If this has content, a Briefing-Intro is shown. Leave empty if you do not want to use an intro-briefing box (f.ex for Chapters that activate in a row and do not nee a ""info bridge"" other than the complete message) If DESCRIPTION is NOT empty, its content will be used as an ALTERNATIVE mission intro (only message window, no briefing-page)
If PREAMBLE is NOT used, this text will be displayed as a mission starter! NoSkip applies!
If you have a red border around your Action Description makes sure to type text in it or just update something in your text to retrigger the sync.
All items/Devices can be used with ITEM. Mission Container (DropBox), XP, UP, LevelIncrease and LevelTarget can be used with TYPE Reputation and ReputationTarget need to be used with TYPE
Note: do not use a negative count to remove items or the amount. This is currently only semi working.
With "TRUE" you can remove the "SKIP" button from the Chapter Start screen. The player only has the choice to accept the mission.
ATTENTION: NoSkip False only proper works if you do NOT set any Preamble.
Hides Tasks in the Mission Briefing (when PREAMBLE is used)
Defines Level for "Activatable" and "Visibility"
The name of the playfield like it is added in sectors.yaml, not the folder of the playfield.yaml file! If playfield Name has spaces, just write it with spaces (no brackets needed).
Use the name of the playfield ads defined IN a playfield.yaml (This is NOT the folder name!)!
Needs to be used with Visiblity: WhenRewarded. Set the Chapter you want to reward to players.
Can only start ONE chapter.
If set to true this chapter will automatically activates itself (if VisibleOnStartPlayfields is set correctly for example).
If set to 0 the chapter can be repeated infinite times.
Shows the player a text if this chapter/task/action is completed.
Makes a chapter on a certain playfield visible that has the string in its playfield.yaml.
Requires entry 'PdaReferral:' in the playfield.yaml or playfield_static.yaml where the PDA command should work for; Can also be several strings.
If it is set in the Visibility, it activates a chapter when certain conditions are met.
Default is Info
General Reputation Level values:
Decides about the mission is visible in the F1 PDA list or not; true = item hidden until Chapter Activation is triggered
Action Checks are the most important thing in the PDA but also the most complex one.
Names are mostly used for letting the game now what entity or object the check is about.Note: Do NOT use Names in combination with Space POIs. For example together BlockDestroyed. Keep Names empty for a generic Type check and rather ask in previous Actions if the player is NearPoi.
Only useful in combination with the PlayerOps "InventoryOp". If set to true, the game is doing interal checks what item the player has in his inventory to be able to handle the PlayerOps "InventoryOp" properly.
Activate, Deactivate and Complete are your choice. However note, that OnActivate and OnDeactivate can be triggered by players at any time. That could lead to some exploits in certain circumstances.
This is a powerful option to implement typical missions like "find me something and bring it back to me". With InventoryOp you can give players items and take away items from them, based on criteria you set.
If you don't want to import any PDA files and start from scratch, just click on the left green + to create a new Chapter and with that a new PDA journey.
If you want to import your PDA files, go to the
If you import your whole Scenario, make sure to also import the Config.ecf and Localization.csv! For that go back to the Import page mentioned above!
In the end a full import contains the PDA.yaml + PDA.csv + Config.ecf (Or Config_example.ecf) + Localization.csv.
Done with all of that? Select a chapter in the left Chapter Tree. Have fun!