I’ve updated the MissionFramework for v1.07a. In addition to various bug fixes, it now uses structures instead of lists for the dockscreen definitions.
There are six missions so far (three are modified versions of ones from the original game)
Destroy enemy station
Rescue mining ship
Centauri Occupation (can make any station become occupied instead of using a special station type)
Deliver cargo
Mining survey (escort a borer to an asteroid field and watch is mine for ore)
Sisters of Domina mission (example of more complex dockscreens and spawning a sub-mission)
Edit: Added virtual ship based framework (see post below for details)
"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
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I've added an alternative framework based on virtual ships. This version is more buggy, but it does allow the creation of missions over multiple systems.
I have included one example mission - available from the Sisters of Domina - which requires the player to go to another system and destroy a few raiders.
Hi giantcabbage! I really like what you have been doing with this mission framework. I can't remember if we talked about it earlier, but i thought it better to share some work i did on an eventframework, rather than just sitting on it myself. I can't really remember if i finished it up, but the point is mostly that i tested the way to carry events from system to system a lot, and I have no doubt that using event stations is the least headache (virtual ships have tons of issues). Here is a paste of some code i wrote.
Thanks alterecco. I think you sent me something similar and I very nearly ended up using it ;o) There are a few reasons I’ve not done it yet (if I get around to a major rewrite though...)
With the current approach the xml for the missions looks similar to built-in missions tied to individual station types. There are a few extra framework calls but mostly you can create a framework mission by copy&paste from an existing built-in one.
Also, it means you get a separate object for storing data for each mission which makes it easy to have multiple missions (of the same type) occurring in parallel. I think you’d lose that with your event framework approach unless you added lots of extra wrapper functions to store the mission data as global type data using a unique key for each instance of a mission.
Virtual ships do seem to work a lot better than they did a year ago. Last time I tried using them, they were almost unusable and the game would frequently crash. This time there are still issues (but not as many) and the game only crashes occasionally.
I’m also hoping that George will think this is something worth including in the base game. Either by adding a new mission/script type, or just including a similar set of helper functions and making a few enhancements to virtual station/ships.