Difference between revisions of "Scenarios.plist"

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This key is optional; if it is omitted, it will be impossible to end the game using that script function.
 
This key is optional; if it is omitted, it will be impossible to end the game using that script function.
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[[Category:Oolite]]
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[[Category:Oolite scripting]]

Revision as of 06:52, 31 March 2014

The scenarios.plist file, from Oolite 1.79 onwards, lists the initial starting scenario files available to the player when starting a new commander.

It is a list of dictionaries with the following format:

	{
		"file" = "oolite-tutorial.oolite-save";
		"name" = "[oolite-scenario-tutorial-name]";
		"description" = "[oolite-scenario-tutorial-description]";
		"model" = "coriolis-station";
		"scenario" = "oolite-tutorial";
	}

description

A text description, which will be expanded with the usual description expansion rules, summarising the scenario in a few hundred characters. Optional but strongly recommended.

file

The filename of the scenario file, which should be placed in the Scenarios folder of the OXP. A scenario file is simply an Oolite save game: you will probably find the debug console extremely useful for setting up the scenario. In general when creating scenarios you should not have any OXPs installed other than those absolutely necessary for the OXP containing the scenario, to prevent unwanted mission variables and similar items from appearing in the scenario file.

model

The data key of the model in shipdata.plist to be used for this scenario on the selection screen. This key must either:

  • exist in the core shipdata.plist
  • exist in your OXP's shipdata.plist
  • exist in the shipdata.plist of an OXP you explicitly require to be installed through the manifest.plist

It is optional - if omitted, no model will be shown.

name

The name of the scenario, expanded with the usual description expansion rules. This is the name which will be shown in the selection list.

scenario

This key sets up the name of the scenario. If you intend the scenario to be a completely self-contained event, with a definite ending, rather than simply an alternative start position or set up for the player, then you will probably want to call player.endScenario at that point to end the game. The key here must exactly match the one used in the call to player.endScenario().

This key is optional; if it is omitted, it will be impossible to end the game using that script function.