Difference between revisions of "Mission variable"
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Mission variables are states that can be set and queried by a script in [[scripts.plist]] | Mission variables are states that can be set and queried by a script in [[scripts.plist]] | ||
+ | |||
+ | They may be set to strings of characters that represent states (often in unspaced capital letters - just a style recommendation), or to numeric values, eg. | ||
+ | |||
+ | '''set: mission_myGreatMission_status START_OF_THE_MISSION''' | ||
+ | // mission_myGreatMission_status will be set to the string 'START_OF_THE_MISSION' | ||
+ | |||
+ | '''set: mission_myGreatMission_rewardValue 105.5''' | ||
+ | // mission_myGreatMission_rewardValue will be set to 105.5 | ||
+ | // I might alter this value before I award it as credits at the end of the mission | ||
They should have a unique name that is ''always'' prefixed by '''mission_'''. A good naming scheme is to use '''mission_''' followed by a unique identifier for your script (for example, '''fredJamesMission1''' followed by an underscore then the use to which the variable is being put (for example, '''_counter1''' or '''_EnemyName'''. | They should have a unique name that is ''always'' prefixed by '''mission_'''. A good naming scheme is to use '''mission_''' followed by a unique identifier for your script (for example, '''fredJamesMission1''' followed by an underscore then the use to which the variable is being put (for example, '''_counter1''' or '''_EnemyName'''. | ||
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=== Good Examples of Mission Variable Names === | === Good Examples of Mission Variable Names === | ||
− | mission_fredJamesMission_counter1 | + | '''mission_fredJamesMission_counter1''' |
// might be set to a number that's incremented or decremented every so often | // might be set to a number that's incremented or decremented every so often | ||
− | mission_trumbles_decisionKey | + | '''mission_trumbles_decisionKey''' |
// could be the result of a missionChoice | // could be the result of a missionChoice | ||
− | mission_moonShot_stage | + | '''mission_moonShot_stage''' |
// could be a phrase describing the current scripted action eg. BEGINNING_MISSION or KILLING_ALIENS or MISSION_COMPLETE | // could be a phrase describing the current scripted action eg. BEGINNING_MISSION or KILLING_ALIENS or MISSION_COMPLETE | ||
=== Poor Examples of Mission Variable Names === | === Poor Examples of Mission Variable Names === | ||
− | mission_counter | + | '''mission_counter''' |
+ | // no mission identifier | ||
− | mission_variable | + | '''mission_variable''' |
// no mission identifier | // no mission identifier | ||
− | mission_mymissionisaverycomplexaffairthatImightmisspell_andthisisanequallycomplexvariable | + | '''mission_mymissionisaverycomplexaffairthatImightmisspell_andthisisanequallycomplexvariable''' |
// could be easily misspelt or misunderstood | // could be easily misspelt or misunderstood | ||
Revision as of 15:47, 21 January 2006
Mission variables are states that can be set and queried by a script in scripts.plist
They may be set to strings of characters that represent states (often in unspaced capital letters - just a style recommendation), or to numeric values, eg.
set: mission_myGreatMission_status START_OF_THE_MISSION // mission_myGreatMission_status will be set to the string 'START_OF_THE_MISSION' set: mission_myGreatMission_rewardValue 105.5 // mission_myGreatMission_rewardValue will be set to 105.5 // I might alter this value before I award it as credits at the end of the mission
They should have a unique name that is always prefixed by mission_. A good naming scheme is to use mission_ followed by a unique identifier for your script (for example, fredJamesMission1 followed by an underscore then the use to which the variable is being put (for example, _counter1 or _EnemyName.
Mission variables are saved in the player's saved game file.
Good Examples of Mission Variable Names
mission_fredJamesMission_counter1 // might be set to a number that's incremented or decremented every so often mission_trumbles_decisionKey // could be the result of a missionChoice mission_moonShot_stage // could be a phrase describing the current scripted action eg. BEGINNING_MISSION or KILLING_ALIENS or MISSION_COMPLETE
Poor Examples of Mission Variable Names
mission_counter // no mission identifier mission_variable // no mission identifier mission_mymissionisaverycomplexaffairthatImightmisspell_andthisisanequallycomplexvariable // could be easily misspelt or misunderstood