//BLOCK FOR CLASS MEMBERS

        //END OF BLOCK

        public MyMedina622Mission()
        {
            ID = MyMissionID.TRADE_STATION_ARABS; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Medina 622 mission"); // Name of mission
            Name = Localization.MyTextsWrapperEnum.MEDINA_622;
            Description = Localization.MyTextsWrapperEnum.MEDINA_622_Description; // Description of mission - do not forget to \n at the end of each line
            //Flags = MyMissionFlags.Story;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(4027778, 0, 861110); // Story sector of the script - i.e. (-2465,0,6541)

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum

            RequiredMissions = new MyMissionID[] { /*MyMissionID.ALIEN_GATE*/ }; // IDs of missions required to make this mission available
            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };

            m_objectives = new List<MyObjective>(); // Creating of list of submissions

            //// START OF REACH OBJECTIVE SUBMISSION DEFINITION
            //var flyInside = new MyObjective( // One member of that list - its type defines the type of submission - MySubmission means fly to the dummypoint to success. Here it is var so you cannot call methods on it
            //    new StringBuilder("Fly over there"), // Name of the submission
            //    MyMissionID.TRADE_STATION_ARABS_FLY_TARGET, // ID of the submission - must be added to MyMissions.cs
            //    new StringBuilder(""), // Description of the submission
            //    null,
            //    this,
            //    new MyMissionID[] { }, // ID of submissions required to make this submission available - it is clear so this submission is the starting submission
            //    new MyMissionLocation(baseSector, (uint)EntityID.FlyTarget) // ID of dummy point of checkpoint
            //) { SaveOnSuccess = false }; // False means do not save game in that checkpoint
            //m_objectives.Add(flyInside); // Adding this submission to the list of submissions of current mission
            //// END OF REACH OBJECTIVE SUBMISSION DEFINITION
        }
        public MyUseObjective(
            StringBuilder name,
            MyMissionID id,
            StringBuilder description,
            MyTexture2D icon,
            MyMission parentMission,
            MyMissionID[] requiredMissions,
            MyMissionLocation location,
            MyTextsWrapperEnum notificationText,
            MyTextsWrapperEnum useCaption,
            MyTextsWrapperEnum useText,
            int requiredTime,
            MyUseObjectiveType objectiveType = MyUseObjectiveType.Hacking,
            MyDialogueEnum?successDialogId   = null,
            MyDialogueEnum?startDialogId     = null,
            float?radiusOverride             = null,
            List <uint> fakeMissionIds       = null,
            uint?realMissionId = null)
            : base(name, id, description, icon, parentMission, requiredMissions, location, fakeMissionIds, successDialogId, startDialogId, radiusOverride: radiusOverride)
        {
            m_notificationText    = notificationText;
            m_useText             = useText;
            m_useCaption          = useCaption;
            m_requiredTime        = requiredTime;
            m_realMissionEntityId = realMissionId;
            InitSounds(objectiveType);

            if (location != null)
            {
                if (location.LocationEntityIdentifier.LocationEntityId != null)
                {
                    RequiredEntityIDs.Add(location.LocationEntityIdentifier.LocationEntityId.Value);
                }
            }
        }
        //BLOCK FOR CLASS MEMBERS

        //END OF BLOCK

        public MyMedina622Mission()
        {
            ID          = MyMissionID.TRADE_STATION_ARABS;                        /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Medina 622 mission");                // Name of mission
            Name        = Localization.MyTextsWrapperEnum.MEDINA_622;
            Description = Localization.MyTextsWrapperEnum.MEDINA_622_Description; // Description of mission - do not forget to \n at the end of each line
            //Flags = MyMissionFlags.Story;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(4027778, 0, 861110);       // Story sector of the script - i.e. (-2465,0,6541)

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum

            RequiredMissions = new MyMissionID[] { /*MyMissionID.ALIEN_GATE*/ };        // IDs of missions required to make this mission available
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };

            m_objectives = new List <MyObjective>(); // Creating of list of submissions

            //// START OF REACH OBJECTIVE SUBMISSION DEFINITION
            //var flyInside = new MyObjective( // One member of that list - its type defines the type of submission - MySubmission means fly to the dummypoint to success. Here it is var so you cannot call methods on it
            //    new StringBuilder("Fly over there"), // Name of the submission
            //    MyMissionID.TRADE_STATION_ARABS_FLY_TARGET, // ID of the submission - must be added to MyMissions.cs
            //    new StringBuilder(""), // Description of the submission
            //    null,
            //    this,
            //    new MyMissionID[] { }, // ID of submissions required to make this submission available - it is clear so this submission is the starting submission
            //    new MyMissionLocation(baseSector, (uint)EntityID.FlyTarget) // ID of dummy point of checkpoint
            //) { SaveOnSuccess = false }; // False means do not save game in that checkpoint
            //m_objectives.Add(flyInside); // Adding this submission to the list of submissions of current mission
            //// END OF REACH OBJECTIVE SUBMISSION DEFINITION
        }
        public MyStealthPlayground()
        {
            ID          = MyMissionID.STEALTH_PLAYGROUND; /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Stealth playground");
            Name        = Localization.MyTextsWrapperEnum.EmptyDescription;
            Description = Localization.MyTextsWrapperEnum.EmptyDescription;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(-2, 0, 0);

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation);

            RequiredMissions = new MyMissionID[] { MyMissionID.STEALTH_PLAYGROUND };
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };

            m_objectives = new List <MyObjective>();

            //var playgroundSubmission = new MySubmission(
            //    new StringBuilder("Move like a ninja!"),
            //    MyMissionID.PLAYGROUND_SUBMISSION_01,
            //    new StringBuilder(""),
            //    null,
            //    this,
            //    new MyMissionID[] { },
            //    new MyMissionLocation(baseSector, 831)
            //);

            //playgroundSubmission.OnMissionSuccess += PlaygroundSubmissionSubmissionSuccess;
            //m_submissions.Add(playgroundSubmission);
        }
        public MySmallPirateBase2Mission()
        {
            ID = MyMissionID.SMALL_PIRATE_BASE_2; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Small pirate base 2"); // Nazev mise
            Name = MyTextsWrapperEnum.SMALL_PIRATE_BASE_2;
            Description = MyTextsWrapperEnum.SMALL_PIRATE_BASE_2_Description;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(9708260,0,-2101810); // Story sector of the script

