public static MyActorProperties GetActorProperties(MyActorEnum id) { MyActorProperties result = null; m_actorProperties.TryGetValue((int)id, out result); return(result); }
//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 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 }
//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 void SendSetActorFaction(MyActorEnum actor, MyMwcObjectBuilder_FactionEnum faction) { var msg = new MyEventSetActorFaction(); msg.ActorId = (int)actor; msg.Faction = faction; Peers.SendToAll(ref msg, NetDeliveryMethod.ReliableOrdered); }
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 static void SetActorFaction(MyActorEnum id, MyMwcObjectBuilder_FactionEnum newFaction) { var actorProperties = GetActorProperties(id); if (actorProperties == null) { return; } actorProperties.Faction = newFaction; }
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 }
//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 }
//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>(); }
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 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 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 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 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 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 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 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 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 }
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 MyDialogueSentence(MyActorEnum speaker, MySoundCuesEnum? cue, MyDialoguesWrapperEnum text, float noise = 0.0f, float pauseBefore_ms = 0.0f, MyActorEnum? listener = null) { Actor = speaker; Listener = listener; Cue = cue; Text = text; SentenceTime_ms = MathHelper.Clamp(MyDialoguesWrapper.Get(Text).Length * 66, MIN_SENTENCE_TIME, MAX_SENTENCE_TIME) + PauseBefore_ms; MyCommonDebugUtils.AssertDebug(noise >= 0 && noise <= 1, "Bad dialogue sentence noise value!"); Noise = noise; PauseBefore_ms = pauseBefore_ms; if (MyActorConstants.IsNoiseActor(speaker)) { Noise = 1f; } }
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 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 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 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 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 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 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 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 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 }
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 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 MyMissionBase() { ShowNavigationMark = true; IsSideMission = false; MissionTimer = new MyMissionTimer(); RequiredUncompletedMissions = new MyMissionID[0]; RequiredMissionsForSuccess = new MyMissionID[0]; MissionEntityIDs = new List <uint>(); RequiredEntityIDs = new List <uint>(); GuiTargetMode = MyGuitargetMode.Objective; MovePlayerToMadelynHangar = true; RequiredActors = new MyActorEnum[0]; Components = new List <MyMissionComponent>(); }
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 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 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 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 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 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 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 }
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 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 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 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 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 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 MyDialogueSentence(MyActorEnum speaker, MySoundCuesEnum?cue, MyDialoguesWrapperEnum text, float noise = 0.0f, float pauseBefore_ms = 0.0f, MyActorEnum?listener = null) { Actor = speaker; Listener = listener; Cue = cue; Text = text; PauseBefore_ms = pauseBefore_ms; SentenceTime_ms = MathHelper.Clamp(MyDialoguesWrapper.Get(Text).Length * 66, MIN_SENTENCE_TIME, MAX_SENTENCE_TIME) + PauseBefore_ms; MyCommonDebugUtils.AssertDebug(noise >= 0 && noise <= 1, "Bad dialogue sentence noise value!"); Noise = noise; if (MyActorConstants.IsNoiseActor(speaker)) { Noise = 1f; } }
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 }
public MyCKDMothershipFacilityMission() { RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN }; ID = MyMissionID.CKD_MOTHERSHIP_FACILITY; /* ID must be added to MyMissions.cs */ DebugName = new StringBuilder("CKD Mothership Facility"); // Name of mission Name = MyTextsWrapperEnum.CKD_MOTHERSHIP_FACILITY; Description = MyTextsWrapperEnum.CKD_MOTHERSHIP_FACILITY_Description; MyMwcVector3Int baseSector = new MyMwcVector3Int(1320253, 0, -2846330); // 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 MyFollowHostMission() { ID = MyMissionID.COOP_FOLLOW_HOST; /* ID must be added to MyMissions.cs */ DebugName = new StringBuilder("Coop follow host mission"); // Nazev mise Flags = MyMissionFlags.Story; Location = null; RequiredMissions = new MyMissionID[] { }; // mise ktere musi byt splneny pred prijetim teto mise RequiredMissionsForSuccess = new MyMissionID[] { MyMissionID.COOP_FOLLOW_HOST_OBJECTIVE }; RequiredActors = new MyActorEnum[] { }; m_objectives = new List<MyObjective>(); // Creating of list of submissions MainObjective = new MyFollowHostObjective(this); m_objectives.Add(MainObjective); SetObjectives(null); }
public MyTestMission() { ID = MyMissionID.TEST_MISSION; /* ID must be added to MyMissions.cs */ DebugName = new StringBuilder("Test mission"); Name = Localization.MyTextsWrapperEnum.EmptyDescription; Description = Localization.MyTextsWrapperEnum.EmptyDescription; MyMwcVector3Int baseSector = new MyMwcVector3Int(-2, 0, 2); Location = new MyMissionLocation(baseSector, (uint)EntityID.StartLocation); RequiredMissions = new MyMissionID[] { MyMissionID.TEST_MISSION }; RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN }; m_objectives = new List<MyObjective>(); var objective1 = new MyObjective( new StringBuilder("Objective1"), MyMissionID.TEST_MISSION_OBJECTIVE1, new StringBuilder(""), null, this, new MyMissionID[] { }, null ); objective1.SaveOnSuccess = true; m_objectives.Add(objective1); var objective2 = new MyObjective( new StringBuilder("Objective2"), MyMissionID.TEST_MISSION_OBJECTIVE2, new StringBuilder(""), null, this, new MyMissionID[] { MyMissionID.TEST_MISSION_OBJECTIVE1 }, null ); objective2.SaveOnSuccess = true; m_objectives.Add(objective2); }
public MyCKDMothershipFacilityMission() { RequiredActors = new MyActorEnum[] { MyActorEnum.MADELYN }; ID = MyMissionID.CKD_MOTHERSHIP_FACILITY; /* ID must be added to MyMissions.cs */ DebugName = new StringBuilder("CKD Mothership Facility"); // Name of mission Name = MyTextsWrapperEnum.CKD_MOTHERSHIP_FACILITY; Description = MyTextsWrapperEnum.CKD_MOTHERSHIP_FACILITY_Description; MyMwcVector3Int baseSector = new MyMwcVector3Int(1320253, 0, -2846330); // 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 }
//END OF BLOCK public MyTradeStationChinaMission() { ID = MyMissionID.TRADE_STATION_CHINA; /* ID must be added to MyMissions.cs */ DebugName = new StringBuilder("Trade station - China"); // Name of mission Name = MyTextsWrapperEnum.TRADE_STATION_CHINA; Description = MyTextsWrapperEnum.TRADE_STATION_CHINA_Description; MyMwcVector3Int baseSector = new MyMwcVector3Int(2069219, 0, 5949238); // 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[] { }; // IDs of missions required to make this mission available RequiredMissionsForSuccess = new MyMissionID[] { }; RequiredActors = new MyActorEnum[] { MyActorEnum.MARCUS, MyActorEnum.MADELYN }; m_objectives = new List<MyObjective>(); // Creating of list of submissions //Here you can add another submissions }
//END OF BLOCK public MyNewSingaporeIndustryMission() { ID = MyMissionID.NEW_SINGAPOUR; /* ID must be added to MyMissions.cs */ DebugName = new StringBuilder("New Singapore industry"); // Name of mission Name = MyTextsWrapperEnum.NEW_SINGAPOUR; Description = MyTextsWrapperEnum.NEW_SINGAPOUR_Description; //Flags = MyMissionFlags.Story; MyMwcVector3Int baseSector = new MyMwcVector3Int(-1032721, 0, 5706607); // 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.NEW_SINGAPOUR_FLY*/ }; 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\n"), // Name of the submission // MyMissionID.NEW_SINGAPOUR_FLY, // ID of the submission - must be added to MyMissions.cs // new StringBuilder("fly\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.FlyInside) // 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 //Here you can add another submissions }
public MyObjective( StringBuilder Name, MyMissionID ID, StringBuilder Description, MyTexture2D Icon, MyMission ParentMission, MyMissionID[] RequiredMissions, MyMissionLocation Location, List<uint> MissionEntityIDs = null, MyDialogueEnum? successDialogId = null, MyDialogueEnum? startDialogId = null, MyActorEnum[] requiredActors = null, float? radiusOverride = null) { this.NameTemp = Name; this.ID = ID; this.DescriptionTemp = Description; this.Icon = Icon; this.ParentMission = ParentMission; this.RequiredMissions = RequiredMissions; this.Location = Location; this.MissionEntityIDs = new List<uint>(); this.SuccessDialogId = successDialogId; this.StartDialogId = startDialogId; this.m_radiusOverride = radiusOverride; if (MissionEntityIDs != null) { this.MissionEntityIDs.AddRange(MissionEntityIDs); } if (requiredActors != null) { this.RequiredActors = requiredActors; } RequiresDrone = false; CanBeSkipped = true; FailIfEntityDestroyed = true; MakeEntityIndestructible = true; }