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	<updated>2026-05-09T19:23:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Flight_file_(MSFS)&amp;diff=11388</id>
		<title>Flight file (MSFS)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Flight_file_(MSFS)&amp;diff=11388"/>
		<updated>2023-05-21T11:45:16Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Updated for the newest version of the simulator. Tweaked page structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Missions]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your flight file (.FLT) determines the state of the aircraft (location, switches), world (weather, time, assistance), ui (panels), and the sim in general (speed, traffic, multiplayer) at spawn. &lt;br /&gt;
&lt;br /&gt;
It also determines the mission category and the briefing screen, loading screen, and startup info.&lt;br /&gt;
&lt;br /&gt;
[[File:MSFS flight file briefing example.png|400px]]&lt;br /&gt;
[[File:MSFS_flight_file_loading_example.png|400px]]&lt;br /&gt;
&lt;br /&gt;
== Creating your flight file ==&lt;br /&gt;
*To create your flight file, you start with loading your flightplan or the starting location in the world map.&lt;br /&gt;
*Choose a plane, livery, etc. Choose a time and weather.&lt;br /&gt;
*Then start your flight.&lt;br /&gt;
*Move your plane to the position you want and change it to the configuration you want (switches etc.). If you want to spawn in the air you should stabilize the planes pitch and altitude so the plane is stable after spawn. You should use trim and throttle or autopilot for this. Keep in mind that changing the weather may change the conditions, so configure the weather first. &lt;br /&gt;
*If you have the correct configuration, save the flight file with &amp;lt;code&amp;gt;Escape&amp;gt;Save flight&amp;gt;save .FLT&amp;lt;/code&amp;gt;. &lt;br /&gt;
*You now need to configure the .FLT:&lt;br /&gt;
&lt;br /&gt;
Changes to make in the .FLT file.&lt;br /&gt;
 [Main]&lt;br /&gt;
 Add title (e.g. Airline emergency)&lt;br /&gt;
 Add description/location (e.g. &#039;LIRN, Italy&#039; or TT:Telluride.Description)&lt;br /&gt;
 Change MissionType to the category you want your flight to be in (e.g., BushTrip, LandingChallenge, Story Mission, or anything else)&lt;br /&gt;
 Set StartingCameraCategory. Can be &amp;quot;Cockpit&amp;quot;, &amp;quot;Aircraft&amp;quot;, &amp;quot;Scenery&amp;quot;, &amp;quot;Custom&amp;quot;, &amp;quot;FixedOnPlane&amp;quot;, &amp;quot;Airport&amp;quot;, or &amp;quot;AirportTraffic&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 [ResourcePath] and [ObjectFile]:&lt;br /&gt;
 Change to the name you use for the .xml&lt;br /&gt;
&lt;br /&gt;
 Delete [Assistance], [Atc_Menu], and [FreeFlight]&lt;br /&gt;
&lt;br /&gt;
 If you use custom weather:&lt;br /&gt;
  Set UseWeatherFile=True&lt;br /&gt;
  And delete&lt;br /&gt;
   UseLiveWeather&lt;br /&gt;
   WeatherPresetFile&lt;br /&gt;
   WeatherCanBeLive&lt;br /&gt;
&lt;br /&gt;
 To remove multiplayer, ai planes, and airport traffic, set:&lt;br /&gt;
 [TrafficOptions]&lt;br /&gt;
 AllowAbientVehicleTraffic=FALSE&lt;br /&gt;
 &lt;br /&gt;
 And add:&lt;br /&gt;
 [Multiplayer]&lt;br /&gt;
 Status=0&lt;br /&gt;
 &lt;br /&gt;
 [Airtraffic]&lt;br /&gt;
 Status=0&lt;br /&gt;
&lt;br /&gt;
 To force a assistance preset, add:&lt;br /&gt;
 [Assistance]&lt;br /&gt;
 Preset=ASSISTANCE_PRESET_TRUE_TO_LIFE&lt;br /&gt;
NOTE: You can use &#039;&#039;&#039;ChangeAssistanceItemAction&#039;&#039;&#039; to change specific assistance items.&lt;br /&gt;
&lt;br /&gt;
 For [GPS_Engine]&lt;br /&gt;
 Change: Filename= to the name of the .PLN file.&lt;br /&gt;
&lt;br /&gt;
=== Briefing, and loading screen ===&lt;br /&gt;
In the .FLT file you can add these lines:&lt;br /&gt;
&lt;br /&gt;
 [Briefing]&lt;br /&gt;
 BriefingText=TT:MISSIONNAME.BRIEFING&lt;br /&gt;
 BriefingImage0=./images/MissionName_Briefing.png&lt;br /&gt;
 &lt;br /&gt;
 [Loading]&lt;br /&gt;
 ImageName0=./images/MissionName_Loading0.png&lt;br /&gt;
 Tips0=TT:LOADING.TIPS.MISSIONNAME_000&lt;br /&gt;
 Tips1=TT:LOADING.TIPS.MISSIONNAME_001&lt;br /&gt;
 Tips2=TT:LOADING.TIPS.MISSIONNAME_002&lt;br /&gt;
&lt;br /&gt;
For the &amp;lt;code&amp;gt;TT:&amp;lt;/code&amp;gt; explanation, see: [[Localisation (MSFS)]]&lt;br /&gt;
&lt;br /&gt;
==== Pictures ====&lt;br /&gt;
You will have to add pictures for the mission thumbnail, and the loading, briefing, and ending screens. &lt;br /&gt;
* The names for the loading an briefing pictures are defined in the briefing and loading sections of the .FLT file. &lt;br /&gt;
* The thumbnail will always need to be named: &amp;lt;code&amp;gt;Activity_Widget.jpg&amp;lt;/code&amp;gt;. &lt;br /&gt;
* The endscreen picture will always need to be named: &amp;lt;code&amp;gt;rewardscreen.jpg&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
The documentation for the .FLT file is pretty complete: [https://docs.flightsimulator.com/html/index.htm#t=Content_Configuration%2FFlights_And_Missions%2FFlight_Definitions.htm Documentation]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Mission_Creation_for_MSFS&amp;diff=11387</id>
		<title>Mission Creation for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Mission_Creation_for_MSFS&amp;diff=11387"/>
		<updated>2023-05-21T10:41:18Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Updated for the newest version of the simulator and the SimpleMission sample project. Improved structure and writing style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Missions]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Creating a mission involves using different tools and skills. While it may be challenging to get your first mission up and running, once you understand the basic rules and files that make up a mission, the possibilities are endless. Essentially, a mission is a scripted set of events that tells a story, ranging from exciting scenarios like mountain rescues or engine problems to simpler flights with interesting points along the way.&lt;br /&gt;
&lt;br /&gt;
To turn your mission idea into a playable experience, you need to plan the mission flow and then code it. Start by outlining the flow on paper, showing how the mission progresses from start to finish. Next, select and use triggers and actions to create the mission&#039;s logic. Triggers check for conditions or events, while actions allow you to modify and control various aspects of the mission. You can also use objectives to give the player a clear sense of direction and purpose. Once you&#039;ve scripted your mission, you can fine-tune and test it using the script editor, console for error checking, and tools for finding and fixing problems.&lt;br /&gt;
&lt;br /&gt;
With patience and creativity, you can create rewarding and enjoyable missions that captivate players and keep them coming back for more!&lt;br /&gt;
&lt;br /&gt;
== Come up with a scenario and story ==&lt;br /&gt;
You need to decide what kind of mission you want to create, for example, a tutorial, an emergency scenario, or a treasure hunt.&lt;br /&gt;
You also need to think of how the mission will progress from start to finish. &lt;br /&gt;
* How will you introduce the player to the mission and explain their role and objective? &lt;br /&gt;
* What will you reveal to the player and what will they have to discover on their own? &lt;br /&gt;
* What are the possible ways that the player can complete the mission? Are there branching paths or different outcomes? &lt;br /&gt;
* How will you end the mission and give feedback or rewards to the player? &lt;br /&gt;
It can help to have a written structure that outlines your mission in detail. You can follow the same three-stage layout as a screenplay. This gives you a clear and coherent way of telling your story. &lt;br /&gt;
* The first section is your introduction, where you need to capture the player’s interest and set up the context and premise of the mission. &lt;br /&gt;
* The second section is where you trigger an event that challenges the player and makes them react (for example, an engine failure, a storm, or an enemy attack). &lt;br /&gt;
* The third section is where you conclude the mission and let the player reflect on their performance and enjoy their success (or failure). &lt;br /&gt;
* You can also add some twists or surprises along the way. &lt;br /&gt;
&lt;br /&gt;
=== Give your players the freedom to choose their own path ===&lt;br /&gt;
&lt;br /&gt;
You can also provide different threads or options for each section, depending on the player’s choices or actions. This will make your mission more dynamic and replayable, as the player can try different approaches or strategies. You can make your mission react to the player’s choices by changing the dialogue, the environment, or the difficulty. You can also use choke-points to connect your sections and keep your mission consistent. Choke-points are specific locations or conditions that mark the end of one section and the start of another. For example, in your introduction, the choke-point could be reaching the head of the valley. No matter which path the player took, they have to reach that point to trigger the next section. Choke-points help you keep track of your mission progression and avoid inconsistencies or errors. They also help you create different combinations of sections and options. For example, if you have three sections, each with three options, you can have nine different ways of flying a single mission.&lt;br /&gt;
&lt;br /&gt;
== Turn your story into a mission ==&lt;br /&gt;
Now for the most fun part you will make your idea into a real mission that you can play.&lt;br /&gt;
First, you need to plan the flow of the mission. This means how the mission goes from start to finish. You can use paper and a pencil to draw the flow. This will help you see the logic of the mission without worrying about coding.&lt;br /&gt;
For example, let’s say your mission has these steps:&lt;br /&gt;
# You take off from the airport.&lt;br /&gt;
# You hear some speech after 30 seconds.&lt;br /&gt;
# You have three ways to get to point B, where the next part of the mission starts.&lt;br /&gt;
You can draw three boxes on the paper and write the steps inside them: &#039;Takeoff&#039;, &#039;Speech&#039;, and &#039;At point B&#039;. The speech should happen 30 seconds after takeoff, so note that down next to the Speech box. Then you can draw three lines from the “Speech” box to the “At point B” box. These are the three paths the player can follow. On each line, you can write what you need to do: disable the other two paths and enable the next part of the mission.&lt;br /&gt;
&lt;br /&gt;
Now that you have a good map of your mission flow, it will be easier to code it later.&lt;br /&gt;
&lt;br /&gt;
=== Actions and triggers ===&lt;br /&gt;
&lt;br /&gt;
Next, you need to choose the elements you will use to turn your mission map into code. The main elements of a mission are [[MSFS_Mission_Script_-_Actions|Actions]] and [[MSFS_Mission_Script_-_Triggers|Triggers]]. These elements let you check things and do things in your mission. For example, you can check if the player is flying high or low, or if they are in a certain area. You can also do things like play speech, activate or deactivate objects, or change the difficulty.&lt;br /&gt;
&lt;br /&gt;
To keep the example going, you might have a [[Property Trigger]] checking &amp;quot;Altitude AGL &amp;gt; 10&amp;quot; to test for takeoff. That would start a 30-second [[Timer Trigger]] using an [[Object Activation Action]] which, in turn, would call a [[Dialog Action]] for your &amp;quot;Speech&amp;quot; box. You would need one Trigger per potential path; they might be set to detect altitude, or heading, or more likely that the player has entered an area. Each of those would need another [[Dialog Action]] (just to keep the player informed), an [[Object Activation Action]] to enable the Trigger that checks &amp;quot;At Point B&amp;quot; and another [[Object Activation Action]] to disable the other two paths. &lt;br /&gt;
&lt;br /&gt;
== Create a mission project ==&lt;br /&gt;
=== Start with the SimpleMission sample project ===&lt;br /&gt;