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point

            RequiredMissions = new MyMissionID[] { }; // mise ktere musi byt splneny pred prijetim teto mise
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.SMALL_PIRATE_BASE_2_KILL_GENERAL };
            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN, MyActorEnum.TARJA, MyActorEnum.VALENTIN };

            m_objectives = new List<MyObjective>(); // Creating of list of submissions
            // START DEFINICE SUBMISE
            
           /* DestroyEnemies = new MyObjectiveDestroy( // Var is used to call functions on that member
                    new StringBuilder("Destroy the mothership"),
                    MyMissionID.SMALL_PIRATE_BASE_2_DESTROY_MOTHERSHIP,
                    new StringBuilder(""),
                    null,
                    this,
                    new MyMissionID[] { },
                    new List<uint> { (uint)EntityID.Mothership },
                    new List<uint> { },
                    false
            ) { SaveOnSuccess = false };
            m_objectives.Add(DestroyEnemies); // pridani do seznamu submisi*/
        
           DestroyGenerator = new MyObjectiveDestroy( // Var is used to call functions on that member
                new StringBuilder("Destroy the generators"),
                MyMissionID.SMALL_PIRATE_BASE_2_DESTROY_GENERATOR,
                new StringBuilder(""),
                null,
                this,
                new MyMissionID[] { },
                generators,
                false
            ) { SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudGenerator };
            m_objectives.Add(DestroyGenerator); // pridani do seznamu submisi
            /*DestroyGenerator.MissionEntityIDs.Add((uint)EntityID.Generator_3);
            DestroyGenerator.MissionEntityIDs.Add((uint)EntityID.Generator_2);
            DestroyGenerator.MissionEntityIDs.Add((uint)EntityID.Generator);*/

            var ReturnToMothership = new MyObjective( // One member of that list - je to MySubmission takze cilem je doletet do checkpointu
               new StringBuilder("Return to your mothership"), // nazev submise
               MyMissionID.SMALL_PIRATE_BASE_2_KILL_GENERAL, // id submise
               new StringBuilder(""), // popis submise
               null,
               this,
               new MyMissionID[] { MyMissionID.SMALL_PIRATE_BASE_2_DESTROY_GENERATOR, }, // ID submisi ktere musi byt splneny - je to prazdne takze je to prvni submise
               new MyMissionLocation(baseSector, MyMissionLocation.MADELYN_HANGAR), // ID of dummy point of checkpoint
               radiusOverride: MyMissionLocation.MADELYN_HANGAR_RADIUS
           ) { SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudMadelynsSapho }; // nastaveni save na checkpointu nebo ne
            m_objectives.Add(ReturnToMothership); // pridani do seznamu submisi

        
        }
Beispiel #6
0
        private void UpdateCheckpoints()
        {
            var boundingSphere             = MySession.PlayerShip.WorldVolume;
            MyMissionLocation raceLocation = m_raceLocations[m_currentCheckPointIndex];

            if (raceLocation.Entity.GetIntersectionWithSphere(ref boundingSphere))
            {
                if (CheckpointReached != null)
                {
                    CheckpointReached(raceLocation.Entity, m_currentCheckPointIndex);
                }

                RemovelabelFormCurrentCheckPoint();

                m_currentCheckPointIndex++;
                if (m_currentCheckPointIndex >= m_raceLocations.Count)
                {
                    Success();
                    m_currentCheckPointIndex--;
                }
                else
                {
                    AddLabelToCurrentCheckPoint();
                    MyHud.ShowGPSPathToNextObjective(false);
                }
            }
        }
        public MyStealthPlayground()
        {
            ID = MyMissionID.STEALTH_PLAYGROUND; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Stealth playground");
            Name = Localization.MyTextsWrapperEnum.EmptyDescription;
            Description = Localization.MyTextsWrapperEnum.EmptyDescription;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(-2, 0, 0);

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation);

            RequiredMissions = new MyMissionID[] { MyMissionID.STEALTH_PLAYGROUND };
            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };

            m_objectives = new List<MyObjective>();

            //var playgroundSubmission = new MySubmission(
            //    new StringBuilder("Move like a ninja!"),
            //    MyMissionID.PLAYGROUND_SUBMISSION_01,
            //    new StringBuilder(""),
            //    null,
            //    this,
            //    new MyMissionID[] { },
            //    new MyMissionLocation(baseSector, 831)
            //);

            //playgroundSubmission.OnMissionSuccess += PlaygroundSubmissionSubmissionSuccess;
            //m_submissions.Add(playgroundSubmission);

        }
 public MyHarvestOreSubmission(MyTextsWrapperEnum name, MyMissionID id, MyTextsWrapperEnum description, MyTexture2D icon, MyMission parentMission, MyMissionID[] requiredMissions, MyMissionLocation location, MyMwcObjectBuilder_Ore_TypesEnum ore, float amount, MyDialogueEnum successDialogId)
     : base(name, id, description, icon, parentMission, requiredMissions, null, successDialogId: successDialogId)
 {
     Location = location;
     m_amount = amount;
     m_ore = ore;
 }
        public MyUseObjective(
            MyTextsWrapperEnum name,
            MyMissionID id,
            MyTextsWrapperEnum description,
            MyTexture2D icon,
            MyMission parentMission,
            MyMissionID[] requiredMissions,
            MyMissionLocation location,
            MyTextsWrapperEnum notificationText,
            MyTextsWrapperEnum useCaption,
            MyTextsWrapperEnum useText,
            int requiredTime,
            MyUseObjectiveType objectiveType = MyUseObjectiveType.Hacking,
            MyDialogueEnum? successDialogId = null,
            MyDialogueEnum? startDialogId = null,
            float? radiusOverride = null,
            List<uint> fakeMissionIds = null,
            uint? realMissionId = null)
            : base(name, id, description, icon, parentMission, requiredMissions, location, fakeMissionIds, successDialogId, startDialogId, radiusOverride: radiusOverride)
        {
            m_notificationText = notificationText;
            m_useText = useText;
            m_useCaption = useCaption;
            m_requiredTime = requiredTime;
            m_realMissionEntityId = realMissionId;
            InitSounds(objectiveType);

