[Mod] missions [2.3] [missions]

BuckarooBanzay
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[Mod] missions [2.3] [missions]

by BuckarooBanzay » Thu May 17, 2018 09:07

Minetest mod for in-game mission creation.

Features
  • In-game mission creation for players and admins
  • Mission can span days or just seconds
  • Customizable steps of a mission
  • Create epic missions or mazes

Manual
See: https://github.com/thomasrudin-mt/missions

Demo
Pandorabox-Server: https://forum.minetest.net/viewtopic.php?f=10&t=20311

Downloads:
Github: https://github.com/thomasrudin-mt/missions
Version 2.3: https://github.com/thomasrudin-mt/missions/archive/2.3.zip

Screenshots:

Mission-block and wands:
Image

Main mission editor:
Image

Available mission steps (depends on installed mods):
Image

A step in which the player has to put items in a chest:
Image

Waypoint Configuration:
Image

Mission start (as seen by player):
Image

Running mission:
Image

Depends:
* default
* xp_redo?
* more_chests?
* mobs_redo?

License

Code: LGPL 2.1
Textures: CC0
Last edited by BuckarooBanzay on Thu Sep 06, 2018 14:07, edited 12 times in total.
 

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Re: [Mod] missions [1.0] [missions]

by BuckarooBanzay » Fri May 18, 2018 05:23

At the moment only the transport mission (see 2nd image). You can enter a name, the reward and the chest you want it placed in (the content disappears from the chest after placement).

In the first image the two blocks on the left are implemented, the others are planned to be:
* craft (craft something)
* dig (dig x blocks of type y)
* goto (goto place x)
* kill (kill mob or player)
* walk (walk x meters)

You can emulate the not-implemented mission with the transport block:
* craft: place x into mission chest y
* dig: same
* goto: place 1 cobble to chest at x
* kill: place x pork or bone into chest
* walk: not possible, only walk to a mission chest

Integrates with the xp_redo mob for rewards and penalty (if enabled):
https://forum.minetest.net/viewtopic.php?f=9&t=20124
 

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Re: [Mod] missions [1.0] [missions]

by D00Med » Fri May 18, 2018 06:41

Oh ok, sounds like it will be very useful for servers.
 

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Re: [Mod] missions [1.0] [missions]

by BuckarooBanzay » Mon May 28, 2018 08:27

Update 1.1:

Changelog:
  • Added Craft-mission
  • Added Dig-mission
  • Added Build-mission
  • Improved HUD Display
 

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Re: [Mod] missions [1.1] [missions]

by Laser0073 » Thu Jun 07, 2018 14:32

Wow these mods just keep getting better and better! This is looking very nice! :D
i5 6500 OC @3.5GHz, EVGA GTX 960 4GB, 8GB DDR4, ASROCK Pro4S, 128GB.SSD, MT 0.4.17, Linux Mint 18.3 (Ubuntu 16.04)
OwOOOg9CphnceB30eUFX6BOCW8W3jT4i
 

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Re: [Mod] missions [2.0] [missions]

by BuckarooBanzay » Wed Jul 25, 2018 07:37

Update 2.0:

Changelog:
  • Complete rewrite
  • Customizable in-game missions for players and admins
  • Mission consists of multiple configurable steps
 

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Re: [Mod] missions [2.0] [missions]

by Sokomine » Wed Jul 25, 2018 14:08

BuckarooBanzay wrote:At the moment only the transport mission (see 2nd image). You can enter a name, the reward and the chest you want it placed in (the content disappears from the chest after placement).

Transport missions may already be fine. Except that it's hard to imagine stories why one chest might require anything in particular. It'd be nice to extend this to mobs. It's more reasonable that a particular mob may need something specific. Well, and the "something" is also a bit toublesome. Most nodes and items are very common in MT. Stories may require something more specific. Perhaps items with metadata (books?). I've been thinking of a basket where the player could "put" all the things he's supposed to carry from A to B without having to create a texture for each one.
A list of my mods can be found here.
 

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Re: [Mod] missions [2.0] [missions]

by BuckarooBanzay » Wed Jul 25, 2018 14:20

Sokomine wrote:
BuckarooBanzay wrote:At the moment only the transport mission (see 2nd image). You can enter a name, the reward and the chest you want it placed in (the content disappears from the chest after placement).