You can use the SimpleMission sample project. [https://flightsim.to/file/23934/mission-creation-resources Download it] and complete [[SimpleMission_(MSFS)#Step_1:_Download_the_SimpleMission_project|step 1 and 2 of the guide]].&lt;br /&gt;
&lt;br /&gt;
== Decide on flight conditions ==&lt;br /&gt;
Next, you will have to configure the flight conditions. To start, you can create a [[flightplan (MSFS)|flight plan]] in the worldmap or with [[Little Navmap]]. This flight plan will be shown to the player when the mission starts, so it shouldn&#039;t spoil the unexpected parts of the flight (e.g., an emergency). &lt;br /&gt;
&lt;br /&gt;
Then you decide on the starting point of the mission (e.g., at the beginning of the flight or in the air somewhere along the route). &lt;br /&gt;
&lt;br /&gt;
=== [[Flight_file_(MSFS)|Create the flight file]] ===&lt;br /&gt;
# Load your flightplan and pick your starting location in the worldmap. &lt;br /&gt;
# Select your aircraft, livery, fuel, payload, and atc options. &lt;br /&gt;
# Choose your time, weather preset, and the multiplayer and traffic settings. &lt;br /&gt;
# Load your flight. &lt;br /&gt;
# Set up your aircraft as you want it (lights, switches, autopilot, etc.). &lt;br /&gt;
# You can customize the weather and save it as a preset. &lt;br /&gt;
# Position your plane exactly where you want it, with the correct speed and trim settings. &lt;br /&gt;
# Pause the game and save the flight as a &amp;lt;code&amp;gt;.FLT&amp;lt;/code&amp;gt; and as a &amp;lt;code&amp;gt;.PLN&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move your flight file and flightplan to the mission folder in PackageSources.&lt;br /&gt;
&lt;br /&gt;
You will need to [[Flight_file_(MSFS)#Creating_your_flight_file|manually edit the .FLT]] to choose the assistance preset, mission category, traffic, briefing and loading screen. You can use the .FLT in the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] as a reference.&lt;br /&gt;
&lt;br /&gt;
==== Add pictures ====&lt;br /&gt;
Add pictures for your mission thumbnail, and the loading, briefing, and ending screens. The names for the loading an briefing pictures are defined in the [[Flight_file_(MSFS)#Pictures|.FLT file]]. The thumbnail will need to be named: &amp;lt;code&amp;gt;Activity_Widget.jpg&amp;lt;/code&amp;gt; and the endscreen picture will need to be named: &amp;lt;code&amp;gt;rewardscreen.jpg&amp;lt;/code&amp;gt;. You can use the pictures in the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] as a reference.&lt;br /&gt;
&lt;br /&gt;
=== [[Weather definitions (MSFS)|Define custom weather]]  ===&lt;br /&gt;
# Change the weather with the weather panel during flight. &lt;br /&gt;
# Save it as a new preset. &lt;br /&gt;
# Find the .WPR file in &amp;lt;code&amp;gt;\AppData\Roaming\Microsoft Flight Simulator\Weather\Presets\&amp;lt;/code&amp;gt;. &lt;br /&gt;
# Move it mission folder (next to the .flt) and rename it to &amp;lt;code&amp;gt;Weather.WPR&amp;lt;/code&amp;gt;. &lt;br /&gt;
# Tweak the preset by editing the .WPR file in Notepad++. See [https://docs.flightsimulator.com/html/Content_Configuration/Flights_And_Missions/Weather_Definitions.htm the documentation].&lt;br /&gt;
&lt;br /&gt;
== Set up a [[:Category:MSFS Mission Script|mission script]] ==&lt;br /&gt;
Continue with the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission sample project] and complete [[SimpleMission_(MSFS)#Step_3:_Open_the_project_folder|step 3 of the guide]].&lt;br /&gt;
&lt;br /&gt;
== Code your mission ==&lt;br /&gt;
You need to turn your mission diagram into a mission script with the script editor. For everything that happens in your mission, you need to choose and add the correct triggers and link them to actions. &lt;br /&gt;
&lt;br /&gt;
=== Script Building Blocks ===&lt;br /&gt;
There are different [[Category:MSFS_Mission_Script#Building_blocks|types of nodes]] that you can use to make your mission.&lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Triggers|Triggers]] &amp;amp; [[MSFS Mission Script - Actions|Actions]] ====&lt;br /&gt;
Triggers and actions are fundamental components of a mission, working together to create an engaging experience. Triggers act as checkpoints, monitoring events or conditions, while actions determine what happens when those conditions are met. Triggers check for specific events or conditions, activating actions that perform tasks like activating objects, adjusting timers, displaying messages, playing sounds, and modifying goals. By combining triggers and actions, mission creators can script the flow and behavior of the mission, crafting interactive experiences for players.&lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Mission objects|Mission objects]] ====&lt;br /&gt;
Mission objects define a range of things like mission type, goals, world traffic, and a custom camera.&lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Calculator|Calculators]] ====&lt;br /&gt;
You can use calculators for more advanced logic in your mission. It can take in multiple variables and trigger different actions based on a logic. You can also use this to calculate a mission score and probably many more applications which you can explore.&lt;br /&gt;
&lt;br /&gt;
{{blockquote|1=&#039;&#039;&#039;[[:Category:MSFS_Mission_Script#Building_blocks|Look here for a complete overview of objects.]]&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
=== Script editor ===&lt;br /&gt;
To turn your mission map into a mission script, we will use the script editor. It allows you to create the mission with a visual representation of the script. All building blocks of the mission – such as triggers and actions – are represented by nodes (also called &#039;&#039;&#039;&#039;&#039;mission objects&#039;&#039;&#039;&#039;&#039;). Each node contains some settings specific to the building block and can be connected to other nodes. Nodes have ingoing and outgoing connections. Connections on the right size are references to other nodes and connections on the left size means the node is referenced by other nodes.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicMissionNodes.png|700px|thumb|left|Some of the nodes of a basic mission]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loading a script ===&lt;br /&gt;
To start using the script editor, open the mission project, select your mission asset group, and click load in editor:&lt;br /&gt;
&lt;br /&gt;
[[File:OpenScriptEditor.png|500px|thumb|left|How to open the script editor]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adding objectives to your mission ===&lt;br /&gt;
Once you have loaded a script in the script editor, you can start adding objectives to your mission. Objectives are the goals that the player needs to achieve or avoid to complete the mission. They also provide feedback and guidance to the player during the mission. &lt;br /&gt;
&lt;br /&gt;
Each objective has a state that shows how the player is doing:&lt;br /&gt;
* &#039;&#039;Completed:&#039;&#039; The player completed the objective. &lt;br /&gt;
* &#039;&#039;Failed:&#039;&#039; The player failed the objective. &lt;br /&gt;
* &#039;&#039;Aborted:&#039;&#039; The player aborted the objective.&lt;br /&gt;
&lt;br /&gt;
If any &#039;&#039;mandatory&#039;&#039; objective is Failed or Aborted, the mission ends with a popup and a short message. If all &#039;&#039;mandatory&#039;&#039; objectives are Completed, the mission ends with a debriefing and a reward screen.&lt;br /&gt;
&lt;br /&gt;
By default, all objectives are &#039;&#039;mandatory&#039;&#039;. If you don&#039;t want this, set the objective to be &#039;&#039;Optional&#039;&#039;. The player can skip or fail optional objectives without ending the mission. But they still show up in the objectives panel, so the player can try them if they want.&lt;br /&gt;
&lt;br /&gt;
To use objectives, you need to link each to a [[MSFS_Mission_Script_-_Mission_objects#Goals|Goal or SubGoal node]]. The goal node determines the state of the objective it is linked to. You also set the initial state in the goal node. To change the state during the mission, you need to use a [[(Sub)Goal_Resolution_Action|(Sub)GoalResolutionAction]].&lt;br /&gt;
&lt;br /&gt;
==== Steps ====&lt;br /&gt;
You can also add steps to your objectives. Steps are smaller tasks that help the player complete the objective. They show up in the objectives panel too:&lt;br /&gt;
&lt;br /&gt;
[[File:ObjectivesPanel.jpg|500px|thumb|left|View of objectives and steps in the objectives panel]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
As you create your mission script, you may want to add some comments in the script editor. Comments are nodes that you can add in the script editor to explain what each node or connection does. They can help you organize your script and make it easier to understand and edit later. Comments are not part of the mission script and do not affect how it works. They are only visible in the script editor.&lt;br /&gt;
&lt;br /&gt;
[[File:CommentNodes.png|500px|thumb|left|Comment nodes used to show the working of a block of nodes]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Placing objects in the world ===&lt;br /&gt;
You can precisely place objects in the world using the script editor and the gizmo. First, [[#Testing_the_mission|compile and start your mission]]. When the world is loaded, you can add different kinds of objects:&lt;br /&gt;
* [[MSFS_Mission_Script_-_Areas|Areas]], for use in [[Proximity_Trigger|proximity triggers]].&lt;br /&gt;
* Static scenery objects with [[MSFS_Mission_Script_-_Library_Objects|library objects]].&lt;br /&gt;
* [[MSFS_Mission_Script_-_Sim_Objects|Simobjects]], using containers or flocks.&lt;br /&gt;
* [[MSFS_Mission_Script_-_Areas#InGameMarker|Markers]] and [[MSFS_Mission_Script_-_Mission_objects#PointOfInterest|POI&#039;s]].&lt;br /&gt;
* [[MSFS_Mission_Script_-_Mission_objects#Racing_.2F_Multiplayer|Race points]].&lt;br /&gt;
* A custom [[MSFS_Mission_Script_-_Mission_objects#Camera|camera]].&lt;br /&gt;
* A landing zone for [[MSFS_Mission_Script_-_Mission_objects#List_of_Mission_Types|landing challenges]].&lt;br /&gt;
* A [[MSFS_Mission_Script_-_Calculator#List_of_parameter_types|path for a calculator]].&lt;br /&gt;
&lt;br /&gt;
If the object has a [[World_position_(MSFS)|world position]], it will spawn in the middle of your view. &lt;br /&gt;
&lt;br /&gt;
To change the location, you can move the object with the Gizmo. For gizmo options, in the script editor click &amp;lt;code&amp;gt;View &amp;gt; Gizmo&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
With the Developer Camera enabled you can double click on the objects in the script editor and the camera will go to their location.&lt;br /&gt;
&lt;br /&gt;
[[File:MissionGizmo.jpg|700px|thumb|left|Area with gizmo and gizmo options]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Test, optimize, and debug your mission ==&lt;br /&gt;
In this section, you will learn how to test, optimize, and debug your mission. You will use the script editor and other tools to check for errors and fix problems in your mission script.&lt;br /&gt;
&lt;br /&gt;
=== Testing the mission ===&lt;br /&gt;
The first step to test your mission script is to compile the mission. Compiling the mission means turning your script into a file that can be loaded and played by MSFS. When you build your project, the mission will get compiled and turned into an .SPB file.&lt;br /&gt;
&lt;br /&gt;
==== Console ====&lt;br /&gt;
The [https://docs.flightsimulator.com/html/Developer_Mode/Menus/Debug/The_Console.htm console] is where you can see the results of compiling the mission. It shows you any errors or warnings in your script. You need to fix any errors before you can play your mission. Warnings are not critical, but they may indicate potential problems or improvements in your script.&lt;br /&gt;
&lt;br /&gt;
==== Start the mission ====&lt;br /&gt;
When your script has successfully compiled, you can start the mission. To do that, go to custom activities and select your mission.&lt;br /&gt;
&lt;br /&gt;
=== Loading and updating your mission elements ===&lt;br /&gt;
With the script editor open you can see if the elements are loaded in the mission. To add elements, click the plus in the overview window and select the element you want to add. &lt;br /&gt;
&lt;br /&gt;