            if (location != null)
            {
                if (location.LocationEntityIdentifier.LocationEntityId != null)
                {
                    RequiredEntityIDs.Add(location.LocationEntityIdentifier.LocationEntityId.Value);
                }
            }
        }
 public MyHarvestOreSubmission(MyTextsWrapperEnum name, MyMissionID id, MyTextsWrapperEnum description, MyTexture2D icon, MyMission parentMission, MyMissionID[] requiredMissions, MyMissionLocation location, MyMwcObjectBuilder_Ore_TypesEnum ore, float amount, MyDialogueEnum successDialogId)
     : base(name, id, description, icon, parentMission, requiredMissions, null, successDialogId: successDialogId)
 {
     Location = location;
     m_amount = amount;
     m_ore    = ore;
 }
Beispiel #11
0
        public MySolarfactoryEACMission()
        {
            m_ValidateIDlists = new List <List <uint> >();
            m_ValidateIDlists.Add(m_greenLights);
            m_ValidateIDlists.Add(m_redLights);


            ID          = MyMissionID.SOLAR_PLANT_EAC;              /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Solar factory - EAC"); // Nazev mise
            Name        = MyTextsWrapperEnum.SOLAR_PLANT_EAC;
            Description = MyTextsWrapperEnum.EmptyDescription;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(2700837, 0, -1774663);     // Story sector of the script

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Startmy point

            RequiredMissions           = new MyMissionID[] {  };                        // mise ktere musi byt splneny pred prijetim teto mise
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.SOLAR_PLANT_EAC_RETURN };
            RequiredActors             = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN, MyActorEnum.TARJA, MyActorEnum.VALENTIN };

            m_objectives = new List <MyObjective>(); // Creating of list of submissions
            // START DEFINICE SUBMISE


            var DestroyTransformator = new MyObjectiveDestroy( // Var is used to call functions on that member
                new StringBuilder("Destroy the transformer"),
                MyMissionID.SOLAR_PLANT_EAC_DESTROY,
                new StringBuilder(""),
                null,
                this,
                new MyMissionID[] { },
                Transformators,
                false
                )
            {
                SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudTransformer
            };

            DestroyTransformator.OnMissionSuccess += new Missions.MissionHandler(DestroyedTransformator);
            m_objectives.Add(DestroyTransformator);             // pridani do seznamu submisi

            var ReturnToMothership = new MyObjective(           // One member of that list - je to MyObjective takze cilem je doletet do checkpointu
                new StringBuilder("Return to your mothership"), // nazev submise
                MyMissionID.SOLAR_PLANT_EAC_RETURN,             // id submise
                new StringBuilder(""),                          // popis submise
                null,
                this,
                new MyMissionID[] { MyMissionID.SOLAR_PLANT_EAC_DESTROY, },          // ID submisi ktere musi byt splneny - je to prazdne takze je to prvni submise
                new MyMissionLocation(baseSector, MyMissionLocation.MADELYN_HANGAR), // ID of dummy point of checkpoin
                //StartDialogId: MyDialogueEnum.SLAVERBASE_0900_NUKE_HACKED,
                radiusOverride: MyMissionLocation.MADELYN_HANGAR_RADIUS)
            {
                SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudMadelynsSapho
            };                                    // nastaveni save na checkpointu nebo ne

            m_objectives.Add(ReturnToMothership); //
        }
        public MyFortValiantMissionBase()
        {
            Flags      = MyMissionFlags.Story;
            baseSector = new MyMwcVector3Int(-588410, 0, -3425542);                         // Story sector of the script - i.e. (-2465,0,6541)

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation);     // Starting dummy point - must by typecasted to uint and referenced from EntityID enum

            RequiredMissions           = new MyMissionID[] { MyMissionID.JUNKYARD_RETURN }; // IDs of missions required to make this mission available
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.FORT_VALIANT_RETURN_BACK_TO_MADELYN_2 };
        }
        public MyHippieOutpostMission()
        {
            ID          = MyMissionID.HIPPIE_OUTPOST;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Hippie Outpost"); // Name of mission
            Name        = MyTextsWrapperEnum.HIPPIE_OUTPOST;
            Description = MyTextsWrapperEnum.HIPPIE_OUTPOST_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(238307, 0, -2545498); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions



            var reach_outpost = new MyObjective(        // One member of that list - its type defines the type of submission - MySubmission means fly to the dummypoint to success. Here it is var so you cannot call methods on it
                new StringBuilder("See what's wrong!"), // Name of the submission
                MyMissionID.REACH_OUTPOST,              // ID of the submission - must be added to MyMissions.cs
                new StringBuilder("\n"),                // Description of the submission
                null,
                this,
                new MyMissionID[] { },                                  // ID of submissions required to make this submission available - it is clear so this submission is the starting submission
                new MyMissionLocation(baseSector, (uint)EntityID.reach) // ID of dummy point of checkpoint
                )
            {
                SaveOnSuccess = false, HudName = MyTextsWrapperEnum.Nothing
            };                                                                // False means do not save game in that checkpoint

            m_objectives.Add(reach_outpost);


            // START OF DESTROY SUBMISSION DEFINITION
            var KillKharmaSpoilers = new MyObjectiveDestroy(                   // MySubmissionDestroy means mission with objective to destroy something - here it is class member so you can call methods on it
                new StringBuilder("Place the karma spoilers"),                 //Name of the submission
                MyMissionID.KILL_ALL,                                          // ID of the submission
                new StringBuilder("Don't let them spread negative energy!\n"), // Description of the submission
                null,
                this,
                new MyMissionID[] { MyMissionID.REACH_OUTPOST }, // ID of submissions required to make this submission available - these declares the sequence of submissions

                null,
                new List <uint> {
                (uint)EntityID.Spawn1, (uint)EntityID.Spawn2, (uint)EntityID.Spawn3, (uint)EntityID.Spawn4, (uint)EntityID.Spawn5, (uint)EntityID.Spawn6, (uint)EntityID.Spawn7
            },                                                                                                                                                                                    // ID of objects to be destroyed as a mission objective
                true
                )
            {
                SaveOnSuccess = true, HudName = MyTextsWrapperEnum.Nothing
            };

            m_objectives.Add(KillKharmaSpoilers);
            // END OF DESTROY SUBMISSION DEFINITION
        }
        public MySmallPirateBase2()
        {
            ID = MyMissionID.SMALL_PIRATE_BASE_2; /* ID must be added to MyMissions.cs */
            Name = new StringBuilder("Small pirate base 2"); // Nazev mise
            Description = new StringBuilder( // popis mise
                "Destroy the station\n"
            );

