Kerbal Space Program  1.12.4
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros
Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Properties | List of all members
Expansions.Missions.Mission Class Reference
Inheritance diagram for Expansions.Missions.Mission:
IConfigNode

Public Member Functions

bool BlockPlayMission (bool showDialog=false)
 Check for any issues that prevent the start of a mission More...
 
uint CurrentVesselID (MENode node, uint vesselID)
 Will check for mapped vessel ID entries for the passed in vesselID and return the current vesselID vessel persistentId. More...
 
bool Export (string exportFileName, bool overwrite=false)
 Export a mission to the Exports folder More...
 
ActionCreateAsteroid GetActionCreateAsteroid (MENode node)
 Returns the first ActionCreateAsteroid attached to the passed in MENode. More...
 
ActionCreateComet GetActionCreateComet (MENode node)
 Returns the first ActionCreateComet attached to the passed in MENode. More...
 
ActionCreateFlag GetActionCreateFlag (MENode node)
 Returns the first ActionCreateFlag attached to the passed in MENode. More...
 
ActionCreateFlag GetActionCreateFlagByPersistentID (uint persistentId)
 Searches the Nodes in the mission for an entry that matches the passed in flag persistentId. More...
 
ActionCreateKerbal GetActionCreateKerbal (MENode node)
 Returns the first ActionCreateKerbal attached to the passed in MENode. More...
 
ActionCreateVessel GetActionCreateVessel (MENode node)
 Returns the first ActionCreateVessel attached to the passed in MENode. More...
 
List< T > GetAllActionModules< T > ()
 Retrieve a List of all the action modules of a certain type from the mission nodes. More...
 
List< T > GetAllTestModules< T > ()
 Retrieve a List of all the test modules of a certain type from the mission nodes. More...
 
List< VesselSituationGetAllVesselSituations ()
 Retrieve a List of all VesselSituations from the mission nodes. More...
 
DictionaryValueList
< VesselSituation, Guid > 
GetAllVesselSituationsGuid ()
 Returns all VesselSituations from the Mission in a DictionaryValueList More...
 
Asteroid GetAsteroidByPersistentID (uint persistentId)
 Searches the Nodes in the mission for an entry that matches the passed in asteroid persistentId. More...
 
MEBannerEntry GetBanner (MEBannerType bannerType)
 Returns the banner filename inside the Banners folder of the mission for the specified type. More...
 
Comet GetCometByPersistentID (uint PersistentId)
 Searches the Nodes in the mission for an entry that matches the passed in asteroid persistentId. More...
 
MissionCraft GetCraftBySituationsVesselID (uint persistentId)
 Search the VesselSituationList for and entry that matches the vessels PersistentId More...
 
int GetCraftFileIndexByPart (uint persistentId)
 Search the craftFileList that contains the provided part persistent id More...
 
MissionCraft GetMissionCraftByFileName (string craftFileName)
 Search the CraftFileList for a entry that matches the passed in vesselName. More...
 
MissionCraft GetMissionCraftByName (string vesselName)
 Search the CraftFileList for a entry that matches the passed in vesselName. More...
 
VesselSituation GetMissionSituationByCraftFileName (string craftFileName)
 Search the Missions VesselSituation list for a Situation that matches the passed in craftFile name. More...
 
MENode GetNodeById (Guid guid)
 Returns the mission node by Guid Id More...
 
Guid GetNodeGuidByVesselID (uint persistentId)
 Searches the VesselSituationList for an entry that matches the passed in vessel persistentId. More...
 
Guid GetNodeGuidByVesselID (uint persistentId, bool processMappedVessels)
 Searches the VesselSituationList for an entry that matches the passed in vessel persistentId. More...
 
int GetSituationsIndexByPart (uint persistentId)
 Search the vessel situations list that contains the provided part persistent id More...
 
int GetSituationsIndexByVessel (uint persistentId)
 Search the vessel situations list that contains the provided vessel persistent id More...
 
