I’m trying to create a basic mission. In this mission, we launch from Bremen, and the enemy ship jumps in when the J key is triggered. Then, we jump out by triggering the Z key. After the enemy ship completes its jump, the game music starts playing.
As far as I can see, the jump system activation depends on the trigger system in the game. The trigger system is so complicated that I haven't been able to figure it out yet.
I made a test mission with the mission0.dte file I renamed it mission29 for easily reach instant action mission on main screen. Put this file in to starlancer/mission folder than just start instant action mission.
Download:
https://drive.google.com/file/d/1ZvJ5jORbPI8Ktp946qLXGQ0qPmsRyohx/view
Description:
Offset: between 47BF7 to 47C55
Hex Code:
55 00 2D 01 21 03 2D 00 21 03 2D 02 21 03 2C 00 21 14 2C 00 21 3A 28 01 21 4C 2C 08 32 14 28 00 2C 07 21 0B 2C 08 21 3A 28 04 21 56 2A 13 6E 65 77 5F 6D 69 73 73 69 6F 6E 30 36 2E 77 61 76 00 28 00 21 23 28 02 21 4C 2C 00 32 14 28 00 2C 07 21 0B 32 01 43 00
00 00 00 17 00 00 00 18
Description part of part:
55 < Size of section data between 47bf8-47c4c
00
2D 01 21 03 <CreateFlightGroup 01
2D 00 21 03 <CreateFlightGroup 00
2D 02 21 03 <CreateFlightGroup 02
2C 00 21 14 <Fighter "00" StartLaunch
2C 00 21 3A <WaitForJumpOrLaunch Fighter "00"
28 01 21 4C <WaitForKey where defined 01(refers 17(17 refers "J" key))
2C 08 32 14 28 00 2C 07 <Object 08 jumps on to object 07
21 0B<
2C 08 21 3A <WaitForJumpOrLaunch Fighter "08"
28 04 21 56 2A 13 new_mission06.wav 00 28 00 21 23 <play wav file code
28 02 21 4C <WaitForKey where defined 02(refers 18(18 refers "Z" key))
2C 00 32 14 28 00 2C 07 21 0B <Object 00(00 refers player) jumps on to object 07
32 01 43 00<end of section
00 00 00 17 00 00 00 18(17 first value 18 second value)