            MyMwcVector3Int baseSector = new MyMwcVector3Int(9708260,0,-2101810); // Story sector of the script

            Location = new MyMissionLocation(baseSector, 1749); // Starting dummy point

            RequiredMissions = new MyMissionID[] { }; // mise ktere musi byt splneny pred prijetim teto mise

            m_submissions = new List<MyObjective>(); // Creating of list of submissions
            // START DEFINICE SUBMISE

            DestroyEnemies = new MyObjectiveDestroy( // Var is used to call functions on that member
                    new StringBuilder("Destroy the mothership"),
                    MyMissionID.SMALL_PIRATE_BASE_2_DESTROY_ENEMIES,
                    new StringBuilder(""),
                    null,
                    this,
                    new MyMissionID[] { },
                    new List<uint> { 5293 },
                    new List<uint> { },
                    false
            ) { SaveOnSuccess = false };
            m_submissions.Add(DestroyEnemies); // pridani do seznamu submisi
           
        
            DestroyGenerator = new MyObjectiveDestroy( // Var is used to call functions on that member
                new StringBuilder("Destroy the generator"),
                MyMissionID.SMALL_PIRATE_BASE_2_DESTROY_GENERATOR,
                new StringBuilder(""),
                null,
                this,
                new MyMissionID[] {  },
                new List<uint> { 812 },
                new List<uint> {  },
                false
            ) { SaveOnSuccess = false };
            m_submissions.Add(DestroyGenerator); // pridani do seznamu submisi

            var escape = new MyObjective( // One member of that list - je to MySubmission takze cilem je doletet do checkpointu
               new StringBuilder("Return to the mothership"), // nazev submise
               MyMissionID.PIRATE_BASE_1_ESCAPE, // id submise
               new StringBuilder(""), // popis submise
               null,
               this,
               new MyMissionID[] { MyMissionID.PIRATE_BASE_1_DESTROY_GENERATOR, }, // ID submisi ktere musi byt splneny - je to prazdne takze je to prvni submise
               new MyMissionLocation(baseSector, 2475) // ID of dummy point of checkpoint
           ) { SaveOnSuccess = false }; // nastaveni save na checkpointu nebo ne
            m_submissions.Add(escape); // pridani do seznamu submisi
        }
Beispiel #15
0
 public MySabotageSubmission(
     StringBuilder name,
     MyMissionID id,
     StringBuilder description,
     MyTexture2D icon,
     MyMission parentMission,
     MyMissionID[] requiredMissions,
     MyMissionLocation location)
     : this(name, id, description, icon, parentMission, requiredMissions, location, MyTextsWrapperEnum.NotificationSabotageSubmission)
 {
 }
 public MySabotageSubmission(
     StringBuilder name,
     MyMissionID id,
     StringBuilder description,
     MyTexture2D icon,
     MyMission parentMission,
     MyMissionID[] requiredMissions,
     MyMissionLocation location)
     : this(name, id, description, icon, parentMission, requiredMissions, location, MyTextsWrapperEnum.NotificationSabotageSubmission)
 {
 
 }
Beispiel #17
0
        //BLOCK FOR CLASS MEMBERS

        //END OF BLOCK

        public MyChineseSolarArrayAttackMission()
        {
            ID          = MyMissionID.SOLAR_PLANT_CHINA;                        /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Destroy the Chinese solar plant"); // Name of mission
            Name        = MyTextsWrapperEnum.SOLAR_PLANT_CHINA;
            Description = MyTextsWrapperEnum.SOLAR_PLANT_CHINA_Description;
            //Flags = MyMissionFlags.Story;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(-1185103, 0, 3822834);        // Story sector of the script - i.e. (-2465,0,6541)

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation);    // Starting dummy point - must by typecasted to uint and referenced from EntityID enum

            RequiredMissions           = new MyMissionID[] { /*MyMissionID.ALIEN_GATE*/ }; // IDs of missions required to make this mission available
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.SOLAR_PLANT_CHINA_FLY_TARGET };
            RequiredActors             = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };

            m_objectives = new List <MyObjective>(); // Creating of list of submissions

            //var destroy1 = new MyObjectiveDestroy(
            //    new StringBuilder("Destroy the comm station"),
            //    MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_1,
            //    new StringBuilder("Destroy the satellite communication station to prevent the Chinese from calling reinforcements.\n"),
            //    null,
            //    this,
            //    new MyMissionID[] { },
            //    new List<uint>() { (uint)EntityID.DestroyPrefab1Id }
            //) { SaveOnSuccess = false };
            //m_objectives.Add(destroy1);

            //var destroy2 = new MyObjectiveDestroy(
            //    new StringBuilder("Destroy the accumulators"),
            //    MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_2,
            //    new StringBuilder("Destroying three accumulators will seriously disrupt the energy supply of the Chinese.\n"),
            //    null,
            //    this,
            //    new MyMissionID[] { MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_1 },
            //    new List<uint>() { (uint)EntityID.DestroyPrefab2Id, (uint)EntityID.DestroyPrefab3Id, (uint)EntityID.DestroyPrefab4Id }
            //) { SaveOnSuccess = false };
            //m_objectives.Add(destroy2);

