Is this still what you are using for an event?kcd.Spektor wrote:Small update:
If anyone is interested - herse the contents of an event xml file with some descriptions.
Code: Select all
<?xml version="1.0" encoding="UTF-8" standalone="no"?> <event type="SECTOR_EVENT" name="Trader attacked by pirate"> <level>1</level> //Event level - only events with level same or lower than the SHIP'S level are applied <chance>10</chance> //% of probability of event being applied <only_empty>1</only_empty> //Will make event only be applied if the sector is empty <sector>8:19</sector> //Sector coordinates where event may take place <sector_type>14</sector_type> //Sector type where event may take place <random_ship>1</random_ship> //If set to 0 then all ships will be added, if to 1 then only 1 randomly taken. <min_event_qty>3</min_event_qty> //Minimal count of applying this event at the same time <max_event_qty>7</max_event_qty> //Maximal count of applying this event at the same time //When current event is selected to be applied - it will be applied a random amount of times selected between min_event_qty and max_event_qty //So if you want it to be applied only once then set min_event_qty and max_event_qty to 1 //This does not limit the amount of times the event can appear in the game <trigger_message>You have run into</trigger_message> //These messages will be sent to the passengers of the ship that triggered the event <trigger_message>a ber</trigger_message> //These messages will be sent to the passengers of the ship that triggered the event <broadcast_message>Hear me all</trigger_message> //These messages will be sent to everyone who is in the sector to which the event is applied <broadcast_message>Tis I the pongo bob</trigger_message> //These messages will be sent to everyone who is in the sector to which the event is applied <add_ship> <gen_ship_model>GEN_SHIP_MODEL_NAME1</gen_ship_model> //When the ship is generated - it will use 1 random model of gen ship from this list <gen_ship_model>GEN_SHIP_MODEL_NAME2</gen_ship_model> //When the ship is generated - it will use 1 random model of gen ship from this list <quantity>1</quantity> //How many ships to add <ship_name>Trader</ship_name> <ship_crew>Trader Bobby</ship_crew> <ship_crew>Trader Smithy</ship_crew> <ship_owner>Trader Bobby</ship_owner> <random_pos>1</random_pos> //1 for random ship position in sector <pos_x>12.4</pos_x> //if random pos is not selected then ship x position will be this <pos_y>111.65</pos_y> //if random pos is not selected then ship y position will be this <min_missile_ammo>6</min_missile_ammo> <max_missile_ammo>12</max_missile_ammo> <min_drone_ammo>6</min_drone_ammo> <max_drone_ammo>12</max_drone_ammo> <min_scrap>5</min_scrap> <max_scrap>13</max_scrap> <min_health>10</min_health> <max_health>20</max_health> <distress>Someone help! We are being attacked by pirates!</distress> //This message will be used when distress messages can be seen on the map <ai type="AUTOREPAIR"></ai> //CONSTANTLY REPAIRS SHIP AND SYSTEMS <ai type="LIFE_SUPPORT"></ai> //TRUNS ON AUTO DOORS CLOSE, ALL O2 AND MEDICAL SYSTEMS <ai type="ANTI_LIFE_SUPPORT"></ai> //TRUNS OFF ALL O2 AND MEDICAL SYSTEMS <ai type="SHIP_HUNTER"> //ATTACKS ANY SHIP IF IT'S NAME IS THE TARGET NAME <ai_target>TARGET SHIP NAME</ai_target> </ai> <ai type="SHIP_CLASS_HUNTER"/> //ATTACKS ANY SHIP IF IT'S CLASS IS THE TARGET CLASS <ai_target>TARGET SHIP CLASS</ai_target> </ai> <ai type="MOB_HUNTER"/> //ATTACKS SHIP IF IT HAS THE TARGET AS CREW OR OWNER <ai_target>TARGET MOB OR PLAYER NAME</ai_target> </ai> <ai type="SHIP_SPAWNER"></ai> //SPAWNS RANDOM GEN SHIPS EVERY COUPLE OF MINUTES. NEW SHIPS COME WITH SENTRY AND AUTOREPAIR AIs, OWNED BY THE SAME OWNER <ai type="SENTRY"> //SHOOTS EVERYONE EXCTEPT: //if(!host.owner.isEmpty() && s.isCrewOrOwner(host.owner)) //if(!s.owner.isEmpty() && host.isCrewOrOwner(s.owner)) //if(isFriend(s.owner)) //if(isFriend(s.ID)) </ai> <ai type="EXPLORER"></ai> //CHARGES HD TO FULL THEN JUMPS IN RANDOM DIRECTION <ai type="LEVEL_LOADER"></ai> //LOADS SECTOR LEVEL WHEN SERVER STARTS, AND KEEPS IT LOADED, AS IF A PLAYER IS ONLINE IN THAT SECTOR <ai type="SECTOR_FINDER"> //CONSTANTLY ADVANCES TOWARDS THE TARGET SECTOR, CAN RETREAT IF ARRIVES TO A SECTOR WITH THREAT LEVEL HIGHER THAN SHIPS LEVEL. <ai_target>32:12</ai_target> //TARGET SECTOR X:Y </ai> <ai type="ENEMY_SHOOTER"></ai> //ATTACKS ANY SHIP IF IT IS IN ENEMY LIST OR IF CREW OR OWNER OF THAT SHIP IS IN ENEMY LIST <ai type="ROGUE_AI_OWNER"></ai> //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE ROGUE AI <ai type="PIRATE_OWNER"></ai> //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE PIRATES </add_ship> <add_ship model="ANOTHER_GEN_SHIP_MODEL_NAME"> ... </add_ship> </event> <event type="ENTER_SECTOR"> //JUST LIKE SECTOR EVENT - but applied only on entering the sector </event> <event type="SCAN_SECTOR"> //JUST LIKE SECTOR EVENT - but applied only on scanning the sector. Not yet implemented! </event> <event type="ADD_SHIP_WG"> //THESE EVENTS ARE APPLIED ON UNIVERSE GENERATION //SAME AS IN SECTOR EVENT //BUT NO sector_type parameter //And + has random_sector parameter <add_ship model="GEN_SHIP_MODEL_NAME"> //SAME AS IN SECTOR EVENT </add_ship> </event>
If so I will make a test one to see if I am capable making them.

Edit: Does it matter what order they are in?