VesselSituation GetVesselSituationByVesselID (uint persistentId)
 Searches the Nodes in the mission for an entry that matches the passed in vessel persistentId. More...
 
VesselSituation GetVesselSituationByVesselID (uint persistentId, bool processMappedVessels)
 Searches the Nodes in the mission for an entry that matches the passed in vessel persistentId. More...
 
void InitMission ()
 
bool IsNextObjective (MENode node)
 Returns true if the node passed in is one of the miccions current Next Objectives More...
 
void Load (ConfigNode node)
 
void Load (ConfigNode node, bool simple=false)
 
bool MissionHasLaunchSite (string name)
 Check if the Mission has a Launchsite with a passed in name More...
 
bool PendingVesselLaunch (MENode node)
 Checks if the passed in MENode is an ActionCreateVessel and if so, does it have any vessel not launched. More...
 
string PrintObjectives (bool onlyPrintActivatedNodes, bool startWithActiveNode)
 Lists out all the objectives of the mission to a string for display and returns it. More...
 
string PrintScoreObjectives (bool onlyPrintActivatedNodes, bool startWithActiveNode, bool onlyAwardedScores)
 List out all the score descriptions summary of the mission to a string for display More...
 
void RebuildCraftFileList ()
 Rebuilds the CraftFileList of mission Ship craft files from the Mission Ship Folder Path More...
 
void ResumeMission ()
 Resume the mission after a scenario module load triggered by a scene change And ensure all the nodes and orphan nodes get initalized correctly More...
 
void Save (ConfigNode node)
 
void SetBanner (MEBannerEntry newBanner, MEBannerType bannerType)
 Sets the name of the banner that will be looked for in the mission Banners folder. More...
 
void SetLockedCamera (MissionCameraModeOptions newCameraMode, MissionCameraLockOptions newCameraLock)
 Changes the camera mode/locks More...
 
void SetStartNode (MENode newStart)
 
void StartMission ()
 Set the Mission to Started. This is set immediately on play if the mission has no player created vessels to be built at the start of the mission. OR, it will be started once all player created vessels at the start of the mission have been built and launched. More...
 
void SwitchActiveVessel (Vessel vessel, bool saveRevertOnSwitch=false, bool switchImmediately=false)
 Notify the Mission you want to switch the Active Vessel. The mission will switch to the vessel in Flight at the appropriate time. It will only do this if you are in Flight Scene. More...
 
void UpdateMission ()
 

Static Public Member Functions

static Mission Spawn ()
 Spawns a Mission GameObject and returns the Mission component. More...
 
static Mission Spawn (MissionFileInfo missionInfo)
 Spawns a Mission GameObject and returns the Mission component. More...
 
static Mission SpawnAndLoad (MissionFileInfo missionInfo, ConfigNode missionNode)
 Spawn and load mission More...
 

Public Attributes

string author = ""
 The author's name or nickname More...
 
MissionAwards awards
 Awards applied at the end of the mission More...
 
string briefing = ""
 The briefing text for the mission More...
 
bool briefingNodeActive = false
 Is set to true if a Mission Briefing Dialog Node is active on the screen at the start of a mission. Will stop the mission from progressing. More...
 
MissionCameraModeOptions cameraLockMode = MissionCameraModeOptions.Flight
 camera type options. More...
 
MissionCameraLockOptions cameraLockOptions = MissionCameraLockOptions.Unlock
 Camera lock options. More...
 
DictionaryValueList< string,
MissionCraft
craftFileList
 List of available Ship craft files for this mission - key is the CraftFileName More...
 
float currentScore
 The Mission Score More...
 
MissionDifficulty difficulty = MissionDifficulty.Intermediate
 Difficulty of the mission as rated by the Creator More...
 
string expansionVersion = ""
 Version of the Making History expansion that was used to create this mission More...
 
string exportName = ""
 Save name for the file that we're going to export the mission in. More...
 
string flagURL = ""
 The flag for this mission More...
 