            //// START OF REACH OBJECTIVE SUBMISSION DEFINITION
            //var flyInside = new MyObjective( // One member of that list - its type defines the type of submission - MySubmission means fly to the dummypoint to success. Here it is var so you cannot call methods on it
            //    new StringBuilder("Return to Madelyn"), // Name of the submission
            //    MyMissionID.SOLAR_PLANT_CHINA_FLY_TARGET, // ID of the submission - must be added to MyMissions.cs
            //    new StringBuilder("Fly to your mothership to get away.\n"), // Description of the submission
            //    null,
            //    this,
            //    new MyMissionID[] { MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_2 }, // ID of submissions required to make this submission available - it is clear so this submission is the starting submission
            //    new MyMissionLocation(baseSector, (uint)EntityID.FlyTarget) // ID of dummy point of checkpoint
            //) { SaveOnSuccess = false }; // False means do not save game in that checkpoint
            //m_objectives.Add(flyInside); // Adding this submission to the list of submissions of current mission
            //// END OF REACH OBJECTIVE SUBMISSION DEFINITION
        }
Beispiel #18
0
 protected MyBarthsMoonMissionBase(MyMissionID id, StringBuilder debugName, MyTextsWrapperEnum name, MyTextsWrapperEnum decription, MyMissionID[] requiredMissions, EntityID[] buildContainers, EntityID locationEntity)
 {
     ID                  = id;
     DebugName           = debugName;
     Name                = name;
     Description         = decription;
     RequiredMissions    = requiredMissions;
     Location            = new MyMissionLocation(baseSector, (uint)locationEntity);
     m_buildedContainers = buildContainers;
     m_objectives        = new List <MyObjective>();
     Flags               = MyMissionFlags.Story;
 }
        //BLOCK FOR CLASS MEMBERS

        //END OF BLOCK

        public MyChineseSolarArrayAttackMission()
        {
            ID = MyMissionID.SOLAR_PLANT_CHINA; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Destroy the Chinese solar plant"); // Name of mission
            Name = MyTextsWrapperEnum.SOLAR_PLANT_CHINA;
            Description = MyTextsWrapperEnum.SOLAR_PLANT_CHINA_Description;
            //Flags = MyMissionFlags.Story;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(-1185103, 0, 3822834); // Story sector of the script - i.e. (-2465,0,6541)

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum

            RequiredMissions = new MyMissionID[] { /*MyMissionID.ALIEN_GATE*/ }; // IDs of missions required to make this mission available
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.SOLAR_PLANT_CHINA_FLY_TARGET };
            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };

            m_objectives = new List<MyObjective>(); // Creating of list of submissions

            //var destroy1 = new MyObjectiveDestroy(
            //    new StringBuilder("Destroy the comm station"),
            //    MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_1,
            //    new StringBuilder("Destroy the satellite communication station to prevent the Chinese from calling reinforcements.\n"),
            //    null,
            //    this,
            //    new MyMissionID[] { },
            //    new List<uint>() { (uint)EntityID.DestroyPrefab1Id }
            //) { SaveOnSuccess = false };
            //m_objectives.Add(destroy1);

            //var destroy2 = new MyObjectiveDestroy(
            //    new StringBuilder("Destroy the accumulators"),
            //    MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_2,
            //    new StringBuilder("Destroying three accumulators will seriously disrupt the energy supply of the Chinese.\n"),
            //    null,
            //    this,
            //    new MyMissionID[] { MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_1 },
            //    new List<uint>() { (uint)EntityID.DestroyPrefab2Id, (uint)EntityID.DestroyPrefab3Id, (uint)EntityID.DestroyPrefab4Id }
            //) { SaveOnSuccess = false };
            //m_objectives.Add(destroy2);

            //// START OF REACH OBJECTIVE SUBMISSION DEFINITION
            //var flyInside = new MyObjective( // One member of that list - its type defines the type of submission - MySubmission means fly to the dummypoint to success. Here it is var so you cannot call methods on it
            //    new StringBuilder("Return to Madelyn"), // Name of the submission
            //    MyMissionID.SOLAR_PLANT_CHINA_FLY_TARGET, // ID of the submission - must be added to MyMissions.cs
            //    new StringBuilder("Fly to your mothership to get away.\n"), // Description of the submission
            //    null,
            //    this,
            //    new MyMissionID[] { MyMissionID.SOLAR_PLANT_CHINA_DESTROY_TARGET_2 }, // ID of submissions required to make this submission available - it is clear so this submission is the starting submission
            //    new MyMissionLocation(baseSector, (uint)EntityID.FlyTarget) // ID of dummy point of checkpoint
            //) { SaveOnSuccess = false }; // False means do not save game in that checkpoint
            //m_objectives.Add(flyInside); // Adding this submission to the list of submissions of current mission
            //// END OF REACH OBJECTIVE SUBMISSION DEFINITION
        }
        public MyHubShowcaseMission()
        {
            ID        = 0; // Lets try zero for sandbox
            DebugName = new StringBuilder("Hub showcase");
            Name      = Localization.MyTextsWrapperEnum.HUB_SHOWCASE;
            Name      = Localization.MyTextsWrapperEnum.HUB_SHOWCASE_Description;

            /* sector where the mission is located */
            Location = new MyMissionLocation(BaseSector, 222); // Posledne cislo - ID dummy pointu kde prijimam misiu (v tomto pripade tiez 'player start')

            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };
            m_objectives   = new List <MyObjective>();
        }
Beispiel #21
0
 public MySabotageSubmission(
     StringBuilder name,
     MyMissionID id,
     StringBuilder description,
     MyTexture2D icon,
     MyMission parentMission,
     MyMissionID[] requiredMissions,
     MyMissionLocation location,
     MyTextsWrapperEnum notificationText)
     : base(name, id, description, icon, parentMission, requiredMissions, location, null)
 {
     m_notificationText = notificationText;
 }
        public MyHubShowcaseMission()
        {
            ID = 0; // Lets try zero for sandbox
            DebugName = new StringBuilder("Hub showcase");
            Name = Localization.MyTextsWrapperEnum.HUB_SHOWCASE;
            Name = Localization.MyTextsWrapperEnum.HUB_SHOWCASE_Description;

            /* sector where the mission is located */
            Location = new MyMissionLocation(BaseSector, 222); // Posledne cislo - ID dummy pointu kde prijimam misiu (v tomto pripade tiez 'player start')

