I'll be honest.
Missions are easily the most difficult thing to make in a plug. Not only a single mission is complicated in itself, but when you want them to go one after another and you have to track down all the bits, it becomes a challenge. So, I recommand learning mission making at the end, when you're sure you understand everything else.
Are you at this point? If yes, good. I don't know of a mission-making tutorial, but such a thing is not easy to tutorialise, as every mission, and all the more so a mission string, is unique and depends what ou exactly want it to do, and making you learn simple cases won't get you far. That said, it's a good start. Let's start by a simple cargo mission from one point to another, that you can get as many times as you want (that way, you won't have to track down mission bits).
Firstly, have the Bible handy. I'll refer to it. Also notice that the fields may have different names depending on your plug editor.
Open your plug editor, create a new plug, create a new mďsn resource, give it a name that will be name the player will see in the mission list in the mission computer and his mission window, and give it an ID that does not make it interfere with the missions in the data files. We'll make the mission be available from Earth. Therefore, put 128 in the AvailStel (or something like that in your editor). Pay attention, only the first version of Earth has ID 128, it won't work with the others, that have other IDs, if ever you've finished a mission string (If ever you would want your mission be available from another point in particular, make your plug editor open the list of spöbs of the data files and put the ID of the planet you're interested in).
Then, let's have it available only from the mission computer, it's a normal cargo mission, put 0 in the field AvailLoc.
The record and skill of the pilot will be ignored, put 0 in the AvailRecord, and -1 in the availrating.
What to put in AvailRandom depends how often you would like the mission to be available, put 100 (it's a percentage))so that you do not debug for hours.
TravelStel is where you want the pilot to travel to make the mission. Let's make him go to Viking. Viking is a spöb with ID 157, put 157 in TravelStel.
ReturnStel is where you want the pilot to go after he went to TravelStel (for debriefing, for instance). We don't want it, so put -1.
Next, comes CargoType. It's actually just to give a name to what the pilot will ferry, nothing more. Put 1000 so that it's one of the 6 main cargo types at random.
CargoQuantity is the mass of the cargo the pilot will ferry. If positive, will be the exact mass, if negative <=-2, will be the absoute value +/- 50%
It will be taken at mission start, so as the Bible says, put 0 in PickupMode
The same way, put 0 inDropoffMode.
We don't want the cargo to be considered illegal, so leave ScanMask blank (or fill with 0es, or do not check any of the boxes, depends on the editor).
PayVal: just some credits. 10,000 you put.
We don't want any special ship, so put -1 in ShipCount, ShipGoal, ShipBehav, ShipNameID, ShipStart, and ShpSubtitle.
CompGovt is the government that is thankful to (or mad at) you for having made the mission. Put 128 for the feds, and 10 in CompReward for the worthy deed of having ferried some cargo one jump away.
There is no need for any briefing text, put -1 in BriefTest.
Notice the text for mission offer is hard-linked to dësc ID 4000+Mďsn ID-128, create this dësc and put a recognisable text in it so that you can tell it's your mission.
QuickBrief is the ID of the dësc resource containing the text that will be displayed when the pilot checks his mission list, when this particular mission is highlighted. Make it a brief reminder that this fcking cargo needs to go to Viking. Traditionnally given the value 6000+mďsn ID-128
We don't need any load cargo text. Put -1 in LoadCargText
DumpCargoText should have the ID of the dësc containing the text to be displayed when that fcking cargo is offloaded at last and Viking. To releive the boredom, make one of the dockers slip on a banana.
CompText, FailText and ShipDoneText should get -1 (guess why)
Yes, we'll let the guy abort the mission. Put 1 in CanAbort.
Let's put a time limit. Because. Put 30 in TimeLimit. If he can't make it in 30 days, he needs examination.
We don't want any auxiliary ship either. Put -1 in AuxSjipCount, Dude, and Syst
Check the Bible for an explanation of the different flags. Let's leave them unchecked, to 0, both sets.
We're not racists about the ship types, so AvailShipType will get the value -1.
RefuseText does not apply since we give it in the mission computer, give the value -1.
Then we have a whole buch of mission bits expressions. We don't want our mission availability to depend on anything (i.e. it will be available from the beginning), nor we want our mission to trigger anything else, leave them all blank. Same thing for Require.
The next three fields havelittle for now. Put 0, nothing, nothing, and 0.
Save.
Put the plug in the plugin folder. But before running Nova, make a pilotlog and debuglog. As there can be approximately ten power a zillion bazillion gazillion reasons for a mission not to work. Run Nova, start a new pilot, and check the mission computer for the mission. If it's there, good. If it isn't, check everything, especially the debuglog and pilotlog.
Now, to create a mission string, you basically set mission number n require a certain mission bit, let's call it bxxxx, that has been set by the previous mission. To that end, you put "bxxxx" in the AvailBits field. However, you also want it to allow the mission number n+1 on completion, and make mission n no longer available once done. To that end, put "byyyy" in the OnSuccess field, and add "& !byyyy" to "bxxxx" in the AvailBits field. The mission n+1 will require byyyy, and so on. For more information, see the section about mission bits, or rather now Nova Control Bits (ncbs) at the beginning of the Bible.
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(This message has been edited by Zacha Pedro (edited 06-05-2004).)