MissionFlow flow
 The Flow information for the mission, used to display the flow details in the UI for the mission. More...
 
MissionScore globalScore
 Global score applied at the end of the mission More...
 
bool hardIcon = false
 Is this mission indicated as Hard in the dialogs More...
 
Guid historyId
 Current history id of this mission More...
 
bool isScoreEnabled = true
 boolean flag that sets if the score system is enabled for the mission More...
 
List< MissionMappedVesselmappedVessels = null
 A dictionary of Parts that have VesselNaming entries (rename vessel entries) stored within them. It maps the key (Part.persistentId) to current (actual current craft/vessel situation persistentId) and a fake/mapped persistentId that can be set against mission nodes. More...
 
float maxScore = 0
 Creator defined value that set the max score a player can achive on the mission More...
 
string modsBriefing = ""
 The mods briefing text for the mission More...
 
DictionaryValueList< Guid, MENodenodes
 The Nodes that make up this mission More...
 
int order
 The order of this mission when displayed in the lists More...
 
string packName
 The mission pack this mission is a part of More...
 
MissionSituation situation
 The details of the missions situation. Start details and other components More...
 
double startedUT
 UT time when the mission started More...
 
ulong steamPublishedFileId = 0
 This is the steam published FileId for this mission if it has been published to steam. More...
 
List< string > tags
 A list of mission tags More...
 

Static Public Attributes

static string lastCompatibleVersion = "1.0.0"
 Oldest version of the Making History expansion save files that are compatible with this version. More...
 

Properties

MENode activeNode [get, set]
 The activeNode in the Mission More...
 
string ActiveNodeName [get]
 The Title of the active node. More...
 
string BannersPath [get]
 The path to the banners folder in the mission More...
 
bool HasBeenValidated [get]
 Is true if the mission has been validated. More...
 
Guid id [get, set]
 Unique ID for this Mission More...
 
List< MENodeInactiveEventNodes [get]
 List of nodes that are events and have not yet been activated - this list is set by the mission load and the activation method More...
 
bool isEnded [get, set]
 
bool isInitialized [get, set]
 
bool isStarted [get, set]
 
bool isSuccesful [get, set]
 
bool IsTutorialMission [get]
 Gets if Mission is a TutorialMission More...
 
MissionFileInfo MissionInfo [get, set]
 The reference to the MissionFile that relates to this mission More...
 
bool MissionLoadedFromSFS [get]
 A flag to tell us if the mission was loaded from an SFS or from a mission file More...
 
string PersistentSaveName [get]
 The name of the persistent save folder of this mission More...
 
string ShipsPath [get]
 
MENode startNode [get, set]
 The startNode in the Mission More...
 
string title [get, set]
 The display name for this More...
 
List< MissionValidationTestResultValidationResults [get]
 Returns a list of the validation results for this mission. More...
 

Member Function Documentation

bool Expansions.Missions.Mission.BlockPlayMission ( bool  showDialog = false)
inline

Check for any issues that prevent the start of a mission

Parameters
showDialog
Returns
uint Expansions.Missions.Mission.CurrentVesselID ( MENode  node,
uint  vesselID 
)
inline

Will check for mapped vessel ID entries for the passed in vesselID and return the current vesselID vessel persistentId.

Parameters
nodeThe node that is calling the method.
vesselIDthe vesselID we want checked for a mapped vesselID
Returns
bool Expansions.Missions.Mission.Export ( string  exportFileName,
bool  overwrite = false 
)
inline

Export a mission to the Exports folder

Parameters
exportFileNameFile name for the export - including extension
overwriteOverwrite the zip if it exists already.
Returns
True if export succeeds
ActionCreateAsteroid Expansions.Missions.Mission.GetActionCreateAsteroid ( MENode  node)
inline

Returns the first ActionCreateAsteroid attached to the passed in MENode.

Parameters
nodeThe node to search
Returns
The ActionCreateAsteroid or Null if none are attached to the passed in node.
ActionCreateComet Expansions.Missions.Mission.GetActionCreateComet ( MENode  node)
inline

Returns the first ActionCreateComet attached to the passed in MENode.