            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN };
            m_objectives = new List<MyObjective>();
        }
 public MySabotageSubmission(
     StringBuilder name, 
     MyMissionID id, 
     StringBuilder description, 
     MyTexture2D icon, 
     MyMission parentMission, 
     MyMissionID[] requiredMissions, 
     MyMissionLocation location, 
     MyTextsWrapperEnum notificationText)
     : base(name, id, description, icon, parentMission, requiredMissions, location, null)
 {
     m_notificationText = notificationText;
 }
        public MySmallPirateBaseMission()
        {
            ID          = MyMissionID.PIRATE_BASE_1;              /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Small pirate base"); // Nazev mise
            Name        = MyTextsWrapperEnum.PIRATE_BASE_1;
            Description = MyTextsWrapperEnum.PIRATE_BASE_1_Description;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(14393995, 0, 2939339);     // Story sector of the script

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point

            RequiredMissions           = new MyMissionID[] { };                         // mise ktere musi byt splneny pred prijetim teto mise
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.PIRATE_BASE_1_ESCAPE };
            RequiredActors             = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN, MyActorEnum.TARJA, MyActorEnum.VALENTIN };

            m_objectives = new List <MyObjective>(); // Creating of list of submissions
            // START DEFINICE SUBMISE


            DestroyGenerator = new MyObjectiveDestroy( // Var is used to call functions on that member
                new StringBuilder("Destroy the generator"),
                MyMissionID.PIRATE_BASE_1_DESTROY_GENERATOR,
                new StringBuilder(""),
                null,
                this,
                new MyMissionID[] {  },
                generators,
                false
                )
            {
                SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudGenerator
            };
            m_objectives.Add(DestroyGenerator); // pridani do seznamu submisi
            DestroyGenerator.OnMissionSuccess += new Missions.MissionHandler(DestroyMSSuccess);

            var escape = new MyObjective(         // One member of that list - je to MySubmission takze cilem je doletet do checkpointu
                new StringBuilder("Escape"),      // nazev submise
                MyMissionID.PIRATE_BASE_1_ESCAPE, // id submise
                new StringBuilder(""),            // popis submise
                null,
                this,
                new MyMissionID[] { MyMissionID.PIRATE_BASE_1_DESTROY_GENERATOR, },  // ID submisi ktere musi byt splneny - je to prazdne takze je to prvni submise
                new MyMissionLocation(baseSector, MyMissionLocation.MADELYN_HANGAR), // ID of dummy point of checkpoint
                radiusOverride: MyMissionLocation.MADELYN_HANGAR_RADIUS
                )
            {
                SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudMadelynsSapho
            };                        // nastaveni save na checkpointu nebo ne

            m_objectives.Add(escape); // pridani do seznamu submisi
        }
        public MyArabianBorderMission()
        {
            ID = MyMissionID.ARABIAN_BORDER; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Arabian border"); // Name of mission
            Name = MyTextsWrapperEnum.ARABIAN_BORDER;
            Description = MyTextsWrapperEnum.ARABIAN_BORDER_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(6477920, 0, -2331108); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List<MyObjective>(); // Creating of list of submissions
        }
        public MyNewNanjingMission()
        {
            ID = MyMissionID.NEW_NANJING; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("New Nanjing"); // Name of mission
            Name = MyTextsWrapperEnum.NEW_NANJING;
            Description = MyTextsWrapperEnum.NEW_NANJING_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(719329, 0, 3942993); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List<MyObjective>(); // Creating of list of submissions
        }
 public MySideMissionAssassination(MyMissionLocation missionLocation)
 {
     this.ID           = MyMissionID.SIDE_MISSION_01_ASSASSINATION;
     this.Description  = Localization.MyTextsWrapperEnum.SIDE_MISSION_01_ASSASSINATION_Description;
     this.Location     = missionLocation;
     this.DebugName    = new StringBuilder("Assassination mission");
     killSubmission    = new MySideMissionAssassinationKillSubmission(this);
     this.m_objectives = new List <MyObjective>()
     {
         killSubmission
     };
     this.RequiredMissions = new MyMissionID[0];
     this.IsSideMission    = true;
 }
 public MySideMissionAssassination(MyMissionLocation missionLocation)
 {
     this.ID = MyMissionID.SIDE_MISSION_01_ASSASSINATION;
     this.Description = Localization.MyTextsWrapperEnum.SIDE_MISSION_01_ASSASSINATION_Description;
     this.Location = missionLocation;
     this.DebugName = new StringBuilder("Assassination mission");
     killSubmission = new MySideMissionAssassinationKillSubmission(this);
     this.m_objectives = new List<MyObjective>()
     {
         killSubmission
     };
     this.RequiredMissions = new MyMissionID[0];
     this.IsSideMission = true;
 }
Beispiel #29
0
        public MyMilitaryOutpostMission()
        {
            ID          = MyMissionID.MILITARY_OUTPOST;                             /* ID must be added to MyMissions.cs */
            Name        = new StringBuilder("Military outpost");                    // Name of mission
            Description = new StringBuilder("Conquer the outposts.\n  ");
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-3210402, 0, 2812826); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.Madelyn };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MySmallPirateBaseMission()
        {
            ID = MyMissionID.PIRATE_BASE_1; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Small pirate base"); // Nazev mise
            Name = MyTextsWrapperEnum.PIRATE_BASE_1;
            Description = MyTextsWrapperEnum.PIRATE_BASE_1_Description;

            MyMwcVector3Int baseSector = new MyMwcVector3Int(14393995,0,2939339); // Story sector of the script

            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point

            RequiredMissions = new MyMissionID[] { }; // mise ktere musi byt splneny pred prijetim teto mise
            RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.PIRATE_BASE_1_ESCAPE };
            RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN, MyActorEnum.TARJA, MyActorEnum.VALENTIN };

            m_objectives = new List<MyObjective>(); // Creating of list of submissions
            // START DEFINICE SUBMISE

