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Xavier Wise

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Reply with quote  #1 
The Oberon Campaign is a brand new mission script for Artemis. Designed for a single crew, the campaign comprises of multiple missions which players can choose to complete. The campaign uses a unique "Command Network" interface in the script, to allow players to access new missions by entering a code, enabling the same script to be updated and used for multiple missions in the Oberon System.

The Story
Your crew has been deployed to the Oberon System, a USFP controlled area of space on the edge of USFP territory, under the command of Commadore Wright. The TSN's mission in the region is to maintain peace and security in the area.

The Oberon System is vital to the USFP. It is a primary producer of Denabite, a valuable crystal used in USFP engine systems. Rich sources of denabite are mined from local asteroid fields, refined in the many industrial bases scattered throughout the system, and then shipped to neighbouring star systems such as Phinmor.

Installing the Mission
Download the mission zip file from GitHub (linked below) and extract the XML. Navigate to your mission folder in Artemis (...>Artemis>dat>Missions) and create a new folder named MISS_The-Oberon-Campaign. Drag and drop the file MISS_The-Oberon-Campaign.xml into the newly created folder. Once completed, run your server as normal and select the mission name from the mission options. If you encounter a "Filename mismatch" error, check that the mission folder and mission file names match.

Loading the Mission
On loading the mission, no ship will be spawned. Select Ship 1 using a client console and configure as desired - there are no restrictions on naming or on ship/ engine type. Once configured, select a Main Screen option in addition to any other options and uncheck and recheck the "Ready to Play" option. This will spawn the player ship and start the campaign.

The First Mission
Instructions are sent via the communications console in game. To access the first mission in the campaign, the player ship must move to Oberon station and dock. Once fully docked, a new communications menu button will appear, named "Command Network". Click on this to open up a new menu called "Command Code Authorisation". Using the numbered buttons, the Communications officer can enter the first mission code: 145. Ensure there is a slight pause between entering each digit so that it registers correctly (indicated with a status pop-up). 

Additional Campaign Missions
After completing the first mission, a log file will be created with additional "Mission Authorisation codes". These will also be transmitted to the communications console. Following the same procedure as above (docking at Oberon station and accessing the "Command Network"), use the communications menu to enter a new Mission Authorisation code (as before, leave a slight pause between entering each digit). Instructions for the missions will then be transmitted to the communications console. You can replay any mission by entering the Mission Authorisation code again.

Mission File
Download the mission script by clicking the link below:
 

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Fleet Captain Xavier Wise - TSN Sabre
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Gypsyjuggler

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Reply with quote  #2 
Any instructions? I tried to load it like a normal mission and it said files were missing. When i unzipped it there were only 2 files extracted.
Xavier Wise

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Reply with quote  #3 
It just needs installing like a normal mission.

In your Artemis install, navigate to the dat folder and then the Mission folder. Create a new folder named MISS_The-Oberon-Campaign and drop the mission xml file in there. Remember, the mission XML file name must match the folder name exactly.

I might try and put out a video about installing missions to help people out. I have one on how to add the TSN Sandbox mission script. The process for any other mission script is identical. The only thing with the TSN Sandbox is that you have to also have a mod installed for it to work, but adding a mod is a different process.


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Newcommerin

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Reply with quote  #4 
Maybe you have to rename the folder and the file, so it starts mith"MISS_"?
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Gypsyjuggler

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Reply with quote  #5 
I made a folder that started with MISS_, but i also took the name "master" off the file so it matched the folder.

The game recognized the mission now, but in firing it up twice, the various stations didn't start up, and the main screen showed just the space view. I hit esc on the server and had it respawn the ship. Then everything started up properly.
Xavier Wise

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Reply with quote  #6 
Glad to hear it is working. The "master" from the zip folder name is due to the way GitHub works. Inside the master folder is the actual mission script that you need. All that is required is the xml file, not any of the folders that the file is in.

At the beginning of the mission, no ships are spawned in the Start event. This is deliberate to give the crew opportunity to configure their ship as desired and to ensure that the mission starts correctly. To spawn a ship in a mission, simply select a Main Screen on the ship you wish to spawn and cycle ready to play (this script will only work if Ship 1 is spawned - other ships will not be recognised).

In the script, I have set up a prompt that will appear after about 30 seconds. A pop up window will instruct players to select a Main Screen option and cycle the Ready to Play button if they do not know the procedure for spawning a ship.

Note, this is the process that can be used to spawn ships in game for any mission script. The mission script doesn't require a ship spawn command, though almost all scripts include it as standard. Generally, I avoid adding a pre-spawned ship as I have found that leaving the spawn up to players allows more flexibility for the ship configuration used in the game. I have also encountered issues where multiple ships have been spawned unintentionally.

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Xavier Wise

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Reply with quote  #7 
I have updated the instructions on the original topic post to add clarity on how to download, install and start the mission. 
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HaydenBarca

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Reply with quote  #8 
Thanks, Xavier.  It sounds like this is a novel approach and I look forward to trying it.  I want to crack the xml open and look at it, but I think I'll resist and play it first with no spoilers :-)  
Xavier Wise

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Reply with quote  #9 
I want to keep adding to this mission script over time to include more missions for the players to access. At the moment, there is a single mission in the campaign script. It was created as a basic introductory mission and proof of concept - the aim is, for those crews using the script for the first time, to introduce them to the way the script works. Those who have already played will be able to access other missions straight away, without having to complete this introductory mission again once they know how things are set up. I am working on the second mission to be added to the script at the moment, and have already coded much of it - I just need to finish off the final couple of chapters in that mission. When the second mission is finished, I'll be updating the script and I'll post here to let everyone know!

Through adding a new mission, I have already changed and extended the communications menu options that appear on the comms console. You are more than welcome to take a look under the hood, but the next update is already more complex and extensive than this initial release. I have a whole load of other ideas I want to add in as I continue to script. One idea I have is adding a "Ship's Database" comms menu item, where you could access menu items that give information messages via the comms console e.g. information about Denabite, tech such as Jump gates, or even short bios characters that feature in the campaign. When you select an item in the menu, info would be posted as a comms message that could then be read aloud to the crew. I am going to start work on this after the second mission is finished I think. My hope is that it adds an extra bit of immersion for crews who are exploring the Oberon System.

Of course, as I continue to script, I will be increasing the number of sectors that can be explored in the Oberon system too. The second mission is designed specifically to guide players to conducting their first "sector transition" so they get used to the idea of moving around a much larger system, made up of sector maps. I want to add other "introductory" missions like this as well to teach players about use of other systems that I can add to the code, like moving cargo or personnel with shuttles, using a fuel collection system, and anything else I can dream up. Many of the ideas are coming from the TSN Sandbox, but I am writing and adapting them specifically for this campaign script!

Anyway, I will post more as I make progress. If people are playing this script, I would love to hear about your experiences! And of course, if you encounter any bugs, give me a shout. 

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Fleet Captain Xavier Wise - TSN Sabre
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