Parameters
nodeThe node to search
Returns
The ActionCreateComet or Null if none are attached to the passed in node.
ActionCreateFlag Expansions.Missions.Mission.GetActionCreateFlag ( MENode  node)
inline

Returns the first ActionCreateFlag attached to the passed in MENode.

Parameters
nodeThe node to search
Returns
The ActionCreateFlag or Null if none are attached to the passed in node.
ActionCreateFlag Expansions.Missions.Mission.GetActionCreateFlagByPersistentID ( uint  persistentId)
inline

Searches the Nodes in the mission for an entry that matches the passed in flag persistentId.

Parameters
persistentIdFlag PersistentId
Returns
Matching ActionCreateFlag or null
ActionCreateKerbal Expansions.Missions.Mission.GetActionCreateKerbal ( MENode  node)
inline

Returns the first ActionCreateKerbal attached to the passed in MENode.

Parameters
nodeThe node to search
Returns
The ActionCreateKerbal or Null if none are attached to the passed in node.
ActionCreateVessel Expansions.Missions.Mission.GetActionCreateVessel ( MENode  node)
inline

Returns the first ActionCreateVessel attached to the passed in MENode.

Parameters
nodeThe node to search
Returns
The ActionCreateVessel or Null if none are attached to the passed in node.
List<T> Expansions.Missions.Mission.GetAllActionModules< T > ( )
inline

Retrieve a List of all the action modules of a certain type from the mission nodes.

Returns
List of action modules of a certain type.
Type Constraints
T :ActionModule 
List<T> Expansions.Missions.Mission.GetAllTestModules< T > ( )
inline

Retrieve a List of all the test modules of a certain type from the mission nodes.

Returns
List of test modules of a certain type.
Type Constraints
T :TestModule 
List<VesselSituation> Expansions.Missions.Mission.GetAllVesselSituations ( )
inline

Retrieve a List of all VesselSituations from the mission nodes.

Returns
List of VesselSituation
DictionaryValueList<VesselSituation, Guid> Expansions.Missions.Mission.GetAllVesselSituationsGuid ( )
inline

Returns all VesselSituations from the Mission in a DictionaryValueList

Returns
DictionaryValueList of vessel situations from the mission
Asteroid Expansions.Missions.Mission.GetAsteroidByPersistentID ( uint  persistentId)
inline

Searches the Nodes in the mission for an entry that matches the passed in asteroid persistentId.

Parameters
persistentIdAsteroid PersistentId
Returns
Matching Asteroid or null
MEBannerEntry Expansions.Missions.Mission.GetBanner ( MEBannerType  bannerType)
inline

Returns the banner filename inside the Banners folder of the mission for the specified type.

Comet Expansions.Missions.Mission.GetCometByPersistentID ( uint  PersistentId)
inline

Searches the Nodes in the mission for an entry that matches the passed in asteroid persistentId.

Parameters
PersistentIdAsteroid PersistentId
Returns
Matching Asteroid or null
MissionCraft Expansions.Missions.Mission.GetCraftBySituationsVesselID ( uint  persistentId)
inline

Search the VesselSituationList for and entry that matches the vessels PersistentId

Parameters
persistentIdThe vessel PersistentId
Returns
The MissionCraft for the matched entry or null if not found
int Expansions.Missions.Mission.GetCraftFileIndexByPart ( uint  persistentId)
inline

Search the craftFileList that contains the provided part persistent id

Parameters
persistentIdPart persistent id
Returns
Index or zero if not found
MissionCraft Expansions.Missions.Mission.GetMissionCraftByFileName ( string  craftFileName)
inline

Search the CraftFileList for a entry that matches the passed in vesselName.

Parameters
craftFileNamecraft name of the craft file.
Returns
The matching MissionCraft list entry, or Null if not found.
MissionCraft Expansions.Missions.Mission.GetMissionCraftByName ( string  vesselName)
inline

Search the CraftFileList for a entry that matches the passed in vesselName.