        
            DestroyGenerator = new MyObjectiveDestroy( // Var is used to call functions on that member
                new StringBuilder("Destroy the generator"),
                MyMissionID.PIRATE_BASE_1_DESTROY_GENERATOR,
                new StringBuilder(""),
                null,
                this,
                new MyMissionID[] {  },
                generators,
                false
            ) { SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudGenerator };
            m_objectives.Add(DestroyGenerator); // pridani do seznamu submisi
            DestroyGenerator.OnMissionSuccess += new Missions.MissionHandler(DestroyMSSuccess);

            var escape = new MyObjective( // One member of that list - je to MySubmission takze cilem je doletet do checkpointu
                new StringBuilder("Escape"), // nazev submise
                MyMissionID.PIRATE_BASE_1_ESCAPE, // id submise
                new StringBuilder(""), // popis submise
                null,
                this,
                new MyMissionID[] { MyMissionID.PIRATE_BASE_1_DESTROY_GENERATOR, }, // ID submisi ktere musi byt splneny - je to prazdne takze je to prvni submise
                new MyMissionLocation(baseSector, MyMissionLocation.MADELYN_HANGAR), // ID of dummy point of checkpoint
                radiusOverride: MyMissionLocation.MADELYN_HANGAR_RADIUS
            ) { SaveOnSuccess = false, HudName = MyTextsWrapperEnum.HudMadelynsSapho }; // nastaveni save na checkpointu nebo ne
            m_objectives.Add(escape); // pridani do seznamu submisi

                  


           
        }
Beispiel #31
0
        public MyHeliumMinesMission()
        {
            ID          = MyMissionID.MINER_OUTPOST;         /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Helium Mines"); // Name of mission
            Name        = MyTextsWrapperEnum.MINER_OUTPOST;
            Description = MyTextsWrapperEnum.MINER_OUTPOST_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-54034502, 0, -30077686); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyForgottenFacilityMission()
        {
            ID          = MyMissionID.FORGOTTEN_FACILITY;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Forgotten Facility"); // Name of mission
            Name        = MyTextsWrapperEnum.FORGOTTEN_FACILITY;
            Description = MyTextsWrapperEnum.FORGOTTEN_FACILITY_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(18474168, 0, 62799965); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public IntergalacticHighway()
        {
            ID          = MyMissionID.INTERGALACTIC_HIGHWAY;         /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Intergalatic highway"); // Name of mission
            Name        = MyTextsWrapperEnum.INTERGALACTIC_HIGHWAY;
            Description = MyTextsWrapperEnum.INTERGALACTIC_HIGHWAY_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(4546561, 0, -6059286); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyIndustrialSectorMission()
        {
            ID          = MyMissionID.INDUSTRIAL_SECTOR;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Industrial Sector"); // Name of mission
            Name        = MyTextsWrapperEnum.INDUSTRIAL_SECTOR;
            Description = MyTextsWrapperEnum.INDUSTRIAL_SECTOR_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-7944309, 0, -14218145); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyMilitaryOutpostMission()
        {
            ID = MyMissionID.MILITARY_OUTPOST; /* ID must be added to MyMissions.cs */
            Name = new StringBuilder("Military outpost"); // Name of mission
            Description = new StringBuilder("Conquer the outposts.\n  ");
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-3210402, 0, 2812826); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.Madelyn };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
Beispiel #36
0
        public MyFactoryAmbushMission()
        {
            ID          = MyMissionID.FACTORY_AMBUSH;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Factory Ambush"); // Name of mission
            Name        = MyTextsWrapperEnum.FACTORY_AMBUSH;
            Description = MyTextsWrapperEnum.FACTORY_AMBUSH_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-1120106, 0, -11892620); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyAutonomousOutpostMission()
        {
            ID          = MyMissionID.AUTONOMOUS_OUTPOST;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Autonomous Outpost"); // Name of mission
            Name        = MyTextsWrapperEnum.AUTONOMOUS_OUTPOST;
            Description = MyTextsWrapperEnum.AUTONOMOUS_OUTPOST_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(4968037, 0, -676524); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyDmpingGroundMission()
        {
            ID          = MyMissionID.DUMPING_GROUND;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Dumping Ground"); // Name of mission
            Name        = MyTextsWrapperEnum.DUMPING_GROUND;
            Description = MyTextsWrapperEnum.DUMPING_GROUND_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(2466427, 0, 546651); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
Beispiel #39
0
        public MyMothershipCrashMission()
        {
            ID          = MyMissionID.MOTHERSHIP_CRASH;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Mothership Crash"); // Name of mission
            Name        = MyTextsWrapperEnum.MOTHERSHIP_CRASH;
            Description = MyTextsWrapperEnum.MOTHERSHIP_CRASHL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-6450733, 0, -5060566); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyAsteroidResearchFieldMission()
        {
            ID          = MyMissionID.ASTEROID_FIELD;                   /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Asteroid Research Field"); // Name of mission
            Name        = MyTextsWrapperEnum.ASTEROID_FIELD;
            Description = MyTextsWrapperEnum.ASTEROID_FIELD_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(27037966, 0, 81020050); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
Beispiel #41
0
        public MyRussianCapitalMission()
        {
            ID          = MyMissionID.RUSSIAN_CAPITAL;                       /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("New Moscow - Russian capital"); // Name of mission
            Name        = MyTextsWrapperEnum.RUSSIAN_CAPITAL;
            Description = MyTextsWrapperEnum.RUSSIAN_CAPITAL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-4839140, 0, -1490646); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
Beispiel #42
0
        public MyConvoyMission()
        {
            ID          = MyMissionID.CONVOY;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Convoy"); // Name of mission
            Name        = MyTextsWrapperEnum.CONVOY;
            Description = MyTextsWrapperEnum.CONVOY_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-1179792, 0, -5253184); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyGatesOfHellMission()
        {
            ID          = MyMissionID.GATES_OF_HELL;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Gates of Hell"); // Name of mission
            Name        = MyTextsWrapperEnum.GATES_OF_HELL;
            Description = MyTextsWrapperEnum.GATES_OF_HELL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-3852627, 0, -2074149); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyNewNanjingMission()
        {
            ID          = MyMissionID.NEW_NANJING;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("New Nanjing"); // Name of mission
            Name        = MyTextsWrapperEnum.NEW_NANJING;
            Description = MyTextsWrapperEnum.NEW_NANJING_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(719329, 0, 3942993); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyArabianBorderMission()
        {
            ID          = MyMissionID.ARABIAN_BORDER;          /* ID must be added to MyMissions.cs */
            DebugName   = new StringBuilder("Arabian border"); // Name of mission
            Name        = MyTextsWrapperEnum.ARABIAN_BORDER;
            Description = MyTextsWrapperEnum.ARABIAN_BORDER_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(6477920, 0, -2331108); // Story sector of the script - i.e. (-2465,0,6541)

