT_KILLED_ALL_GOING_TO_MAIN / relating message example: rmb_targetrunning
;
; COMSEQUENCE Relating to Conditions:
; PLAYER
; ALL_PLAYERS
; PLAYERS_IN_RANGE
;
; COMSEQUENCE message from conditions:
; BASE aka messages from the guys who sent you
; DEFENSIVE_SHIP aka messages from enemy ship
;
; COMSEQUENCE Then message conditions:
; rmb_canseeinstallation "you should see the installation soon"
; rmb_insolarbattlerange "your in range of the station"
; rms_defendsolar "you wont take down..."
; rmb_success_solar "good job blabla"
; rmb_outofbattle "get back into battle"
; rmb_reenterbattle "youre back within Range"
; rmb_fail_combatrange "you failed to get back in range"
; rmb_fail_destroyedloot "you destroyed the loot youre meant to return"
; rmb_fail_outoflives "failure too many lost lives"
; rmb_inrangenotarget "youre targets not here"
; rmb_targetrunning "youre target is running"
; rmb_cronierunning "croonie running to target"

;
; Decision nodes have nicknames and i reckon that these are the ones linked to from the zone descriptions
;
; dokumentation nodes have "dokumentation" entries and seem to determine
;
; Hierachy seems to start at DokumentationNode which links to DataNode and DecisionNode link to eachother freely it seems
;
; The dokumentationNode specifier seems to link to solar types in the killablesolars file
; decisionnodes could be linked to from Mbases through these entries:
; mission_type = DestroyMission, 0.000000, 0.112387, 100


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 Post Posted: Mon Feb 15, 2010 6:36 pm 
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Yes. the mission tree is built as you dock at a base. Sometimes you get an easy assassination who is there in the first fight or sometimes you have to go through 3 waves of cronies before you can get to them.

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 Post Posted: Tue Feb 16, 2010 7:38 am 
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Hey Dwnundr..

I have a question about Vignette Params:

Does vignette params have to do only with the messages u get or does it also set "the scene" aka decide what spawns n so forth?


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 Post subject:
 Post Posted: Tue Feb 16, 2010 12:29 pm 
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It creates the entire random mission from start to finish.


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 Post subject: nice1 thx
 Post Posted: Tue Feb 16, 2010 4:11 pm 
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Nice 1 thx solrus.

Have anyone had any luck building alternate random missions like escort or smugglerun?


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 Post Posted: Tue Feb 16, 2010 7:48 pm 
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I'm not aware of any.

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