Transport missions may already be fine. Except that it's hard to imagine stories why one chest might require anything in particular. It'd be nice to extend this to mobs. It's more reasonable that a particular mob may need something specific. Well, and the "something" is also a bit toublesome. Most nodes and items are very common in MT. Stories may require something more specific. Perhaps items with metadata (books?). I've been thinking of a basket where the player could "put" all the things he's supposed to carry from A to B without having to create a texture for each one.


The qoute above is already outdated, i rewrote the mod essentially from scratch again :)
In the new mission system you can already show the player a message and let him carry stuff to a chest.

The whole thing is now more modular, you can create multiple steps and order them as you like.
Here are the most important steps you could already use:
  • Message: Show a message with title to the player
  • Waypoint: Guide the player to a waypoint (Visibility in hud is optional, you could guide him with a text too)
  • Chest put: Let the player put items into a chest you own (or a dropbox from morechests)
  • Reward from Chest: Give the player some rewards from your chests
  • Reward with give: Same as above but reserved to admins with give privilege
  • Build or dig some nodes (count if confiurable)
  • ... more to come as the step-spec is stabilized
 

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Re: [Mod] missions [2.0] [missions]

by Sokomine » Wed Jul 25, 2018 14:23

It's just that I think that "mob put" might be more intresting than "chest put". Of course that raises the question weather the mob will be there (if it's mortal it might have been killed by another player), or if it's mobile it might have wandered off and/or fallen into the next hole. Still, appropriate mobs might carry an ID somewhere in their data that indicates that they're the right target.
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Re: [Mod] missions [2.0] [missions]

by BuckarooBanzay » Wed Jul 25, 2018 14:32

Sokomine wrote:It's just that I think that "mob put" might be more intresting than "chest put". Of course that raises the question weather the mob will be there (if it's mortal it might have been killed by another player), or if it's mobile it might have wandered off and/or fallen into the next hole. Still, appropriate mobs might carry an ID somewhere in their data that indicates that they're the right target.


I think that could be arranged with an additional "mob spawn" step just before the actual "mob put" step.
With this way you could also create dangerous monsters on demand as the player executes the mission :)

I'll put this on my roadmap for new Mission-steps...
 

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Re: [Mod] missions [2.0] [missions]

by Sokomine » Wed Jul 25, 2018 16:02

BuckarooBanzay wrote:I'll put this on my roadmap for new Mission-steps...

I'm looking forward to it. Some more interaction would definitely be beneficial for some types of games.
A list of my mods can be found here.
 

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Re: [Mod] missions [2.1] [missions]

by BuckarooBanzay » Wed Aug 08, 2018 08:40

Update 2.1
  • Redid the Main formspecs (Menu)
  • Added new Dig- and Build steps with specific nodes
  • Support for unified inv (abort/show)
  • Added /mission_abort command
  • Added Success/Fail counter
  • Added proper success message with sound
 

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Re: [Mod] missions [2.1] [missions]

by BuckarooBanzay » Fri Aug 10, 2018 05:59

There is a player on Pandorabox who built a parcour:

Image

Sadly i wasn't able to finish it in time :(
Credit goes to Der1248 (aka 1248)

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Re: [Mod] missions [2.2] [missions]

by BuckarooBanzay » Thu Aug 23, 2018 06:48

Update 2.2
  • Added teleport step and according privilege (missions_teleport)
  • Fix protection_bypass issue
 

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Re: [Mod] missions [2.0] [missions]

by BuckarooBanzay » Thu Aug 23, 2018 06:54

Sokomine wrote:It's just that I think that "mob put" might be more intresting than "chest put". Of course that raises the question weather the mob will be there (if it's mortal it might have been killed by another player), or if it's mobile it might have wandered off and/or fallen into the next hole. Still, appropriate mobs might carry an ID somewhere in their data that indicates that they're the right target.


