Ok, this is an extract from campaigns.py in privateer:
Code: Select all
MakeCargoMission(priv, # Creates a cargo mission
SANDOVAL_SPRITE, # Campaign, sprite
[InSystemCondition("Gemini/New_Detroit","New_Detroit")], # Where fixer meets you to start the mission
[InSystemCondition("Gemini/Newcastle","Liverpool")], # Where the mission ends. Usually the same as starting point for next fixer.
None, # Script to be run as you click on the fixer. A common use is to AddCredits() for the previous mission.
AddCargo('Artifact',1,True,
SetSaveVariable('terrell_no_entry',1.0,
AddRemovingSprite("artifact_1", ARTIFACT1_SPRITE, ARTIFACT_POSITION, ARTIFACT_SIZE, "Put_Away_the_Artifact",
LoadMission("directions_mission","directions_mission",
(priv.name+"_mission",['Gemini/New_Constantinople', 'Gemini/Newcastle'], 'Liverpool'),
vars=dict(MISSION_SHORTDESC=sandovalspeech.get('shortdesc','Campaign mission')) )))),
# Script to be run to start the mission (usually None if you don't have a script, but ambush is also common.)
("Iron",10), # Mission arguments.
#[['Gemini/New_Constantinople', 'Gemini/Newcastle'], 'Liverpool'], # directions
priv.name+"_mission", # Script to be set on completion. -1=Failure, 0=Not Accepted, 1=Succeed, 2=In progress
sandovalspeech, # Dictionary containing what the fixer says.
None, # If you reject the mission twice. "None" means that he continues asking you forever until you accept
CampaignEndNode(priv), # If you lose the mission
SandovalFinish, # If you win the mission. Usually points to the next mission
SandovalMission1) # The current mission node.
It's very informative on its own, the comments say it all.
You can find
the entire script here.