![]() ![]() If no tier is set for a mission, missions in a series will be laid out top to bottom, starting in the first free tier in the slot.Ĭountry_or_non_sovereign_subject_holds = ROOT The layout of the mission nodes is determined by the tier set for the missions and the slots set for the series, there is no automatic layout. Of course you are not required to use it that way, you can use one series per mission as well. Has_country_shield (Boolean): If set, the player country flag will be shown for all missions in this seriesĪs you can see series are basically used to conveniently set parameters for any number of missions. Potential (Trigger): Determines visibility for the player ![]() Generic (Boolean): Provides a way to control series precedenceĪi (Boolean): Turns AI for this series on or off Slot (Integer): Used to set the slot for the series A series is used to set various parameters that determine layout, visibility, appearance and AI behavior: The grid can be as wide and tall as you like, it will automatically expand to fit all missions.Īll missions are part of a series. This means missions can have any amount of other missions as a prerequisite and missions can branch out into any amount of other distinct missions. Missions for a country are composed of one or more acyclic graphs laid out in a grid view. Weight (AI) - Determines the worth of a mission to the AI Priority (AI) - Determines what missions the AI picks to work towards ![]() Potential - Trigger that must be fulfilled for a series to be visible Series - One or more missions in one slot (Can span tiers) Tier - A row in the missions grid (1 based indexing) Slot - A column in the missions grid (1 based indexing) Let's start with explaining a few terms I am going to use in this guide. I will do my best to update you in this thread as we are going forward.įor an overview on how the new missions work from a players perspective have a look at last weeks dev diary: As we are still working on the immersion pack minor things might change, be added or removed. ![]() Hopefully this will make it easier for you to start working on creating and updating mods for it. Since there was a lot of interest expressed in the last dev diary I thought I'd write a small guide to help you get started modding the new missions system. ![]()
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