Parameters
vesselNameThe Ship name inside the craft file.
Returns
The matching MissionCraft list entry, or Null if not found.
VesselSituation Expansions.Missions.Mission.GetMissionSituationByCraftFileName ( string  craftFileName)
inline

Search the Missions VesselSituation list for a Situation that matches the passed in craftFile name.

Parameters
craftFileNamecraft name of the craft file.
Returns
The matching VesselSituation list entry, or Null if not found.
MENode Expansions.Missions.Mission.GetNodeById ( Guid  guid)
inline

Returns the mission node by Guid Id

Parameters
guidGuid
Returns
MENode if found or null
Guid Expansions.Missions.Mission.GetNodeGuidByVesselID ( uint  persistentId)
inline

Searches the VesselSituationList for an entry that matches the passed in vessel persistentId.

Parameters
persistentId
Returns
The Guild for the Mission Node that the VesselSituation is from, or Guid.Empty if not found.
Guid Expansions.Missions.Mission.GetNodeGuidByVesselID ( uint  persistentId,
bool  processMappedVessels 
)
inline

Searches the VesselSituationList for an entry that matches the passed in vessel persistentId.

Parameters
persistentId
processMappedVesselsset true will check mappedVessels and substitute persistentId if a match is found.
Returns
The Guid for the Mission Node that the VesselSituation is from, or Guid.Empty if not found.
int Expansions.Missions.Mission.GetSituationsIndexByPart ( uint  persistentId)
inline

Search the vessel situations list that contains the provided part persistent id

Parameters
persistentIdPart persistent id
Returns
Index or -1 if not found
int Expansions.Missions.Mission.GetSituationsIndexByVessel ( uint  persistentId)
inline

Search the vessel situations list that contains the provided vessel persistent id

Parameters
persistentIdVessel persistent id
Returns
Index or -1 if not found
VesselSituation Expansions.Missions.Mission.GetVesselSituationByVesselID ( uint  persistentId)
inline

Searches the Nodes in the mission for an entry that matches the passed in vessel persistentId.

Parameters
persistentIdvessel PersistentId
Returns
Matching VesselSituation or null
VesselSituation Expansions.Missions.Mission.GetVesselSituationByVesselID ( uint  persistentId,
bool  processMappedVessels 
)
inline

Searches the Nodes in the mission for an entry that matches the passed in vessel persistentId.

Parameters
persistentIdvessel PersistentId
processMappedVesselsset true will check mappedVessels and substitute persistentId if a match is found.
Returns
Matching VesselSituation or null
void Expansions.Missions.Mission.InitMission ( )
inline
bool Expansions.Missions.Mission.IsNextObjective ( MENode  node)
inline

Returns true if the node passed in is one of the miccions current Next Objectives

Parameters
nodethe node to test
Returns
void Expansions.Missions.Mission.Load ( ConfigNode  node)
inline

Implements IConfigNode.

void Expansions.Missions.Mission.Load ( ConfigNode  node,
bool  simple = false 
)
inline
bool Expansions.Missions.Mission.MissionHasLaunchSite ( string  name)
inline

Check if the Mission has a Launchsite with a passed in name

Parameters
nameThe LaunchSite object name (not the display name)
Returns
True if Found in the mission, otherwise false.
bool Expansions.Missions.Mission.PendingVesselLaunch ( MENode  node)
inline

Checks if the passed in MENode is an ActionCreateVessel and if so, does it have any vessel not launched.

Parameters
nodeThe node to check.
Returns
True if the passed in node has a vessel that has not been launched, otherwise returns false.
string Expansions.Missions.Mission.PrintObjectives ( bool  onlyPrintActivatedNodes,
bool  startWithActiveNode 
)
inline

Lists out all the objectives of the mission to a string for display and returns it.

