MSFS Mission Script - Actions: Difference between revisions
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All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml. | All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml. | ||
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== General attributes == | == General attributes == | ||
Revision as of 08:57, 13 October 2021
| This page is a work-in-progress. Generic message - Please note some detail may possibly be missing or incorrect. |
| Applicable |
|---|
| MSFS |
| MS Flight |
| LM P3D5 |
| LM P3D4 |
| LM P3D3 |
| LM P3D2 |
| LM P3D |
| FS World |
| FSXSE |
| FSXA |
| FSX |
| FS2004 |
| FS2002 |
| XP11 |
| XP10 |
| XP9 |
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml. See MSFS Mission Script for general information about creating a mission script.
General attributes
Actions have a few general attributes:
Immediate
True: This action will start immediately
False: This action will wait for other actions to complete. The order is determined by the order the actions are fired, which is determined by the order the actions are listed in the trigger. This can be changed by manually editing the .xml.
BreakOnExecute
Function unknown.
Common actions
ObjectActivationAction
Very useful action to (de)activate objects such as triggers, InGameMarkers.
DialogAction
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.
AdjustPayloadAction
Changes the payload during the mission.
ChangeAssistanceItemAction
Changes specific assistance items throughout the mission.
FadeToColorAction
Fades a color over the whole viewport. Useful for teleports and testing.
RandomAction
Chooses a random action from a list and can have a probability that an action executes.
RequestTeleportAction
CountAction
Changes the count of a CounterTrigger
ResetTimerAction
TimerAdjustAction
Changes the time of a TimerTrigger.
Event
EventTriggerAction
Flowstate
FlowEventAction
FlowStateAction
GoalResolutionAction & SubGoalResolutionAction
Changes the state of a Goal.
GrantRewardAction
Untested.
PointOfInterestActivationAction
(De)activates a point of interest
ActivateWaypointsAction
Send waypoints to a Simobject for the AI to follow.
AITakeControlsAction
Changes control of the users' plane between user and AI.
SendMessageToAIAction
Currently useless