I think this mod can handle your scenario well with the new release:
  • Create an npc, protect it and make sure it doesn't wander off (mob-fence)
  • First mission-step: goto Waypoint near npc
  • Next step: Display Message to player (e.g: npc says: put the items in the chest near my house)
  • Next step: Put items in chest
  • Next step: Spawn dragon? :)
 

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Re: [Mod] missions [2.3] [missions]

by BuckarooBanzay » Thu Sep 06, 2018 14:08

Update 2.3
  • Added grant-priv step (requires the priv privilege)
  • Fix some formspec code bugs
  • Properly filter available steps
  • Add new statistics data (validation, hidden status)
 

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Re: [Mod] missions [2.3] [missions]

by BuckarooBanzay » Thu Nov 08, 2018 07:28

Mission-Mod in the Wild

The Player Warden built some amazing Quests on Pandorabox with the Missions mod:

Map: https://pandorabox.io/map/#-963.125/114.5/11

Belly of the Beast
The Objective here is to climb up the Tower, go over to the Dragon and enter his "Soft spot" to stab his Heart.
All done with the Teleport, Waypoint and Message-Steps of the Missions-Mod:
Image

Image

Horselympics
Unfinished as of now but the idea is to ride Horses around in a Track. A perfect use for the Spawn-Mobs and Waypoint-Steps
Image

Image
 

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Re: [Mod] missions [2.3] [missions]

by Yvanhoe » Fri Aug 23, 2019 11:23

I really like it.

I think I'll add a few rewards like the ability to gain a custom award or unlock a recipe from the crafting mod.

Is there a way to prevent a player from doing a mission repeatedly? Or even just indicating a given mission was done?
 

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Re: [Mod] missions [2.3] [missions]

by BuckarooBanzay » Fri Aug 23, 2019 17:43

Yvanhoe wrote:I really like it.
I think I'll add a few rewards like the ability to gain a custom award or unlock a recipe from the crafting mod.


Thx :)

Feel free to submit PR's if you can, i haven't had time to implement more features lately :/ only bugfixes...


Yvanhoe wrote:Is there a way to prevent a player from doing a mission repeatedly? Or even just indicating a given mission was done?


I've thought about that, but you either need to
  • store the playernames in the mission block, or:
  • store the mission-block coords in the player-data

I don't know which scales better, personally i don't like either solution :P

Let me know if you have ideas...
 

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Re: [Mod] missions [2.3] [missions]

by Yvanhoe » Sat Aug 24, 2019 02:18

As soon as I have working modifications, I'll send some PRs! But I have to polish my internationalization code first.

Intuitively, I would have gone with a list of player names inside the mission block. I am not sure what is the problem with that: you are already storing stats in it, aren't you? That's just adding a log of people who did it or not.

You are right that it could be stored in player data as well. As I plan to make an award per mission in my educative game, it does not shock me either :-)

I guess it is imperfect because you may want to move a block and keep the information inside. That would make the first approach probably more logical.
 

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Re: [Mod] missions [2.3] [missions]

by Wooster » Fri Aug 30, 2019 09:12

BuckarooBanzay wrote:
Yvanhoe wrote:Is there a way to prevent a player from doing a mission repeatedly? Or even just indicating a given mission was done?


I've thought about that, but you either need to
  • store the playernames in the mission block, or:
  • store the mission-block coords in the player-data

I don't know which scales better, personally i don't like either solution :P

Let me know if you have ideas...

I've been considering the same thing; I was thinking (like Yvanhoe) of making a mission with a prize at the end and I don't want to be bankrupted! [EDIT: also, I was thinking of making something that could display a list of people who had successfully completed the challenge.]

I would hook this into the achievements mod API and add two new options for mission stages.
1. Award an achievement, presumably on completion of the mission. This achievement can be registered with achievements in such a way as to be uniquely associated with the mission, and should be configurable within the mission block interface as to its name etc.
2. Check whether a player has a certain achievement and deny (or conceivably permit) progress to the next stage.

That way you can stop people from doing missions repeatedly, or alternatively allow people to do one mission only once they've completed a previous one.
 

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Re: [Mod] missions [2.3] [missions]

by Yvanhoe » Fri Aug 30, 2019 11:18

Wooster: Feel free to use my very simple Quest Chest mod for this: https://github.com/yquemener/quest_chest

It appears full (of what you or a mod put inside) to any player who opens it for the first time and then tracks the change they make in it.
 

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Re: [Mod] missions [2.3] [missions]

by Wooster » Fri Aug 30, 2019 11:32

Yvanhoe wrote:Wooster: Feel free to use my very simple Quest Chest mod for this: https://github.com/yquemener/quest_chest

It appears full (of what you or a mod put inside) to any player who opens it for the first time and then tracks the change they make in it.

I don't run a server, so there's that to consider. ;-)
 

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