Template:Missions-ObjRef-FunctionName
Draft Template intended for use in all Missions-FunctionName
Notes -
- Template content begins after the horizontal line below.
- Some content below contains placeholders and is automatically substituted dependent on the page title.
- Version indicators have been temporarily set to false, to supress display in categories.
- Do not rollout yet, we need to ratify the template structure/content/layout requirements.
This page is a work-in-progress. Generic message - Please note some detail may possibly be missing or incorrect. |
TopicPageName oneline, placeholder text for a single-line explanation of the topic.
Template:Missions-ObjRef-FunctionName is FSX Acceleration specific, and will only work for users with Acceleration installed.
TopicPageName overview, placeholder text for a multi-line explanation of the topic.
Overview para 2, more blurb here.
Overview para 3, yet more blurb here.
This is an overview page. For expanded detail click the topic links below.
Contents
Properties
Placeholder text, related to Properties.
Property - Description
Object Proper Name - ObjectProperName e.g. TimerTrigger
Object Type - ObjectType e.g. Trigger
id -
Descr -
etc -
Useage
Placeholder text, related to useage.
Placeholder for Useage table Replace with a navbox type table identifying possible Parent & Children. |
Missions-ObjRef-FunctionName | |
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Link to | Nodes - Warning - This content has not been validated ! |
Called By | List of permissible parent nodes |
Calls | List of permissible child nodes |
Illegal | List of illegal child nodes |
Called By
Placeholder text, list the types of nodes which can call this 'function'.
Placeholder list of 'oneline's -
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Calls
Placeholder text, list the types of nodes which can be called by this 'function'.
Placeholder list of 'oneline's -
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Caveats
Placeholder text, for any caveats relevant to useage of this 'function'. Any suggestions as replacement for 'caveat' ?
Caveat 1
Placeholder text, for any caveat 1.
Caveat 2
Placeholder text, for any caveat 2.
Caveat 3
Placeholder text, for any caveat 3.
See Also
Placeholder text, list of 'function' which perform similar tasks.
Placeholder list of 'oneline's -
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
ToDo - Will replace this with a'navbox' type formatted table.
Examples
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
Example 1
Placeholder text, description of what example code does.
Code
Insert example code here.
Example 2
Placeholder text, description of what example code does.
Code
Insert example code here.
Example 3
Placeholder text, description of what example code does.
Code
Insert example code here.
Related
Internal
Placeholder text, list of related internal links. Group as parent then siblings.
ToDo - Possibly replace this with a'navbox' type formatted table.
Mission Objects
Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.
AI Objects are computer controlled vehicles, i.e. Aircraft, Boats, Ground Vehicles, or Other.
Area Definition Object only supports one type, RectangleArea, which defines a 3D box. The edges of the box will not appear when the mission is being played.
Group Object defines a single reference to one or more objects. This is helpful if a selection of objects are used a number of times. Group objects cannot refer to other group objects.
Mission Object There are several types of Mission Object. They have the same generic properties as Actions.
Scenery Objects can be added to the world, to appear only when the mission is being undertaken.
Mobile Scenery Objects can be added to the world, to appear only when the mission is being undertaken.
Spawn List - A list of objects (AI aircraft, scenery objects, triggers, and actions) that should only appear in the mission when a certain stage in the mission has been reached.
Triggers initiate Actions. There are eleven different types of triggers, (3 only work in FSXA).
Goal Object - There is only one type of goal, and a mission can include one or more goals.
Reward Object one-liner about Reward Object.
Disabled Traffic Airport Object - A disabled airport will not be involved in any AI traffic, either as a starting point or a destination.
Link - Description
Link - Description
External
If you haven't found what you're looking for here, then we'd recommend, (in order of preference) -
- FS Developer - Forums - Missions - Ask & answer all your mission development questions.
- FS Insider - Mission Building Tips - MS/ACES must read overviews on designing & building missions.
- Flight Simulator X Missions - User & developer infosite, with an active user's forum, (New site).
- AVSIM - Mission downloads (newest first).
- Flightsim.com - Mission downloads (newest first).
Site page title - Description
Reference
'Reference' documents specifically related.
Link - Description
Temporary placeholder - WIP.