Parameters
onlyPrintActivatedNodesOnly print activated nodes. Useful for when you've just completed a mission and want to show what happened.
startWithActiveNodeStarts recursion from the active node if true, if falise starts recursion from the start node. Good for printing out the remaining objectives in a mission.
Returns
String containing all of the objectives
string Expansions.Missions.Mission.PrintScoreObjectives ( bool  onlyPrintActivatedNodes,
bool  startWithActiveNode,
bool  onlyAwardedScores 
)
inline

List out all the score descriptions summary of the mission to a string for display

Parameters
onlyPrintActivatedNodes
startWithActiveNode
onlyAwardedScoresOnly print scores that you have earned during play
Returns
void Expansions.Missions.Mission.RebuildCraftFileList ( )
inline

Rebuilds the CraftFileList of mission Ship craft files from the Mission Ship Folder Path

void Expansions.Missions.Mission.ResumeMission ( )
inline

Resume the mission after a scenario module load triggered by a scene change And ensure all the nodes and orphan nodes get initalized correctly

void Expansions.Missions.Mission.Save ( ConfigNode  node)
inline

Implements IConfigNode.

void Expansions.Missions.Mission.SetBanner ( MEBannerEntry  newBanner,
MEBannerType  bannerType 
)
inline

Sets the name of the banner that will be looked for in the mission Banners folder.

void Expansions.Missions.Mission.SetLockedCamera ( MissionCameraModeOptions  newCameraMode,
MissionCameraLockOptions  newCameraLock 
)
inline

Changes the camera mode/locks

Parameters
newCameraModeMode to change to
newCameraLockLocs to apply
void Expansions.Missions.Mission.SetStartNode ( MENode  newStart)
inline
static Mission Expansions.Missions.Mission.Spawn ( )
inlinestatic

Spawns a Mission GameObject and returns the Mission component.

Returns
Mission component
static Mission Expansions.Missions.Mission.Spawn ( MissionFileInfo  missionInfo)
inlinestatic

Spawns a Mission GameObject and returns the Mission component.

Parameters
missionInfothe MissionFileInfo for the mission.
Returns
Mission component
static Mission Expansions.Missions.Mission.SpawnAndLoad ( MissionFileInfo  missionInfo,
ConfigNode  missionNode 
)
inlinestatic

Spawn and load mission

Parameters
missionInfo
missionNode
Returns
The loaded mission
void Expansions.Missions.Mission.StartMission ( )
inline

Set the Mission to Started. This is set immediately on play if the mission has no player created vessels to be built at the start of the mission. OR, it will be started once all player created vessels at the start of the mission have been built and launched.

void Expansions.Missions.Mission.SwitchActiveVessel ( Vessel  vessel,
bool  saveRevertOnSwitch = false,
bool  switchImmediately = false 
)
inline

Notify the Mission you want to switch the Active Vessel. The mission will switch to the vessel in Flight at the appropriate time. It will only do this if you are in Flight Scene.

Parameters
vesselThe vessel to switch to
saveRevertOnSwitchIf you want the Mission to save a Revert to Last Vessel Spawn
void Expansions.Missions.Mission.UpdateMission ( )
inline

Member Data Documentation

string Expansions.Missions.Mission.author = ""

The author's name or nickname

MissionAwards Expansions.Missions.Mission.awards

Awards applied at the end of the mission

string Expansions.Missions.Mission.briefing = ""

The briefing text for the mission

bool Expansions.Missions.Mission.briefingNodeActive = false

Is set to true if a Mission Briefing Dialog Node is active on the screen at the start of a mission. Will stop the mission from progressing.

MissionCameraModeOptions Expansions.Missions.Mission.cameraLockMode = MissionCameraModeOptions.Flight

camera type options.

MissionCameraLockOptions Expansions.Missions.Mission.cameraLockOptions = MissionCameraLockOptions.Unlock

Camera lock options.

