Difference between revisions of "Actions"
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=== Internal === | === Internal === | ||
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[[Link]] - Description | [[Link]] - Description |
Revision as of 13:28, 13 January 2008
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 will only get used when called from a Trigger.
In multiplayer mode, actions with the TargetPlayer property will affect the players specified by the property. If an action does not contain this property the action will affect only the local player, with the exception of Race Course Start Action and Race Course Activate Action which affect all players.
This is an overview page. For expanded detail click the topic links below.
Contents
- 1 Generic Action Properties
- 2 Activate Waypoints Action
- 3 Adjust Payload Action
- 4 Attach Droppable Payload Action
- 5 Attach Effect Action
- 6 Change Object Type Action
- 7 Count Action
- 8 Custom Action
- 9 Dialog Action
- 10 Failure Action
- 11 Goal Resolution Action
- 12 Grant Reward Action
- 13 Object Activation Action
- 14 One Shot Sound Action
- 15 Play Animation Action
- 16 Play List Action
- 17 Point Of Interest Activation Action
- 18 Random Action
- 19 ResetTimer Action
- 20 Rumble Action
- 21 Spawn Action
- 22 Timer Adjust Action
- 23 Related
- 24 Reference
Generic Action Properties
Transclusion-Missions-Overview-Generic Action Properties
Activate Waypoints Action
Transclusion-Missions-Overview-Activate Waypoints Action
Adjust Payload Action
Transclusion-Missions-Overview-Adjust Payload Action
Attach Droppable Payload Action
Transclusion-Missions-Overview-Attach Droppable Payload Action
Attach Effect Action
Transclusion-Missions-Overview-Attach Effect Action
Change Object Type Action
Transclusion-Missions-Overview-Change Object Type Action
Count Action
Transclusion-Missions-Overview-Count Action
Custom Action
Transclusion-Missions-Overview-Custom Action
Dialog Action
Transclusion-Missions-Overview-Dialog Action
Failure Action
Transclusion-Missions-Overview-Failure Action
Goal Resolution Action
Transclusion-Missions-Overview-Goal Resolution Action
Grant Reward Action
Transclusion-Missions-Overview-Grant Reward Action
Object Activation Action
Transclusion-Missions-Overview-Object Activation Action
One Shot Sound Action
Transclusion-Missions-Overview-One Shot Sound Action
Play Animation Action
Transclusion-Missions-Overview-Play Animation Action
Play List Action
Play List Actions play a list of audio files, either serially, or randomly, as background audio.
Play List Actions -
- Do not impact the the flow of triggers or actions, unlike Dialog Actions or One Shot Sound Actions.
- Dialog Actions or One Shot Sound Actions are played over the top of any audio called by Play List Actions.
- Best thought of as a radio playing in the background, whilst you carry on a conversation.
- Are most useful for either music or ATC chatter, or a long-playing event, e.g. a volcano errupting.
- Are not suitable for calling short length sound effects.
- Require a different implementation from Dialog Actions or One Shot Sound Actions.
Point Of Interest Activation Action
Transclusion-Missions-Overview-Point Of Interest Activation Action
Random Action
Transclusion-Missions-Overview-Random Action
ResetTimer Action
Transclusion-Missions-Overview-ResetTimer Action
Rumble Action
Transclusion-Missions-Overview-Rumble Action
Spawn Action
Transclusion-Missions-Overview-Spawn Action
Timer Adjust Action
Transclusion-Missions-Overview-Timer Adjust Action
Related
Internal
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
FS Developer - Mission development - Forum to ask & answer questions.
FS Insider - Mission Building Tips - Lots of handy tips from MS/ACES.
FSXMission.com - Useful site for Missions information.
Site page title - Description
Reference
'Reference' documents specifically related.
Function Reference - With example code.
Link - Description
Link - Description