If the names are white, they are loaded, but if they are red, it means they are not loaded. While working on your mission, you can update the elements by clicking &amp;lt;code&amp;gt;Script Editor &amp;gt; Game &amp;gt; Update&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:ScriptEditorOverview.png|400px|thumb|left|Script object overview]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World objects debug ===&lt;br /&gt;
When the mission is loaded in, make sure &amp;lt;code&amp;gt;Debug &amp;gt; World Objects&amp;lt;/code&amp;gt; is enabled. Now you will see your areas and waypoints overlayed in the world. &lt;br /&gt;
&lt;br /&gt;
=== Debugging calculators ===&lt;br /&gt;
You can debug [[MSFS_Mission_Script_-_Calculator|calculators]] by enabling *DisplayAllowed* and using &amp;amp;lt;code&amp;gt;Options &amp;gt; Flight Object Debug&amp;lt;/code&amp;gt;. Now you can see the parameters and actions of your calculator in real time.&lt;br /&gt;
&lt;br /&gt;
=== Managing triggers ===&lt;br /&gt;
You will use many triggers in your mission, but you need to control when they are active. Otherwise, they may fire at the wrong time and cause problems or confusion.&lt;br /&gt;
&lt;br /&gt;
For example, imagine you have a trigger that tells the player off if they fly too low during cruise. You don’t want this trigger to fire when the player is landing, because they have to go down to the runway. That would be confusing and annoying.&lt;br /&gt;
&lt;br /&gt;
To avoid this, you need to activate and deactivate triggers at the right moments. Most triggers should start inactive and become active with an [[Object_Activation_Action|ObjectActivationAction]] when the previous trigger in the mission’s flow has fired. You should also use an [[Object_Activation_Action|ObjectActivationAction]] to deactivate them when they are not needed anymore.&lt;br /&gt;
&lt;br /&gt;
[[File:MissionFlowchartTrigger.png|600px|thumb|left|A trigger to warn the player of a low altitude has to be active at the appropriate time]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers have a property called OneShot. If you enable this property, the trigger will deactivate itself after it has fired. This can save you some time and nodes, but be careful not to use it for triggers that you want to fire more than once.&lt;br /&gt;
&lt;br /&gt;
=== Unconnected nodes ===&lt;br /&gt;
You can use the script editor to look for breaks in your mission logic. All nodes that aren&#039;t referenced by another node are marked with a white dot. &lt;br /&gt;
&lt;br /&gt;
If nodes are &#039;isolated&#039; like this, they may not function as expected. &lt;br /&gt;
* Actions that are never referenced won&#039;t execute.&lt;br /&gt;
* Triggers that aren&#039;t referenced by a [[Object_Activation_Action|ObjectActivationAction]] aren&#039;t properly managed.&lt;br /&gt;
* For some nodes, such as the main [[MSFS_Mission_Script_-_Mission_objects#Defining_the_mission_type|mission object]], this isn&#039;t an issue.&lt;br /&gt;
&lt;br /&gt;
[[File:Script editor example.jpg|300px|thumb|left|Script object overview]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exporting the mission ==&lt;br /&gt;
To compile the mission for export, click &amp;lt;code&amp;gt;Clean All&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Build All&amp;lt;/code&amp;gt;. Make sure there are no errors in the console from the building process. Then click &amp;lt;code&amp;gt;Build &amp;amp; Export&amp;lt;/code&amp;gt;, ensure the mission package is checkmarked, choose &amp;lt;code&amp;gt;Community Publishing&amp;lt;/code&amp;gt;, and select the Export Directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
I hope you enjoyed this tutorial and found it useful. Creating a mission is a complex and creative task that requires a lot of skills and patience. But it is also very rewarding and fun. You can make any kind of mission you want, from tutorials to emergencies to adventures. You can give your players the freedom to choose their own path and make your mission dynamic and replayable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to learn more about creating missions for MSFS, you can check out these pages:&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Mission_objects&amp;diff=11386</id>
		<title>MSFS Mission Script - Mission objects</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Mission_objects&amp;diff=11386"/>
		<updated>2023-05-21T10:38:55Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* Calculator */ Delete headings and add explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Mission elements define a range of things like mission type, goals, world traffic, camera, and thermals.&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Defining the mission type ==&lt;br /&gt;
You not only have to define the mission type in the flight file, but you also have to choose a mission object in the mission script. There are different types of missions, but all of them have some properties in common:&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Mission&lt;br /&gt;
| short-descr = General mission object&lt;br /&gt;
}}&lt;br /&gt;
!Descr&lt;br /&gt;
|Mission name&lt;br /&gt;
|-&lt;br /&gt;
!SuccessText, FailureText, AbortedText&lt;br /&gt;
|Text shown to the player in a popup when the mission ends.&lt;br /&gt;
|-&lt;br /&gt;
!ImagePath&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!SpentTime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!CrashActions&lt;br /&gt;
|Actions that excecute when the player crashes. Unknown application.&lt;br /&gt;
|-&lt;br /&gt;
!Score&lt;br /&gt;
|You can give the player a score and grade. To calculate this you need to use a [[#calculator|calculator]].&lt;br /&gt;
|-&lt;br /&gt;
!RewardScreen~&lt;br /&gt;
|You can change parts of the RewardScreen.&lt;br /&gt;
|-&lt;br /&gt;
!Objectives&lt;br /&gt;
|You have to add one or more objectives to the mission, to allow the user to complete the mission. The objectives can be displayed to the player in the Objectives panel. All objectives have to be linked with a [[#Goals|goal]].&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Objective&lt;br /&gt;
| short-descr = Mission objective&lt;br /&gt;
}}&lt;br /&gt;
!Descr&lt;br /&gt;
|Name of the objective. Can be [[Localisation_(MSFS)|localized]].&lt;br /&gt;
|-&lt;br /&gt;
!ImagePath&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!UniqueRefId&lt;br /&gt;
|Guid of associated goal.&lt;br /&gt;
|-&lt;br /&gt;
!TemplateInstanceId&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!Optional&lt;br /&gt;
|Is this objective optional for mission completion?&lt;br /&gt;
|-&lt;br /&gt;
!TriggerNotification&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!DisplayInRewardScreen&lt;br /&gt;
|Display this in the score/mission overview of the reward screen (only some mission types).&lt;br /&gt;
|-&lt;br /&gt;
!Step&lt;br /&gt;
|Steps of the objective. Link this with SubGoals. You can link to specific instruments. You can have different texts for players using Joystick, GamePad, or Keyboard and mouse.&lt;br /&gt;
|-&lt;br /&gt;
!EventTriggers&lt;br /&gt;
|Link to an [[MSFS_Mission_Script_-_Events|event]].&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
=== List of Mission Types ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mission type&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
!MissionFreeFlight&lt;br /&gt;
|The mission type used for freeflight is the freest (e.g., allows increasing sim speed), but doesn&#039;t have a nice endscreen (just the logbook).&lt;br /&gt;
|-&lt;br /&gt;
!Tutorial&lt;br /&gt;
|This mission type has an endscreen to evaluate mission performance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionBushTrip&lt;br /&gt;
|This mission type allows you to make a mission with multiple legs. If you use this mission type, the sim autosaves mission (currently a bit broken). This mission type also has flight legs and a variable that tracks if it was completed without assistance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionLandingChallenge&lt;br /&gt;
|This mission type is used for landing challenges. It has an endscreen that displays the score. It also has a landingzone with a [[World_position_(MSFS)|location]], heading, width, and length.&lt;br /&gt;
|-&lt;br /&gt;
!MissionDiscovery&lt;br /&gt;
|This mission type is used for discovery flights.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Untested&lt;br /&gt;
|-&lt;br /&gt;
|MissionLowAltitude&lt;br /&gt;
|Has properties for a racecourse and racePoints. Maybe used for general races?&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceRedBull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceReno&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionLandingChallengeCarrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRefueling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionSightingFlight&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
For a mission to be completed, all active objectives (that aren&#039;t optional) have to be successfully completed. Each mission objective has to be linked to a Goal or SubGoal. Goals can be changed with a [[(Sub)Goal Resolution Action|(Sub)GoalResolutionAction]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Goal / Subgoal&lt;br /&gt;
| short-descr = Basic goal.&lt;br /&gt;
}}&lt;br /&gt;
!Activated&lt;br /&gt;
|Description&lt;br /&gt;
|-&lt;br /&gt;
!GoalState&lt;br /&gt;
|Current state of a goal. Can be:&amp;lt;br&amp;gt;&#039;&#039;&#039;Pending&#039;&#039;&#039;, &#039;&#039;&#039;Completed&#039;&#039;&#039;, &#039;&#039;&#039;Failed&#039;&#039;&#039;, and &#039;&#039;&#039;Aborted&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!ResetState OnActivation&lt;br /&gt;
|Reset goal or subgoal state to &#039;&#039;&#039;Pending&#039;&#039;&#039; on activation.&lt;br /&gt;
|-&lt;br /&gt;
!Text&lt;br /&gt;
|Don&#039;t use this, use the description in the objectives of the mission element itself.&lt;br /&gt;
|-&lt;br /&gt;
!Order&lt;br /&gt;
|Order of appearance in UI.&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== Camera ====&lt;br /&gt;
You can place a camera in the world.&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Camera&lt;br /&gt;
| short-descr = Camera object.&lt;br /&gt;
}}&lt;br /&gt;
!Activated&lt;br /&gt;
|If the camera is activated, the player will look through it, and they won&#039;t be able to control the plane anymore.&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!World position&lt;br /&gt;
|You have to specify a [[World_position_(MSFS)|world position]] for the camera.&lt;br /&gt;
|-&lt;br /&gt;
!Orientation&lt;br /&gt;
|You can specify an orientation for the camera.&lt;br /&gt;
|-&lt;br /&gt;
!ObjectReference&lt;br /&gt;
|You can point the camera at a specific object. If you use this, the &#039;&#039;&#039;Orientation&#039;&#039;&#039; will be ignored.&lt;br /&gt;
|-&lt;br /&gt;
!TrackRaceLeader&lt;br /&gt;
|You can point the camera at the race leader. If you use this, the &#039;&#039;&#039;Orientation&#039;&#039;&#039; and &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; will be ignored.&lt;br /&gt;
|-&lt;br /&gt;
!NodeName&lt;br /&gt;
|Node of a [[MSFS_Mission_Script_-_Sim_Objects|simobject]].&lt;br /&gt;
|-&lt;br /&gt;
!IsCinematic&lt;br /&gt;
|Will the HUD be disabled?&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
==== LivingWorldExclusion ====&lt;br /&gt;
Useful if you want to get rid of stationary or moving traffic from a road, airport, or water).&lt;br /&gt;
==== PointOfInterest ====&lt;br /&gt;
You can add points of interest to your mission. The points of interest can have an [[MSFS_Mission_Script_-_Areas#InGameMarker|InGameMarker]].&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Calculator|Calculator]] ==&lt;br /&gt;
You can use calculators for more advanced logic in your mission. It can take in multiple variables and trigger different actions based on a logic. You can also use this to calculate a mission score and probably many more applications which you can think of.&lt;br /&gt;
&lt;br /&gt;
== Racing / Multiplayer ==&lt;br /&gt;
==== AllowableContainerList ====&lt;br /&gt;
==== ConditionRacePoint ====&lt;br /&gt;
==== GateRacePoint ====&lt;br /&gt;
==== Player ====&lt;br /&gt;
==== PylonRacePoint ====&lt;br /&gt;
==== RaceCourse ====&lt;br /&gt;
==== RaceInfo ====&lt;br /&gt;
&lt;br /&gt;
== Untested ==&lt;br /&gt;
==== PictureInPictureViewController ====&lt;br /&gt;
==== RealismOverrides ====&lt;br /&gt;
==== RidgeLift ====&lt;br /&gt;
==== Thermal ====&lt;br /&gt;
==== VolumeRacePoint ====&lt;br /&gt;
==== Rope (new in msfs)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11385</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11385"/>
		<updated>2023-05-21T10:28:55Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Add a short summary to te beginning of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Actions are mission functions that perform various tasks, such as activating objects, executing code, controlling timers, playing sounds, triggering events, and shaping the flow of the mission.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for prior action in the action queue to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;Actions&#039;&#039;&#039; section of the element in the mission .xml.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will ignore the action queue and start immediately.&lt;br /&gt;
&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Very cool action allowing you to speed up or skip time without affecting the simulation. It will speed up cloud movement and the day-night cycle, but keep the planes, other vehicles, and animations at the normal speed.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for the [[MSFS_Mission_Script_-_Sim_Objects#AirplanePlaybackAI|AirplanePlaybackAI]].&lt;br /&gt;
&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property (e.g. hide the yoke).&lt;br /&gt;
&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing (e.g. turn of the input key for the elevator).&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SimpleMission_(MSFS)&amp;diff=11384</id>
		<title>SimpleMission (MSFS)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SimpleMission_(MSFS)&amp;diff=11384"/>
		<updated>2023-05-16T20:05:14Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Updated instructions for the new version of the sample project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
This guide will go over the process of creating a mission with the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission sample project].&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Step 1: Download the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] ==&lt;br /&gt;
Unpack the .zip.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Open the project in MSFS DevMode ==&lt;br /&gt;
* Change company name and package name.&lt;br /&gt;
* Change Title and Creator.&lt;br /&gt;
* Edit SimpleMission asset group, change name to your mission name.&lt;br /&gt;
* Save the project, then close it.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Open the project folder ==&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageSources\Missions\PackageName\YourMissionName\&amp;lt;/code&amp;gt;:&lt;br /&gt;
* Rename the files with &#039;&#039;SimpleMission&#039;&#039; to your mission name. The files should now have the same name as their parent folder.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; in Notepad++:&lt;br /&gt;
** In &amp;lt;code&amp;gt;SimMission.FlowStateAction&amp;lt;/code&amp;gt;, for &amp;lt;code&amp;gt;TeleportActions&amp;lt;/code&amp;gt;, you can choose an intro cinematic:&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Flying_Airport_Aircraft_Intro&amp;quot; InstanceId=&amp;quot;{55ACAAD8-951B-4821-8D70-4CFC800D1AFD}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Ground_Airport_Aircraft_Intro&amp;quot; InstanceId=&amp;quot;{306B2AE4-06BA-48C3-93A0-BD5569E6EF5B}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Ground_Airport_Aircraft_Intro_GATE&amp;quot; InstanceId=&amp;quot;{EE18C69D-5C95-4C75-8194-425360D6798E}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
** You can change &amp;lt;code&amp;gt;SimMission.MissionFreeFlight&amp;lt;/code&amp;gt; to a different [[MSFS_Mission_Script_-_Mission_objects#Defining_the_mission_type|mission type]] (for example change &amp;lt;code&amp;gt;SimMission.MissionFreeFlight&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;SimMission.Tutorial&amp;lt;/code&amp;gt;):&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mission type&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
!MissionFreeFlight&lt;br /&gt;
|The mission type used for freeflight gives the most freedom (e.g., allows increasing sim speed), but doesn&#039;t have a nice endscreen (just the logbook).&lt;br /&gt;
|-&lt;br /&gt;
!Tutorial&lt;br /&gt;
|This mission type has an endscreen to evaluate mission performance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionBushTrip&lt;br /&gt;
|This mission type allows you to make a mission with multiple legs. If you use this mission type, the sim autosaves mission (currently a bit broken). This mission type also has flight legs and a variable that tracks if it was completed without assistance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionLandingChallenge&lt;br /&gt;
|This mission type is used for landing challenges. It has an endscreen that displays the score. It also has a landingzone with a [[World_position_(MSFS)|location]], heading, width, and length.&lt;br /&gt;
|-&lt;br /&gt;
!MissionDiscovery&lt;br /&gt;
|This mission type is used for discovery flights.&lt;br /&gt;
|-&lt;br /&gt;
|MissionLowAltitude&lt;br /&gt;
|This mission type is used for the top-gun low altitude challenges.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Untested&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceRedBull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRefueling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionSightingFlight&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Step 4: Building the mission ==&lt;br /&gt;
Now you are ready to [[Mission_Creation_for_MSFS|start building the missions]] with the script editor. First, create your flight file (.FLT), flightplan (.PLN), and weather file (.WPR), then start developing your mission with the script editor.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Images ==&lt;br /&gt;
At some point, you want to take some beautiful screenshots of your mission for the widget thumbnail, briefing, loading, ending, and content manager thumbnail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SimpleMission_(MSFS)&amp;diff=11294</id>
		<title>SimpleMission (MSFS)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SimpleMission_(MSFS)&amp;diff=11294"/>
		<updated>2022-04-29T21:34:48Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* Step 3: Open the project folder */ Remove old explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
This guide will go over the process of creating a mission with the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission sample project].&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Step 1: Download the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] ==&lt;br /&gt;
Unpack the .zip. Rename the &amp;lt;code&amp;gt;SimpleMission&amp;lt;/code&amp;gt; folder and main &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; to your mission name.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageSources/Missions&amp;lt;/code&amp;gt;, rename the &amp;lt;code&amp;gt;SimpleMission&amp;lt;/code&amp;gt; folder your mission name.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Open the project in MSFS DevMode ==&lt;br /&gt;
Change company name and package name. Click &amp;lt;code&amp;gt;Update package name&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Change Title and Creator.&lt;br /&gt;
&lt;br /&gt;
Edit SimpleMission asset group:&lt;br /&gt;
* Change name to your mission name.&lt;br /&gt;
* Point AssetDir to the renamed folder: &amp;lt;code&amp;gt;PackageSources/Missions/YourMissionName&amp;lt;/code&amp;gt;.&lt;br /&gt;
* For the OutputDir, change &amp;lt;code&amp;gt;YourName&amp;lt;/code&amp;gt; to your company name and &amp;lt;code&amp;gt;SimpleMission&amp;lt;/code&amp;gt; to your mission name.&lt;br /&gt;
&lt;br /&gt;
Save the project.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Open the project folder ==&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageDefinitions&amp;lt;/code&amp;gt; delete the &amp;lt;code&amp;gt;yourname-mission-simplemission&amp;lt;/code&amp;gt; folder and &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageSources\Missions\YourMissionName&amp;lt;/code&amp;gt;:&lt;br /&gt;
* Rename the files with &#039;&#039;SimpleMission&#039;&#039; in the name to your mission name (don&#039;t forget the images).&lt;br /&gt;
* Delete the &amp;lt;code&amp;gt;.PLN&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.WPR&amp;lt;/code&amp;gt; files and replace them with the ones you created for your mission.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.FLT&amp;lt;/code&amp;gt; you created [[Flight_file_(MSFS)#Creating_your_flight_file|like this]]. You can use the SimpleMission .FLT as a reference.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.loc&amp;lt;/code&amp;gt; with [[MSFSLocalizer]]. Change all the [[GUID|GUID&#039;s]] and editing data.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; in Notepad++:&lt;br /&gt;
** In &amp;lt;code&amp;gt;SimMission.FlowStateAction&amp;lt;/code&amp;gt;, for &amp;lt;code&amp;gt;TeleportActions&amp;lt;/code&amp;gt;, you can choose an intro cinematic:&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Flying_Airport_Aircraft_Intro&amp;quot; InstanceId=&amp;quot;{55ACAAD8-951B-4821-8D70-4CFC800D1AFD}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Ground_Airport_Aircraft_Intro&amp;quot; InstanceId=&amp;quot;{306B2AE4-06BA-48C3-93A0-BD5569E6EF5B}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Ground_Airport_Aircraft_Intro_GATE&amp;quot; InstanceId=&amp;quot;{EE18C69D-5C95-4C75-8194-425360D6798E}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
** You can change &amp;lt;code&amp;gt;SimMission.MissionFreeFlight&amp;lt;/code&amp;gt; to a different [[MSFS_Mission_Script_-_Mission_objects#Defining_the_mission_type|mission type]] (for example change &amp;lt;code&amp;gt;SimMission.MissionFreeFlight&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;SimMission.Tutorial&amp;lt;/code&amp;gt;):&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mission type&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
!MissionFreeFlight&lt;br /&gt;
|The mission type used for freeflight is the freest (e.g., allows increasing sim speed), but doesn&#039;t have a nice endscreen (just the logbook).&lt;br /&gt;
|-&lt;br /&gt;
!Tutorial&lt;br /&gt;
|This mission type has an endscreen to evaluate mission performance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionBushTrip&lt;br /&gt;
|This mission type allows you to make a mission with multiple legs. If you use this mission type, the sim autosaves mission (currently a bit broken). This mission type also has flight legs and a variable that tracks if it was completed without assistance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionLandingChallenge&lt;br /&gt;
|This mission type is used for landing challenges. It has an endscreen that displays the score. It also has a landingzone with a [[World_position_(MSFS)|location]], heading, width, and length.&lt;br /&gt;
|-&lt;br /&gt;
!MissionDiscovery&lt;br /&gt;
|This mission type is used for discovery flights.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Untested&lt;br /&gt;
|-&lt;br /&gt;
|MissionLowAltitude&lt;br /&gt;
|Has properties for a racecourse and racePoints. Maybe used for reno airraces?&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceRedBull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRefueling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionSightingFlight&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Step 4: Building the mission ==&lt;br /&gt;
Now you are ready to [[Mission_Creation_for_MSFS|start building the missions]] in the script editor.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Images ==&lt;br /&gt;
At some point, you want to take some beautiful screenshots of your mission for the widget thumbnail, briefing, loading, ending, and content manager thumbnail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Mission_Creation_for_MSFS&amp;diff=11293</id>
		<title>Mission Creation for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Mission_Creation_for_MSFS&amp;diff=11293"/>
		<updated>2022-03-03T11:43:03Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Added/expanded chapter on mission coding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Missions]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Creating a mission is a complex task involving a diverse use of tools &amp;amp; skills. Getting your first mission going is likely to cause you some headaches.&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Once you &#039;&#039;do&#039;&#039; have that first one running, the sky&#039;s your limit. That basic set of rules and files that make up a mission are always the same so once you&#039;ve got those sorted, it&#039;s just a case of coming up with an idea and writing it.&lt;br /&gt;
&lt;br /&gt;
At it&#039;s simplest, a mission is just a scripted set of events that tell some kind of story. It may be dramatic - mountain rescue, failing aircraft, poor weather. It could just as easily be a simple flight from A to B with you pointing out areas of interest along the way, or a completely abstract challenge like finding out how many times you can touch-and-go in a 747 in five minutes.&lt;br /&gt;
&lt;br /&gt;
Technically speaking, there are two main classes of &#039;things&#039; in a mission; Actions and Triggers. An Action makes something happen, and a Trigger checks to see if something&#039;s happened and calls an Action if it has. By stringing together Actions and Triggers, you tell your story.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll also need to prepare the conditions of your flight; what will be the plane, time, location, route, and weather of your mission? Are there other planes flying around or parked on the airport? And how much assistance will you give the player?&lt;br /&gt;
&lt;br /&gt;
Lastly, your mission will need sound files for the mission speech and some text and images for the briefing, loading, and ending screens.&lt;br /&gt;
&lt;br /&gt;
== Before coding ==&lt;br /&gt;
=== Come up with a basic storyline ===&lt;br /&gt;
The first step of creating a mission is coming up with a scenario and story. You can make a tutorial, emergency scenario, even a treasure hunt, but you will need to think of a mission progression. What is the start of the mission? What will you need to tell the player and what will they have to find out on their own? What are the possible ways to complete the mission? Are there branching paths? And of course, how will the mission end? Will the player receive a grade or reward?&lt;br /&gt;
&lt;br /&gt;
It can help to have a written structure. Think of it as a screenplay, and follow the same three-stage layout.&lt;br /&gt;
&lt;br /&gt;
The first section is your introduction. You need to get the player&#039;s interest, explain who they are and why they&#039;re there. You use the first bit to get everything set up so that when The Exciting Thing happens, they know why and what to do about it.&lt;br /&gt;
&lt;br /&gt;
In part two, The Exciting Thing happens. It doesn&#039;t matter what it is, but assuming you have some kind of event to which the player is supposed to react, this part details what happens. Once they&#039;ve managed to cope with the situation and get it under control, they move on to...&lt;br /&gt;
&lt;br /&gt;
Part three, the conclusion. Having successfully dealt with the engine fire/squalling brats in the back seats/condor-strike, the player gets to reflect on what they&#039;ve done and enjoy the feeling of success for a little while. You could always throw in a last-minute plot twist of course.&lt;br /&gt;
&lt;br /&gt;
Structuring like this gives you a tidy way of making your mission appear much more complex. You can easily provide different threads, or ways of achieving something, without too much extra effort. Let&#039;s say your Introduction sees the player getting from a bush strip to the head of a particular valley. You start with them following the river, simple enough. Later on, you could add the option to fly across the peaks and save time; as long as they reach the same head of the same valley, the rest of the mission isn&#039;t affected. If they&#039;ve tried the mission before and failed, chances are they&#039;ll decide to try shortcuts anyway. Wouldn&#039;t it feel better if, having decided to cross the ridge instead of fly round, the mission reacts to that by saying &amp;quot;Hey, you&#039;re going over the ridge! A bit risky in this weather but the views will be stunning&amp;quot;? You can issue different Rewards, or maybe even alter how the next section plays out, depending on the path they took.&lt;br /&gt;
&lt;br /&gt;
In short, you can see your mission sections as leading up to choke-points, such as the head of the valley. If you have three sections, each with three different ways of achieving it, that&#039;s nine different ways of flying a single mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Turn your story into a mission ===&lt;br /&gt;
Now comes the longest, and hopefully the most fun part; turning your idea into an immersive mission. &lt;br /&gt;
&lt;br /&gt;
First, you have to clearly define the flow of the mission. You may find it easier to have a big sheet of paper and draw the mission out in pencil before you start coding. That lets you work out how it fits together logically without having to worry about whether or not you&#039;ve got the spelling right.&lt;br /&gt;
&lt;br /&gt;
For example, you know that after you take off you want to have some speech, and then there are three ways of getting from A to B, where the next section starts. OK, so that&#039;s three boxes to draw; &#039;Takeoff&#039;, &#039;Speech&#039; and &#039;At point B&#039;. The speech should happen 30 seconds after takeoff, so note that down next to the Speech box. Then you can draw three lines between &#039;Speech&#039; and &#039;At Point B&#039; to show the three paths, and the first thing to do on each path is disable the other two paths.&lt;br /&gt;
&lt;br /&gt;
Already you&#039;ve got a decent map of what happens in what order, and translating from these into actual mission-system code will be easier.&lt;br /&gt;
&lt;br /&gt;
Read the list of possible [[MSFS_Mission_Script_-_Actions|Actions]] and [[MSFS_Mission_Script_-_Triggers|Triggers]], to find out what kinds of things you can check for and do. Try and spot a likely match for each of the boxes on your sheet of paper.&lt;br /&gt;
&lt;br /&gt;
To keep the example going, you might have a [[Property Trigger]] checking &amp;quot;Altitude AGL &amp;gt; 10&amp;quot; to test for takeoff. That would start a 30-second [[Timer Trigger]] using an [[Object Activation Action] which, in turn, would call a [[Dialog Action]] for your &amp;quot;Speech&amp;quot; box. You would need one Trigger per potential path; they might be set to detect altitude, or heading, or more likely that the player has entered an area. Each of those would need another [[Dialog Action]] (just to keep the player informed), an [[Object Activation Action]] to enable the Trigger that checks &amp;quot;At Point B&amp;quot; and another [[Object Activation Action]] to disable the other two paths. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Create a mission project ===&lt;br /&gt;
==== Using the SimpleMission sample project ====&lt;br /&gt;
You can use the SimpleMission sample project. [https://flightsim.to/file/23934/mission-creation-resources Download it] and complete [[SimpleMission_(MSFS)#Step_1:_Download_the_SimpleMission_project|step 1 and 2 of the guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decide on flight conditions ===&lt;br /&gt;
Next, you will have to configure the flight conditions. To start, you can create a [[flightplan (MSFS)|flight plan]] in the worldmap or with [[Little Navmap]]. This flight plan will be shown to the player when the mission starts, so it shouldn&#039;t spoil the unexpected parts of the flight (e.g., an emergency). &lt;br /&gt;
&lt;br /&gt;
Then you decide on the starting point of the mission (e.g., at the beginning of the flight or in the air somewhere along the route). &lt;br /&gt;
&lt;br /&gt;
==== [[Flight_file_(MSFS)|Create the flight file]] ====&lt;br /&gt;
Load the flightplan and select the desired starting location in the worldmap. Now choose the aircraft, livery, fuel, payload, and atc options. Then choose the time, weather preset, and the multiplayer and traffic settings. Load the flight. Set up the aircraft how you want it (lights, switches, autopilot, etc.). You can customize the weather and save it as a preset. Lastly, locate the plane exactly where you want it, with the correct speed and trim settings. Then click &amp;lt;code&amp;gt;ESC&amp;lt;/code&amp;gt; to pause the game and then &amp;lt;code&amp;gt;SPACE&amp;lt;/code&amp;gt; to save the flight as a &amp;lt;code&amp;gt;.FLT&amp;lt;/code&amp;gt;. Move the flight file and flightplan to the mission project.&lt;br /&gt;
&lt;br /&gt;
You will need to [[Flight_file_(MSFS)#Creating_your_flight_file|manually edit the .FLT]] to choose the assistance preset, mission category, traffic, briefing and loading screen. You can use the .FLT in the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] as a reference.&lt;br /&gt;
&lt;br /&gt;
===== Add pictures =====&lt;br /&gt;
Lastly, you will have to add pictures for the mission thumbnail, and the loading, briefing, and ending screens. The names for the loading an briefing pictures are defined in the [[Flight_file_(MSFS)#Creating_your_flight_file|.FLT file]]. The thumbnail will need to be named: &amp;lt;code&amp;gt;Activity_Widget.jpg&amp;lt;/code&amp;gt; and the endscreen picture will need to be named: &amp;lt;code&amp;gt;rewardscreen.jpg&amp;lt;/code&amp;gt;. You can use the pictures in the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] as a reference.&lt;br /&gt;
&lt;br /&gt;
==== [[Weather definitions (MSFS)|Define custom weather]]  ====&lt;br /&gt;
You can customize the weather with the weather panel during flight. Save it as a new preset. You can find the .WPR file in &amp;lt;code&amp;gt;\AppData\Roaming\Microsoft Flight Simulator\Weather\Presets\&amp;lt;/code&amp;gt;. Move it next to the .flt file and rename it to &amp;lt;code&amp;gt;Weather.WPR&amp;lt;/code&amp;gt;. You can fine-tune the weather by editing the .WPR file in Notepad++. You can use the .WPR in the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] as a reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Set up a [[:Category:MSFS Mission Script|mission script]] ===&lt;br /&gt;
You can set up a [[Category:MSFS_Mission_Script|mission script]] with the SimpleMission sample project. The project contains an .xml you can use as a starting point. [https://flightsim.to/file/23934/mission-creation-resources Download it] and complete [[SimpleMission_(MSFS)#Step_3:_Open_the_project_folder|step 3 of the guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coding your mission ==&lt;br /&gt;
Now you will turn your mission diagram from [[#Turn_your_story_into_a_mission|Chapter 2.2]] into a mission script. For this you can use the script editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Script editor ===&lt;br /&gt;
With the project open, select your mission asset group and click load in editor:&lt;br /&gt;
&lt;br /&gt;
[[File:OpenScriptEditor.png|500px|thumb|left|How to open the script editor]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the built-in script editor you can create the mission with a visual representation of the script. All building blocks of the mission – such as triggers and actions – are represented by nodes (also called &#039;&#039;&#039;&#039;&#039;mission objects&#039;&#039;&#039;&#039;&#039;). Each node contains some settings specific to the building block and can be connected to other nodes.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicMissionNodes.png|700px|thumb|left|Some of the nodes of a basic mission]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nodes have two types of connections. Connections on the right size are references to other nodes and connections on the left size means the node is referenced by other nodes.&lt;br /&gt;
&lt;br /&gt;
You can use special comment nodes to clarify the working of complex missions:&lt;br /&gt;
&lt;br /&gt;
[[File:CommentNodes.png|500px|thumb|left|Comment nodes used to show the working of a block of nodes]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:MSFS_Mission_Script#Building_blocks|Script Building Blocks]] ===&lt;br /&gt;
There are different [[Category:MSFS_Mission_Script#Building_blocks|types of nodes]] that you can use to make your mission.&lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Triggers|Triggers]] &amp;amp; [[MSFS Mission Script - Actions|Actions]] ====&lt;br /&gt;
The basic parts of a mission script are triggers and actions. When a trigger ‘fires’, it can start different actions and activate other triggers. A bunch of these together makes up a basic mission. &lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Mission objects|Mission objects]] ====&lt;br /&gt;
Mission objecs define a range of things like mission type, goals, world traffic, camera, and thermals.&lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Calculator|Calculators]] ====&lt;br /&gt;
You can use calculators for more advanced logic in your mission. It can take in multiple variables and trigger different actions based on a logic. You can also use this to calculate a mission score and probably many more applications which you can explore.&lt;br /&gt;
&lt;br /&gt;
{{blockquote|1=&#039;&#039;&#039;[[:Category:MSFS_Mission_Script#Building_blocks|Look here for a complete overview of objects.]]&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creating your mission script ===&lt;br /&gt;
You need to turn your mission diagram into a mission script with the script editor. For everything that happens in your mission, you need to choose and add the correct triggers and link them to actions. For each trigger you have to think: maybe you want something to happen after 10 seconds, or when the plane is at a particular location? There are many triggers too choose from, so you will need to familiarize yourself with [[MSFS_Mission_Script_-_Triggers|all the triggers available to you]], so you can choose the one you need.&lt;br /&gt;
&lt;br /&gt;
==== Placing objects in the world ====&lt;br /&gt;
Before you can place objects in the world you have to start a flight and load the mission. The process for loading the mission is described in [[#Testing_the_mission|Chapter 4]].&lt;br /&gt;
&lt;br /&gt;
==== The main mission object ====&lt;br /&gt;
You use the mission object to add objectives and an ending to your mission. You can [[MSFS_Mission_Script_-_Mission_objects#List_of_Mission_Types|choose from different types]], according to the type of mission you&#039;re creating.&lt;br /&gt;
&lt;br /&gt;
===== Objectives and goal nodes =====&lt;br /&gt;
You can add objectives to your mission that determine the mission ending. Each objective has a state that can determine the mission ending. If any objective is set to &#039;&#039;Failed&#039;&#039; or &#039;&#039;Aborted&#039;&#039;, the mission ends with pupup and a short message. If all objectives are set to &#039;&#039;Completed&#039;&#039;, the mission ends with a debriefing / rewardscreen.&lt;br /&gt;
&lt;br /&gt;
Objectives can be &#039;&#039;Optional&#039;&#039;, which means they don&#039;t lead to a mission ending at failure and aren&#039;t needed to complete the mission, but they still shop up in the &#039;&#039;objectives panel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To set and change the states of objectives, you have to link each objective with a [[MSFS_Mission_Script_-_Mission_objects#Goals|Goal or SubGoal node]]. This node has the same states as objectives. You can set the starting state in the node. You have to use a [[(Sub)Goal_Resolution_Action|(Sub)GoalResolutionAction]] to change the state throughout the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steps&#039;&#039;&#039;&lt;br /&gt;
Objectives can have steps that show up in the objectives panel:&lt;br /&gt;
&lt;br /&gt;
[[File:ObjectivesPanel.jpg|500px|thumb|left|View of objectives and steps in the objectives panel]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Managing triggers ====&lt;br /&gt;
To prevent triggers from firing at unintended moments, you need to make sure triggers are only active when they are needed. Most triggers should start out deactivated and be activated with an [[Object_Activation_Action|ObjectActivationAction]] when the previous trigger in the mission&#039;s flow has fired.&lt;br /&gt;
&lt;br /&gt;
[[File:MissionFlowchartTrigger.png|600px|thumb|left|A trigger to warn the player of a low altitude has to be active at the appropriate time]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers have a property called &#039;&#039;OneShot&#039;&#039;. If it is enabled, the trigger will deactivate itself after it has fired. But some triggers won&#039;t fire in every playthrough, such as the llow altitude warning of the example above. If you aren&#039;t sure the trigger will deactivate itself, you should deactivate it manually with an &#039;&#039;ObjectActivationAction&#039;&#039; when the trigger isn&#039;t needed anymore.&lt;br /&gt;
&lt;br /&gt;
==== Unconnected nodes ====&lt;br /&gt;
You can use the script editor to look for breaks in your mission logic. All nodes that aren&#039;t referenced by another node are marked with a white dot:&lt;br /&gt;
&lt;br /&gt;
[[File:Script editor example.jpg|300px|thumb|left|Script object overview]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This may be a sign of trouble. For actions this means they aren&#039;t executed. For triggers this means they will either be active from the beginning or they will always be disabled. For some nodes such as the main [[MSFS_Mission_Script_-_Mission_objects#Defining_the_mission_type|mission object]] this isn&#039;t an issue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Testing the mission ===&lt;br /&gt;
&lt;br /&gt;
To quickly test your mission, you can load a flight and then load your mission from a project, as described in [[#Quickly_load_flight_and_mission|Paragraph 4.1]]. However, this won&#039;t work for all triggers (such as the intro TimerTrigger). To test your mission more reliably, you first have to build your project and then load the mission flight, as described in [[#Build_project_and_load_the_mission|Paragraph 4.2]].&lt;br /&gt;
&lt;br /&gt;
==== Quickly load flight and mission ====&lt;br /&gt;
You can quickly start a flight without building your project:&lt;br /&gt;
&lt;br /&gt;
#Start a flight in the right area or load your mission .FLT.&lt;br /&gt;
#Load the mission in the script editor.&lt;br /&gt;
#In the script editor, click &amp;lt;code&amp;gt;Game &amp;gt; Update&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Build project and load the mission ====&lt;br /&gt;
To test your mission more reliably, you first have to build your project and then load the mission flight:&lt;br /&gt;
&lt;br /&gt;
#Build the project.&lt;br /&gt;
#Go to custom activities and select your mission.&lt;br /&gt;
&lt;br /&gt;
==== How to edit the mission while it&#039;s loaded in ====&lt;br /&gt;
When the mission is loaded in, make sure &amp;lt;code&amp;gt;Options &amp;gt; World Objects&amp;lt;/code&amp;gt; is enabled.&lt;br /&gt;
&lt;br /&gt;
Now you will see your areas overlayed in the world. With the script editor open you can see if the objects are loaded in the mission. If the names are white, they are loaded, but if they are red it means they are not loaded. While working on your mission, you can update the objects by clicking &amp;lt;code&amp;gt;Script Editor &amp;gt; Game &amp;gt; Update&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:ScriptEditorOverview.png|400px|thumb|left|Script object overview]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add objects, click the plus in the overview window and select the object you want to add. If the object has a [[World_position_(MSFS)|world position]], it will spawn in the middle of your view. To change the location, you can move the object with the Gizmo. For gizmo options, in the script editor click &amp;lt;code&amp;gt;View &amp;gt; Gizmo&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
With the Developer Camera enabled you can double click on the objects in the script editor and the camera will go to their location.&lt;br /&gt;
&lt;br /&gt;
[[File:MissionGizmo.jpg|700px|thumb|left|Area with gizmo and gizmo options]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debugging mission ===&lt;br /&gt;
You can&#039;t really use the script editor to view the state of the mission during testing, so your options for debugging are limited. You can debug [[MSFS_Mission_Script_-_Calculator|calculators]] by enabling *DisplayAllowed* and using &amp;amp;lt;code&amp;gt;Options &amp;gt; Flight Object Debug&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exporting the mission ===&lt;br /&gt;
To compile the mission for export, click &amp;lt;code&amp;gt;Clean All&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Build All&amp;lt;/code&amp;gt;, Make sure there are no errors in the console from the building process. Then click &amp;lt;code&amp;gt;Build &amp;amp; Export&amp;lt;/code&amp;gt;, ensure the mission package is checkmarked, choose &amp;lt;code&amp;gt;Community Publishing&amp;lt;/code&amp;gt;, and select the Export Directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		<updated>2022-03-03T11:09:53Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:OpenScriptEditor.png&amp;diff=11286</id>
		<title>File:OpenScriptEditor.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:OpenScriptEditor.png&amp;diff=11286"/>
		<updated>2022-03-03T11:08:07Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Creating_Races_for_MSFS&amp;diff=11285</id>
		<title>Creating Races for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Creating_Races_for_MSFS&amp;diff=11285"/>
		<updated>2022-01-15T12:38:43Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Created page on creating races for MSFS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Missions]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
The process for creating races in MSFS differs a bit from the [[Mission_Creation_for_MSFS|normal mission creation process]].&lt;br /&gt;
&lt;br /&gt;
== Mission elements ==&lt;br /&gt;
=== Race object hierarchy ===&lt;br /&gt;
*&#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
**RacerData&lt;br /&gt;
***&#039;&#039;TimePenaltyAction&#039;&#039;&lt;br /&gt;
***&#039;&#039;DisqualifyPlayerAction&#039;&#039;&lt;br /&gt;
***RacePointResult&lt;br /&gt;
****&#039;&#039;RaceEndTrigger&#039;&#039;&lt;br /&gt;
**AllowableContainersReference&lt;br /&gt;
***&#039;&#039;AllowableContainerList&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RaceCourse&#039;&#039;&#039;&lt;br /&gt;
**RaceAltitudeSamples&lt;br /&gt;
***AltitudeSample&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RaceInfo&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;RaceCourseActivateAction&#039;&#039;&lt;br /&gt;
**&#039;&#039;RaceClockStartAction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Race Points&lt;br /&gt;
**PylonRacePoint&lt;br /&gt;
**GateRacePoint&lt;br /&gt;
**VolumeRacePoint&lt;br /&gt;
**ConditionRacePoint&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
*RaceEndTrigger&lt;br /&gt;
*LastLapTrigger&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
*DisqualifyPlayerAction&lt;br /&gt;
*RaceCourseActivateAction&lt;br /&gt;
*RaceClockStartAction&lt;br /&gt;
*TimePenaltyAction&lt;br /&gt;
*BackOnTrackAction&lt;br /&gt;
*ServerToClientAction&lt;br /&gt;
*ServerRaceStateAction&lt;br /&gt;
&lt;br /&gt;
=== Mission objects ===&lt;br /&gt;
*MissionLowAltitude&lt;br /&gt;
*MissionRaceRedbull&lt;br /&gt;
*MissionRaceReno&lt;br /&gt;
&lt;br /&gt;
=== Calculator ===&lt;br /&gt;
*RacerCalculator&lt;br /&gt;
**RacerParameter&lt;br /&gt;
&lt;br /&gt;
=== Flow states ===&lt;br /&gt;
*FlowPlaneSelection&lt;br /&gt;
**FlowPlaneSelectionChoices&lt;br /&gt;
***FlowPlaneSelectionChoice&lt;br /&gt;
****RenoCategory&lt;br /&gt;
****ObjectReferenceList&lt;br /&gt;
*****&#039;&#039;FlowPlaneSelectionVariation&#039;&#039;&lt;br /&gt;
******&#039;&#039;ObjectReference&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Flow States&lt;br /&gt;
|-&lt;br /&gt;
|RACE_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RACE_LOWALTITUDE&lt;br /&gt;
|-&lt;br /&gt;
|RACE_REDBULL&lt;br /&gt;
|-&lt;br /&gt;
|RACE_RENO&lt;br /&gt;
|-&lt;br /&gt;
|RACE_CRASHED_OR_DISQUALIFIED&lt;br /&gt;
|-&lt;br /&gt;
|RACE_LOBBY_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RACE_LOBBY_REDBULL&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_PLAYERS_LOADING&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_PLAYERS_FINISHED&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_OPENING_RTC&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_OPENING_RTC_EDITION&lt;br /&gt;
|-&lt;br /&gt;
|RACE_FINISH&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_BASE&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_RENO&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_WAIT_OPENING_RTC&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_WAIT_PLAYERS_FINISHED&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_FINISH&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_INTRO&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_GAMEMODE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_SEARCHMATCH&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_WAITREADY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_WAIT_SERVER&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_WAITREADY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_SETTINGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Flow Events&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SHOW&lt;br /&gt;
|-&lt;br /&gt;
|START_RENO_RACE_INGAME_DIALOG&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_RENO_RTC_HUD&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_RENO_RTC_HUD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Mission_objects&amp;diff=11284</id>
		<title>MSFS Mission Script - Mission objects</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Mission_objects&amp;diff=11284"/>
		<updated>2022-01-15T12:18:06Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* List of Mission Types */ Add new mission types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Mission elements define a range of things like mission type, goals, world traffic, camera, and thermals.&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Defining the mission type ==&lt;br /&gt;
You not only have to define the mission type in the flight file, but you also have to choose a mission object in the mission script. There are different types of missions, but all of them have some properties in common:&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Mission&lt;br /&gt;
| short-descr = General mission object&lt;br /&gt;
}}&lt;br /&gt;
!Descr&lt;br /&gt;
|Mission name&lt;br /&gt;
|-&lt;br /&gt;
!SuccessText, FailureText, AbortedText&lt;br /&gt;
|Text shown to the player in a popup when the mission ends.&lt;br /&gt;
|-&lt;br /&gt;
!ImagePath&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!SpentTime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!CrashActions&lt;br /&gt;
|Actions that excecute when the player crashes. Unknown application.&lt;br /&gt;
|-&lt;br /&gt;
!Score&lt;br /&gt;
|You can give the player a score and grade. To calculate this you need to use a [[#calculator|calculator]].&lt;br /&gt;
|-&lt;br /&gt;
!RewardScreen~&lt;br /&gt;
|You can change parts of the RewardScreen.&lt;br /&gt;
|-&lt;br /&gt;
!Objectives&lt;br /&gt;
|You have to add one or more objectives to the mission, to allow the user to complete the mission. The objectives can be displayed to the player in the Objectives panel. All objectives have to be linked with a [[#Goals|goal]].&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Objective&lt;br /&gt;
| short-descr = Mission objective&lt;br /&gt;
}}&lt;br /&gt;
!Descr&lt;br /&gt;
|Name of the objective. Can be [[Localisation_(MSFS)|localized]].&lt;br /&gt;
|-&lt;br /&gt;
!ImagePath&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!UniqueRefId&lt;br /&gt;
|Guid of associated goal.&lt;br /&gt;
|-&lt;br /&gt;
!TemplateInstanceId&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!Optional&lt;br /&gt;
|Is this objective optional for mission completion?&lt;br /&gt;
|-&lt;br /&gt;
!TriggerNotification&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!DisplayInRewardScreen&lt;br /&gt;
|Display this in the score/mission overview of the reward screen (only some mission types).&lt;br /&gt;
|-&lt;br /&gt;
!Step&lt;br /&gt;
|Steps of the objective. Link this with SubGoals. You can link to specific instruments. You can have different texts for players using Joystick, GamePad, or Keyboard and mouse.&lt;br /&gt;
|-&lt;br /&gt;
!EventTriggers&lt;br /&gt;
|Link to an [[MSFS_Mission_Script_-_Events|event]].&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
=== List of Mission Types ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mission type&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
!MissionFreeFlight&lt;br /&gt;
|The mission type used for freeflight is the freest (e.g., allows increasing sim speed), but doesn&#039;t have a nice endscreen (just the logbook).&lt;br /&gt;
|-&lt;br /&gt;
!Tutorial&lt;br /&gt;
|This mission type has an endscreen to evaluate mission performance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionBushTrip&lt;br /&gt;
|This mission type allows you to make a mission with multiple legs. If you use this mission type, the sim autosaves mission (currently a bit broken). This mission type also has flight legs and a variable that tracks if it was completed without assistance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionLandingChallenge&lt;br /&gt;
|This mission type is used for landing challenges. It has an endscreen that displays the score. It also has a landingzone with a [[World_position_(MSFS)|location]], heading, width, and length.&lt;br /&gt;
|-&lt;br /&gt;
!MissionDiscovery&lt;br /&gt;
|This mission type is used for discovery flights.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Untested&lt;br /&gt;
|-&lt;br /&gt;
|MissionLowAltitude&lt;br /&gt;
|Has properties for a racecourse and racePoints. Maybe used for general races?&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceRedBull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceReno&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionLandingChallengeCarrier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRefueling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionSightingFlight&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
For a mission to be completed, all active objectives (that aren&#039;t optional) have to be successfully completed. Each mission objective has to be linked to a Goal or SubGoal. Goals can be changed with a [[(Sub)Goal Resolution Action|(Sub)GoalResolutionAction]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Goal / Subgoal&lt;br /&gt;
| short-descr = Basic goal.&lt;br /&gt;
}}&lt;br /&gt;
!Activated&lt;br /&gt;
|Description&lt;br /&gt;
|-&lt;br /&gt;
!GoalState&lt;br /&gt;
|Current state of a goal. Can be:&amp;lt;br&amp;gt;&#039;&#039;&#039;Pending&#039;&#039;&#039;, &#039;&#039;&#039;Completed&#039;&#039;&#039;, &#039;&#039;&#039;Failed&#039;&#039;&#039;, and &#039;&#039;&#039;Aborted&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!ResetState OnActivation&lt;br /&gt;
|Reset goal or subgoal state to &#039;&#039;&#039;Pending&#039;&#039;&#039; on activation.&lt;br /&gt;
|-&lt;br /&gt;
!Text&lt;br /&gt;
|Don&#039;t use this, use the description in the objectives of the mission element itself.&lt;br /&gt;
|-&lt;br /&gt;
!Order&lt;br /&gt;
|Order of appearance in UI.&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== Camera ====&lt;br /&gt;
You can place a camera in the world.&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Missions&lt;br /&gt;
| name        = Camera&lt;br /&gt;
| short-descr = Camera object.&lt;br /&gt;
}}&lt;br /&gt;
!Activated&lt;br /&gt;
|If the camera is activated, the player will look through it, and they won&#039;t be able to control the plane anymore.&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|Unknown.&lt;br /&gt;
|-&lt;br /&gt;
!World position&lt;br /&gt;
|You have to specify a [[World_position_(MSFS)|world position]] for the camera.&lt;br /&gt;
|-&lt;br /&gt;
!Orientation&lt;br /&gt;
|You can specify an orientation for the camera.&lt;br /&gt;
|-&lt;br /&gt;
!ObjectReference&lt;br /&gt;
|You can point the camera at a specific object. If you use this, the &#039;&#039;&#039;Orientation&#039;&#039;&#039; will be ignored.&lt;br /&gt;
|-&lt;br /&gt;
!TrackRaceLeader&lt;br /&gt;
|You can point the camera at the race leader. If you use this, the &#039;&#039;&#039;Orientation&#039;&#039;&#039; and &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; will be ignored.&lt;br /&gt;
|-&lt;br /&gt;
!NodeName&lt;br /&gt;
|Node of a [[MSFS_Mission_Script_-_Sim_Objects|simobject]].&lt;br /&gt;
|-&lt;br /&gt;
!IsCinematic&lt;br /&gt;
|Will the HUD be disabled?&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
==== LivingWorldExclusion ====&lt;br /&gt;
Useful if you want to get rid of stationary or moving traffic from a road, airport, or water).&lt;br /&gt;
==== PointOfInterest ====&lt;br /&gt;
You can add points of interest to your mission. The points of interest can have an [[MSFS_Mission_Script_-_Areas#InGameMarker|InGameMarker]].&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Calculator|Calculator]] ==&lt;br /&gt;
==== Calculator ====&lt;br /&gt;
==== AirportCalculator ====&lt;br /&gt;
&lt;br /&gt;
== Racing / Multiplayer ==&lt;br /&gt;
==== AllowableContainerList ====&lt;br /&gt;
==== ConditionRacePoint ====&lt;br /&gt;
==== GateRacePoint ====&lt;br /&gt;
==== Player ====&lt;br /&gt;
==== PylonRacePoint ====&lt;br /&gt;
==== RaceCourse ====&lt;br /&gt;
==== RaceInfo ====&lt;br /&gt;
&lt;br /&gt;
== Untested ==&lt;br /&gt;
==== PictureInPictureViewController ====&lt;br /&gt;
==== RealismOverrides ====&lt;br /&gt;
==== RidgeLift ====&lt;br /&gt;
==== Thermal ====&lt;br /&gt;
==== VolumeRacePoint ====&lt;br /&gt;
==== Rope (new in msfs)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11283</id>
		<title>MSFS Mission Script - Flow states</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11283"/>
		<updated>2022-01-09T19:41:53Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Add flowstates and panel flowevents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Flowstates are the different parts of a mission or freeflight such as intro, approach, and parking. Flow events are special actions which control ‘sim-level’ actions such as enabling the VFR map, pausing the simulation, and changing the camera.&lt;br /&gt;
&lt;br /&gt;
You can also use flowstates to start animated (RTC) intros and and outros, like the ones in bushtrips, landing challenges, and freeflight.&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Flow states ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowStates ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|FlowStateName&lt;br /&gt;
|-&lt;br /&gt;
!General&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|INTRO&lt;br /&gt;
|-&lt;br /&gt;
|OUTRO&lt;br /&gt;
|-&lt;br /&gt;
|BRIEFING&lt;br /&gt;
|-&lt;br /&gt;
|INTRO_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|REPLAY&lt;br /&gt;
|-&lt;br /&gt;
|JOINPLANE&lt;br /&gt;
|-&lt;br /&gt;
|SPECTATOR&lt;br /&gt;
|-&lt;br /&gt;
|WAITING&lt;br /&gt;
|-&lt;br /&gt;
|TELEPORTTOSTATE&lt;br /&gt;
|-&lt;br /&gt;
!Flight stages&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_GATE&lt;br /&gt;
|rowspan=&amp;quot;11&amp;quot;|Used in Freeflight.&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_PUSHBACK&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_HOLDSHORT&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_RUNWAY&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_INITIAL_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CRUISE&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_DESCENT&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_APPROACH&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_FINAL&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_TOUCHDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_GROUNDROLL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_TAXI&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Used in Freeflight.&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_GATE&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_REST&lt;br /&gt;