DictionaryValueList<string,MissionCraft> Expansions.Missions.Mission.craftFileList

List of available Ship craft files for this mission - key is the CraftFileName

float Expansions.Missions.Mission.currentScore

The Mission Score

MissionDifficulty Expansions.Missions.Mission.difficulty = MissionDifficulty.Intermediate

Difficulty of the mission as rated by the Creator

string Expansions.Missions.Mission.expansionVersion = ""

Version of the Making History expansion that was used to create this mission

string Expansions.Missions.Mission.exportName = ""

Save name for the file that we're going to export the mission in.

string Expansions.Missions.Mission.flagURL = ""

The flag for this mission

MissionFlow Expansions.Missions.Mission.flow

The Flow information for the mission, used to display the flow details in the UI for the mission.

MissionScore Expansions.Missions.Mission.globalScore

Global score applied at the end of the mission

bool Expansions.Missions.Mission.hardIcon = false

Is this mission indicated as Hard in the dialogs

Guid Expansions.Missions.Mission.historyId

Current history id of this mission

bool Expansions.Missions.Mission.isScoreEnabled = true

boolean flag that sets if the score system is enabled for the mission

string Expansions.Missions.Mission.lastCompatibleVersion = "1.0.0"
static

Oldest version of the Making History expansion save files that are compatible with this version.

List<MissionMappedVessel> Expansions.Missions.Mission.mappedVessels = null

A dictionary of Parts that have VesselNaming entries (rename vessel entries) stored within them. It maps the key (Part.persistentId) to current (actual current craft/vessel situation persistentId) and a fake/mapped persistentId that can be set against mission nodes.

float Expansions.Missions.Mission.maxScore = 0

Creator defined value that set the max score a player can achive on the mission

string Expansions.Missions.Mission.modsBriefing = ""

The mods briefing text for the mission

DictionaryValueList<Guid, MENode> Expansions.Missions.Mission.nodes

The Nodes that make up this mission

int Expansions.Missions.Mission.order

The order of this mission when displayed in the lists

string Expansions.Missions.Mission.packName

The mission pack this mission is a part of

MissionSituation Expansions.Missions.Mission.situation

The details of the missions situation. Start details and other components

double Expansions.Missions.Mission.startedUT

UT time when the mission started

ulong Expansions.Missions.Mission.steamPublishedFileId = 0

This is the steam published FileId for this mission if it has been published to steam.

List<string> Expansions.Missions.Mission.tags

A list of mission tags

Property Documentation

MENode Expansions.Missions.Mission.activeNode
getset

The activeNode in the Mission

string Expansions.Missions.Mission.ActiveNodeName
get

The Title of the active node.

string Expansions.Missions.Mission.BannersPath
get

The path to the banners folder in the mission

bool Expansions.Missions.Mission.HasBeenValidated
get

Is true if the mission has been validated.

Guid Expansions.Missions.Mission.id
getset

Unique ID for this Mission

List<MENode> Expansions.Missions.Mission.InactiveEventNodes
get

List of nodes that are events and have not yet been activated - this list is set by the mission load and the activation method

bool Expansions.Missions.Mission.isEnded
getset
bool Expansions.Missions.Mission.isInitialized
getset
bool Expansions.Missions.Mission.isStarted
getset
bool Expansions.Missions.Mission.isSuccesful
getset
bool Expansions.Missions.Mission.IsTutorialMission
get

Gets if Mission is a TutorialMission

MissionFileInfo Expansions.Missions.Mission.MissionInfo
getset

The reference to the MissionFile that relates to this mission

bool Expansions.Missions.Mission.MissionLoadedFromSFS
get

A flag to tell us if the mission was loaded from an SFS or from a mission file

string Expansions.Missions.Mission.PersistentSaveName
get

The name of the persistent save folder of this mission

string Expansions.Missions.Mission.ShipsPath
get
MENode Expansions.Missions.Mission.startNode
getset

The startNode in the Mission

string Expansions.Missions.Mission.title
getset

The display name for this

List<MissionValidationTestResult> Expansions.Missions.Mission.ValidationResults
get

Returns a list of the validation results for this mission.


The documentation for this class was generated from the following file: