5.1) Lua Mission Scripts hinzugefügt
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5.1%29-Lua-Mission-Scripts.md
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5.1%29-Lua-Mission-Scripts.md
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Every mission event command starting with custom Lua syntax: `rem.mission.`
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Most Lua commands having a key condition after the initial Lua command. These key conditions are defined in the `()` brackets.
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**Lua Command List:**
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`create("missionname")`
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Game Function: Custom mission name definition . The key `"missionname"` has to be unique , so replace this name with your own defined mission name.
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`missiontype("type")`
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Game Function: Determines with prefab key conditions the mission type. Usable key conditions are `"flyto"`, `"pve"` or `trade`.
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`trigger("State")`
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Game Function: One-shot trigger with prefab key conditions. Replacing `"State"` with `"InitState"` will fire the lua entities when started a mission by player, immediately.
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`startbase("BaseName")`
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Game Function: Set docked base for the mission start. Write the intended base name in the key condition where to start (e.g. Li01_01_Base).
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`thnconfig("variable", "stringvalue")`
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Game Function: Overwrites a condition in the `config.lua`. This command is necessary to run custom base cutscenes by mission start or Lua event.
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A custom`variable` and `stringvalue` have to definied in the used `.thn` file and the `config.lua` to call the function to run a
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cutscene script.
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`thntime(time) `
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Game Function: Customizable delay timer for the further sequence of the script. Mostly used to avoid executing a command during a cutscene.
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`showpopup(caption, message)`
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Game Function: Shows internal Freelancer function popupdialogue window with custom content. The Mission Script will continue after pressing the "OK" button.
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The key condition `caption` defines the title of the popupdialogue and `message` the actual content of the dialogue.
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`missionmessage("triggermode", caption)`
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Game Function: Displays message text to your screen. Define one of these Lua Event triggermodes: `"popup"` or `"launch"`.
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It will run the message either after pressing "OK" button of popdialog or launch dock and enter space.
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`thnsave()`
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Game Function: Declares a completed chapter in your script. Before an additional definied `startbase` event there's a need to set this save method with `thnsave()`.
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`pve_enemyfaction("factionname")`
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Game Function: Set a faction to the spawned enemies in the mission script. Replace `"factionname"` with a faction term in the Freelancer faction list, e.g.`"fc_n_grp"`.
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`pve_enemycount(amount)`
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Game Function: A spawn-counter with a defined value for enemy NPCs. Change `amount` with a number.
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`pve_wavecount(value)`
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Game Function: A wave-counter with a defined value for enemy NPC waves. Change `value` with a number.
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`pve_spawnmethod("method")`
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Game Function: A method for NPC spawn. Needs to be set to `"fixed"` for a specific spawn position or `"dynamic"` for random spawn locations.
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`pve_spawnpos(X, Y, Z)`
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Game Function: Determine the NPC spawn positions. X = left to right, Y = up to down, Z = back to forth
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`.save()`
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Game Function: End line for every mission script. Close and saves the mission variables to origin.
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