byond - Modules - TypesVar Details - Proc Details

campaign_mission

Vars

attrition_point_rewardsattrition point rewards for the mission type
cash_rewardscash rewards for the mission type
draw_reward_tablePossible rewards for a draw, used by Generate_rewards()
game_timerTimer used to calculate how long till mission ends
game_timer_delayDelay from shutter drop until game TIMER starts
hostile_factionfaction that did not choose the mission
hostile_faction_additional_rewardsAny additional rewards for the hostile faction, for display purposes
hostile_faction_mission_briefDetailed mission description for the hostile faction
hostile_faction_mission_parametersOptional mission parameters for the hostile faction. Some are autopopulated
hostile_faction_objective_descriptionThe victory conditions for this mission for the hostile faction, for display purposes
intro_messageMap text intro message for the start of the mission
major_loss_reward_tablePossible rewards for a major loss, used by Generate_rewards()
major_victory_reward_tablePossible rewards for a major victory, used by Generate_rewards()
map_armor_colorCamo color associated with this map
map_filepath of map for this mission
map_light_coloursLightings colours for the map. Typically all the same for consistancy, but not required
map_light_levelsLight levels for the map
map_namemap name for this mission
map_traitsmap_traits, defaults to ZTRAIT_AWAY
max_game_timeThe length of time until mission ends, if timed
max_time_reachedWhether the max game time has been reached
minor_loss_reward_tablePossible rewards for a minor loss, used by Generate_rewards()
minor_victory_reward_tablePossible rewards for a minor victory, used by Generate_rewards()
mission_flagsAny mission behavior flags
mission_iconUI icon for the mission
mission_start_delayDelay before the mission actually starts
mission_statecurrent state of the mission
mission_z_levelThe actual z-level the mission is played on
modeThe current gamemode. Var as its referred to often
namename of the mission
op_name_hostileOperation name for hostile faction
op_name_startingOperation name for starting faction
outcomespecific mission outcome
outro_messageMessage to players when a mission ends
shutter_open_delayOptional delay for each faction to be able to deploy, typically used in attacker/defender missions
start_timerTimer for when the mission starts
starting_factionfaction that chose the mission
starting_faction_additional_rewardsAny additional rewards for the starting faction, for display purposes
starting_faction_mission_briefDetailed mission description for the starting faction
starting_faction_mission_parametersOptional mission parameters for the starting faction. Some are autopopulated
starting_faction_objective_descriptionThe victory conditions for this mission for the starting faction, for display purposes
victory_point_rewardsVictory point rewards for the mission type
winning_factionwinning faction of the mission

Procs

Generate_rewardsGenerates mission rewards, if there is variability involved
apply_cash_rewardapplies mission cash bonuses to both factions
apply_drawApply outcomes for draw
apply_major_lossApply outcomes for major loss
apply_major_victoryApply outcomes for major win
apply_minor_lossApply outcomes for minor loss
apply_minor_victoryApply outcomes for minor win
apply_outcomeApplies the correct outcome for the mission
apply_victory_pointsgives any victory points earned in the mission
check_mission_progressChecks mission end criteria, and ends the mission if met
count_humanschecks how many marines and SOM are still alive
drop_blocker_disabledHandles notification of a dropblocker being disabled
end_missionMission end wrap up
get_mission_deploy_messageGet a mission specific message for the deploying user if there is one
get_status_tab_itemsGenerates status tab info for the mission
load_mapGenerates a new z level for the mission
load_missionSets up the mission once it has been selected
load_mission_briefGenerates the mission brief for the mission if it needs to be late loaded
load_objective_descriptionGenerates the objective description for the mission if it needs to be late loaded
load_pre_mission_bonusesGenerates any mission specific assets/benefits for the two teams
map_text_broadcastSends a maptext message to a specified faction
mission_end_countdownaccesses the timer for status panel
modify_attrition_pointsModifies a faction's attrition points
pause_mission_timerPauses the gametimer, recording the remaining time left in max_game_time
play_outroOutro when the mission is finished
play_selection_introIntro when the mission is selected
play_start_introIntro when the mission is started
remove_mission_flagRemoves a flag or flags from this mission
remove_mission_objectRemoves the object from the campaign_structrures list if they are destroyed mid mission
resume_mission_timerAttempts to resume the gametimer
set_loot_tablesSets up the loot tables for this mission, if required
set_mission_timersets up the timer for the mission
spawn_mechspawns mechs for a faction
spawn_tankspawns mechs for a faction
start_missionMission start proper
tele_blocker_disabledHandles notification of a teleblocker being disabled
unregister_mission_signalsUnregisters all signals when the mission finishes