            RequiredMissions = new MyMissionID[] { };
            Location         = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors   = new MyActorEnum[] { MyActorEnum.MADELYN };


            m_objectives = new List <MyObjective>(); // Creating of list of submissions
        }
        public MyGatesOfHellMission()
        {
            ID = MyMissionID.GATES_OF_HELL; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Gates of Hell"); // Name of mission
            Name = MyTextsWrapperEnum.GATES_OF_HELL;
            Description = MyTextsWrapperEnum.GATES_OF_HELL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-3852627, 0, -2074149); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyIndustrialSectorMission()
        {
            ID = MyMissionID.INDUSTRIAL_SECTOR; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Industrial Sector"); // Name of mission
            Name = MyTextsWrapperEnum.INDUSTRIAL_SECTOR;
            Description = MyTextsWrapperEnum.INDUSTRIAL_SECTOR_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-7944309, 0, -14218145); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyZombieLevelMission()
        {
            ID = MyMissionID.ZOMBIE_LEVEL; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Zombie Level"); // Name of mission
            Name = MyTextsWrapperEnum.ZOMBIE_LEVEL;
            Description = MyTextsWrapperEnum.ZOMBIE_LEVEL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-5758996, 0, -8078063); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyForgottenFacilityMission()
        {
            ID = MyMissionID.FORGOTTEN_FACILITY; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Forgotten Facility"); // Name of mission
            Name = MyTextsWrapperEnum.FORGOTTEN_FACILITY;
            Description = MyTextsWrapperEnum.FORGOTTEN_FACILITY_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(18474168, 0, 62799965); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyMothershipCrashMission()
        {
            ID = MyMissionID.MOTHERSHIP_CRASH; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Mothership Crash"); // Name of mission
            Name = MyTextsWrapperEnum.MOTHERSHIP_CRASH;
            Description = MyTextsWrapperEnum.MOTHERSHIP_CRASHL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-6450733, 0, -5060566); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
 public MyObjectiveEnablePrefabs(
     StringBuilder name,
     MyMissionID id,
     StringBuilder description,
     MyTexture2D icon,
     MyMission parentMission,
     MyMissionID[] requiredMissions,
     MyMissionLocation location,
     List<uint> missionEntityIDs,
     List<uint> toEnablePrefabs,
     MyDialogueEnum? successDialogId = null,
     MyDialogueEnum? startDialogId = null)
     : base(name, id, description, icon, parentMission, requiredMissions, location, missionEntityIDs, successDialogId, startDialogId)
 {
     m_toEnablePrefabs = toEnablePrefabs;
 }
        public MyAutonomousOutpostMission()
        {
            ID = MyMissionID.AUTONOMOUS_OUTPOST; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Autonomous Outpost"); // Name of mission
            Name = MyTextsWrapperEnum.AUTONOMOUS_OUTPOST;
            Description = MyTextsWrapperEnum.AUTONOMOUS_OUTPOST_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(4968037, 0, -676524); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyFactoryAmbushMission()
        {
            ID = MyMissionID.FACTORY_AMBUSH; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Factory Ambush"); // Name of mission
            Name = MyTextsWrapperEnum.FACTORY_AMBUSH;
            Description = MyTextsWrapperEnum.FACTORY_AMBUSH_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-1120106, 0, -11892620); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyAsteroidComplexMission()
        {
            ID = MyMissionID.ASTEROID_COMPLEX; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Asteroid complex"); // Name of mission
            Name = MyTextsWrapperEnum.ASTEROID_COMPLEX;
            Description = MyTextsWrapperEnum.ASTEROID_COMPLEX_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(2066666, 0, -7666666); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyEACCapitalMission()
        {
            ID = MyMissionID.EAC_CAPITAL; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("New NYC - EAC Capital"); // Name of mission
            Name = MyTextsWrapperEnum.EAC_CAPITAL;
            Description = MyTextsWrapperEnum.EAC_CAPITAL_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(6494595, 0, -4998184); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyConvoyMission()
        {
            ID = MyMissionID.CONVOY; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Convoy"); // Name of mission
            Name = MyTextsWrapperEnum.CONVOY;
            Description = MyTextsWrapperEnum.CONVOY_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-1179792, 0, -5253184); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyDmpingGroundMission()
        {
            ID = MyMissionID.DUMPING_GROUND; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Dumping Ground"); // Name of mission
            Name = MyTextsWrapperEnum.DUMPING_GROUND;
            Description = MyTextsWrapperEnum.DUMPING_GROUND_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(2466427, 0, 546651); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public IntergalacticHighway()
        {
            ID = MyMissionID.INTERGALACTIC_HIGHWAY; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Intergalatic highway"); // Name of mission
            Name = MyTextsWrapperEnum.INTERGALACTIC_HIGHWAY;
            Description = MyTextsWrapperEnum.INTERGALACTIC_HIGHWAY_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(4546561, 0, -6059286); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyHeliumMinesMission()
        {
            ID = MyMissionID.MINER_OUTPOST; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Helium Mines"); // Name of mission
            Name = MyTextsWrapperEnum.MINER_OUTPOST;
            Description = MyTextsWrapperEnum.MINER_OUTPOST_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-54034502, 0, -30077686); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };
           

            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }
        public MyPlutoniumMineMission()
        {
            ID = MyMissionID.URANITE_MINE; /* ID must be added to MyMissions.cs */
            DebugName = new StringBuilder("Plutonium mine"); // Name of mission
            Name = MyTextsWrapperEnum.URANITE_MINE;
            Description = MyTextsWrapperEnum.URANITE_MINE_Description;
            MyMwcVector3Int baseSector = new MyMwcVector3Int(-7271990, 0, 1111311); // Story sector of the script - i.e. (-2465,0,6541)
            RequiredMissions = new MyMissionID[] { };
            Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); // Starting dummy point - must by typecasted to uint and referenced from EntityID enum
            RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN };



            m_objectives = new List<MyObjective>(); // Creating of list of submissions


        }