Var Details

attrition_point_rewards

attrition point rewards for the mission type

cash_rewards

cash rewards for the mission type

draw_reward_table

Possible rewards for a draw, used by Generate_rewards()

game_timer

Timer used to calculate how long till mission ends

game_timer_delay

Delay from shutter drop until game TIMER starts

hostile_faction

faction that did not choose the mission

hostile_faction_additional_rewards

Any additional rewards for the hostile faction, for display purposes

hostile_faction_mission_brief

Detailed mission description for the hostile faction

hostile_faction_mission_parameters

Optional mission parameters for the hostile faction. Some are autopopulated

hostile_faction_objective_description

The victory conditions for this mission for the hostile faction, for display purposes

intro_message

Map text intro message for the start of the mission

major_loss_reward_table

Possible rewards for a major loss, used by Generate_rewards()

major_victory_reward_table

Possible rewards for a major victory, used by Generate_rewards()

map_armor_color

Camo color associated with this map

map_file

path of map for this mission

map_light_colours

Lightings colours for the map. Typically all the same for consistancy, but not required

map_light_levels

Light levels for the map

map_name

map name for this mission

map_traits

map_traits, defaults to ZTRAIT_AWAY

max_game_time

The length of time until mission ends, if timed

max_time_reached

Whether the max game time has been reached

minor_loss_reward_table

Possible rewards for a minor loss, used by Generate_rewards()

minor_victory_reward_table

Possible rewards for a minor victory, used by Generate_rewards()

mission_flags

Any mission behavior flags

mission_icon

UI icon for the mission

mission_start_delay

Delay before the mission actually starts

mission_state

current state of the mission

mission_z_level

The actual z-level the mission is played on

mode

The current gamemode. Var as its referred to often

name

name of the mission

op_name_hostile

Operation name for hostile faction

op_name_starting

Operation name for starting faction

outcome

specific mission outcome

outro_message

Message to players when a mission ends

shutter_open_delay

Optional delay for each faction to be able to deploy, typically used in attacker/defender missions

start_timer

Timer for when the mission starts

starting_faction

faction that chose the mission

starting_faction_additional_rewards

Any additional rewards for the starting faction, for display purposes

starting_faction_mission_brief

Detailed mission description for the starting faction

starting_faction_mission_parameters

Optional mission parameters for the starting faction. Some are autopopulated

starting_faction_objective_description

The victory conditions for this mission for the starting faction, for display purposes

victory_point_rewards

Victory point rewards for the mission type

winning_faction

winning faction of the mission

Proc Details

Generate_rewards

Generates mission rewards, if there is variability involved

apply_cash_reward

applies mission cash bonuses to both factions

apply_draw

Apply outcomes for draw

apply_major_loss

Apply outcomes for major loss

apply_major_victory

Apply outcomes for major win

apply_minor_loss

Apply outcomes for minor loss

apply_minor_victory

Apply outcomes for minor win

apply_outcome

Applies the correct outcome for the mission

apply_victory_points

gives any victory points earned in the mission

check_mission_progress

Checks mission end criteria, and ends the mission if met

count_humans

checks how many marines and SOM are still alive

drop_blocker_disabled

Handles notification of a dropblocker being disabled

end_mission

Mission end wrap up

get_mission_deploy_message

Get a mission specific message for the deploying user if there is one

get_status_tab_items

Generates status tab info for the mission

load_map

Generates a new z level for the mission

load_mission

Sets up the mission once it has been selected

load_mission_brief

Generates the mission brief for the mission if it needs to be late loaded

load_objective_description

Generates the objective description for the mission if it needs to be late loaded

load_pre_mission_bonuses

Generates any mission specific assets/benefits for the two teams

map_text_broadcast

Sends a maptext message to a specified faction

mission_end_countdown

accesses the timer for status panel

modify_attrition_points

Modifies a faction's attrition points

pause_mission_timer

Pauses the gametimer, recording the remaining time left in max_game_time

play_outro

Outro when the mission is finished

play_selection_intro

Intro when the mission is selected

play_start_intro

Intro when the mission is started

remove_mission_flag

Removes a flag or flags from this mission

remove_mission_object

Removes the object from the campaign_structrures list if they are destroyed mid mission

resume_mission_timer

Attempts to resume the gametimer

set_loot_tables

Sets up the loot tables for this mission, if required

set_mission_timer

sets up the timer for the mission

spawn_mech

spawns mechs for a faction

spawn_tank

spawns mechs for a faction

start_mission

Mission start proper

tele_blocker_disabled

Handles notification of a teleblocker being disabled

unregister_mission_signals

Unregisters all signals when the mission finishes