|-&lt;br /&gt;
!Activities&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|FREEFLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP&lt;br /&gt;
|-&lt;br /&gt;
|LANDINGCHALLENGE&lt;br /&gt;
|-&lt;br /&gt;
!Race&lt;br /&gt;
|-&lt;br /&gt;
|RACE_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RACE_LOWALTITUDE&lt;br /&gt;
|-&lt;br /&gt;
|RACE_REDBULL&lt;br /&gt;
|-&lt;br /&gt;
|RACE_RENO&lt;br /&gt;
|-&lt;br /&gt;
|RACE_CRASHED_OR_DISQUALIFIED&lt;br /&gt;
|-&lt;br /&gt;
|RACE_LOBBY_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RACE_LOBBY_REDBULL&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_PLAYERS_LOADING&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_PLAYERS_FINISHED&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_OPENING_RTC&lt;br /&gt;
|-&lt;br /&gt;
|RACE_WAIT_OPENING_RTC_EDITION&lt;br /&gt;
|-&lt;br /&gt;
|RACE_FINISH&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_BASE&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_RENO&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_WAIT_OPENING_RTC&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_WAIT_PLAYERS_FINISHED&lt;br /&gt;
|-&lt;br /&gt;
|QUALIFICATIONS_FINISH&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_INTRO&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_GAMEMODE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_SEARCHMATCH&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_QUICK_WAITREADY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_WAIT_SERVER&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_PRIVATE_WAITREADY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_BASE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_PLANE&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SOLO_SETTINGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flow events ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowEvents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|-&lt;br /&gt;
|ATC_MUTE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_STOP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_RESUME&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PAUSE_SIM&lt;br /&gt;
|Pause the sim (actual pause, not live pause).&lt;br /&gt;
|-&lt;br /&gt;
|UNPAUSE_SIM&lt;br /&gt;
|Unpause the sim.&lt;br /&gt;
|-&lt;br /&gt;
|SET_CAMERA_COCKPIT&lt;br /&gt;
|Set the camera to the inside cockpit view.&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LAUNCH_REPLAY&lt;br /&gt;
|Used to start replay by the user.&lt;br /&gt;
|-&lt;br /&gt;
|START_REPLAY&lt;br /&gt;
|Used to start replay for plane movement in the intro&#039;s of landing challenges.&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_STARTED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_RESETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ENTER_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EXIT_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP_LEG_COMPLETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ASK_CONTINUE_TO_FREE_FLIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AI_SET_LANDING_STATE&lt;br /&gt;
|Force landing state.&lt;br /&gt;
|-&lt;br /&gt;
|UNACTIVATE_PUSHBACK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|UI&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Briefing&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_MISSION_STARTUP&lt;br /&gt;
|Show briefing at the beginning of the flight.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_MISSION_STARTUP&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|End the briefing.&lt;br /&gt;
|-&lt;br /&gt;
|END_BRIEFING&lt;br /&gt;
|-&lt;br /&gt;
!Loading&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_LOADING&lt;br /&gt;
|Show the loading screen.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_LOADING&lt;br /&gt;
|Hide the loading screen.&lt;br /&gt;
|-&lt;br /&gt;
!Pause&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_PAUSEMENU&lt;br /&gt;
|Show the pause menu.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_PAUSEMENU&lt;br /&gt;
|Hide the pause menu.&lt;br /&gt;
|-&lt;br /&gt;
|RESUMEFROMPAUSE&lt;br /&gt;
|Resume the game.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Racing&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SHOW&lt;br /&gt;
|-&lt;br /&gt;
|START_RENO_RACE_INGAME_DIALOG&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_RENO_RTC_HUD&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_RENO_RTC_HUD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also control the toolbar panels with flowevents. You need to combine the panel id with one of the modifiers like this: &amp;lt;code&amp;gt;PANEL_VFR_MAP_SHOW&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|PanelId_FORCE_DISABLED&lt;br /&gt;
|Disable this panel. The user can&#039;t select it anymore.&lt;br /&gt;
|-&lt;br /&gt;
|PanelId_FORCE_ENABLED&lt;br /&gt;
|Allow the user to select this panel.&lt;br /&gt;
|-&lt;br /&gt;
|PanelId_SHOW&lt;br /&gt;
|Open the panel.&lt;br /&gt;
|-&lt;br /&gt;
|PanelId_FORCE_SHOW&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PanelId_HIDE&lt;br /&gt;
|Hide the panel.&lt;br /&gt;
|-&lt;br /&gt;
|PanelId_TOGGLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Panel id&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CAMERA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_ATC&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CONTROLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CHECKLIST&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_FUEL_PAYLOAD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_GAME_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_VFR_MAP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_TELEPORT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_REPLAY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_COPILOT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_OBJECTIVES&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FlowStateAction ==&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = FlowStateAction&lt;br /&gt;
| short-descr = FlowState action.&lt;br /&gt;
}}&lt;br /&gt;
!FirstState&lt;br /&gt;
|If true, the state is the first state in the gameflight&#039;s flow.&lt;br /&gt;
|-&lt;br /&gt;
!FromSpawn&lt;br /&gt;
|True if the state starts when the plane is spawned (during loading).&lt;br /&gt;
|-&lt;br /&gt;
!StayInStateAfter EndTeleportActions&lt;br /&gt;
|Stay in the current state after end of teleport.&lt;br /&gt;
|-&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|[[#List_of_FlowStates|Name of the flowstate.]]&lt;br /&gt;
|-&lt;br /&gt;
!ATCAircraft StateName&lt;br /&gt;
|Probably refers to the &#039;&#039;AcState&#039;&#039; in the &#039;&#039;[ATC_Aircraft.0]&#039;&#039; section of the [[Flight_file_(MSFS)|flight definition file]] (.FLT).&lt;br /&gt;
|-&lt;br /&gt;
!TrafficAircraft StateName&lt;br /&gt;
|Probably refers to the [[MSFS_Mission_Script_-_Sim_Objects#List_of_Aircraft_AI_States|AI state]]. Use: &#039;&#039;STATE_AIStateName&#039;&#039;&amp;lt;br&amp;gt;(e.g &#039;&#039;STATE_ENROUTE_AS_FILED&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
!AvailableIn TimeLine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!IsFirstStateIn Timeline&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!NextState&lt;br /&gt;
|Link to the next FlowStateAction.&lt;br /&gt;
|-&lt;br /&gt;
!PauseOnStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!AutoStateSwitch Enabled&lt;br /&gt;
|&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=SimpleMission_(MSFS)&amp;diff=11282</id>
		<title>SimpleMission (MSFS)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=SimpleMission_(MSFS)&amp;diff=11282"/>
		<updated>2022-01-08T23:28:12Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Updated section on RTC&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
This guide will go over the process of creating a mission with the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission sample project].&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Step 1: Download the [https://flightsim.to/file/23934/mission-creation-resources SimpleMission project] ==&lt;br /&gt;
Unpack the .zip. Rename the &amp;lt;code&amp;gt;SimpleMission&amp;lt;/code&amp;gt; folder and main &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; to your mission name.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageSources/Missions&amp;lt;/code&amp;gt;, rename the &amp;lt;code&amp;gt;SimpleMission&amp;lt;/code&amp;gt; folder your mission name.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Open the project in MSFS DevMode ==&lt;br /&gt;
Change company name and package name. Click &amp;lt;code&amp;gt;Update package name&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Change Title and Creator.&lt;br /&gt;
&lt;br /&gt;
Edit SimpleMission asset group:&lt;br /&gt;
* Change name to your mission name.&lt;br /&gt;
* Point AssetDir to the renamed folder: &amp;lt;code&amp;gt;PackageSources/Missions/YourMissionName&amp;lt;/code&amp;gt;.&lt;br /&gt;
* For the OutputDir, change &amp;lt;code&amp;gt;YourName&amp;lt;/code&amp;gt; to your company name and &amp;lt;code&amp;gt;SimpleMission&amp;lt;/code&amp;gt; to your mission name.&lt;br /&gt;
&lt;br /&gt;
Save the project.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Open the project folder ==&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageDefinitions&amp;lt;/code&amp;gt; delete the &amp;lt;code&amp;gt;yourname-mission-simplemission&amp;lt;/code&amp;gt; folder and &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;code&amp;gt;PackageSources\Missions\YourMissionName&amp;lt;/code&amp;gt;:&lt;br /&gt;
* Rename the files with &#039;&#039;SimpleMission&#039;&#039; in the name to your mission name (don&#039;t forget the images).&lt;br /&gt;
* Delete the &amp;lt;code&amp;gt;.PLN&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.WPR&amp;lt;/code&amp;gt; files and replace them with the ones you created for your mission.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.FLT&amp;lt;/code&amp;gt; you created [[Flight_file_(MSFS)#Creating_your_flight_file|like this]]. You can use the SimpleMission .FLT as a reference.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.loc&amp;lt;/code&amp;gt; with [[MSFSLocalizer]]. Change all the [[GUID|GUID&#039;s]] and editing data.&lt;br /&gt;
* Edit the &amp;lt;code&amp;gt;.xml&amp;lt;/code&amp;gt; in Notepad++:&lt;br /&gt;
** Change the document id, Title, and Filename.&lt;br /&gt;
** In &amp;lt;code&amp;gt;SimMission.FlowStateAction&amp;lt;/code&amp;gt;, for &amp;lt;code&amp;gt;TeleportActions&amp;lt;/code&amp;gt;, you can choose an intro cinematic:&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Flying_Airport_Aircraft_Intro&amp;quot; InstanceId=&amp;quot;{55ACAAD8-951B-4821-8D70-4CFC800D1AFD}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Ground_Airport_Aircraft_Intro&amp;quot; InstanceId=&amp;quot;{306B2AE4-06BA-48C3-93A0-BD5569E6EF5B}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
***&amp;lt;code&amp;gt;id=&amp;quot;RTC_Ground_Airport_Aircraft_Intro_GATE&amp;quot; InstanceId=&amp;quot;{EE18C69D-5C95-4C75-8194-425360D6798E}&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
** You can change &amp;lt;code&amp;gt;SimMission.MissionFreeFlight&amp;lt;/code&amp;gt; to a different [[MSFS_Mission_Script_-_Mission_objects#Defining_the_mission_type|mission type]] (for example change &amp;lt;code&amp;gt;SimMission.MissionFreeFlight&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;SimMission.Tutorial&amp;lt;/code&amp;gt;):&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mission type&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
!MissionFreeFlight&lt;br /&gt;
|The mission type used for freeflight is the freest (e.g., allows increasing sim speed), but doesn&#039;t have a nice endscreen (just the logbook).&lt;br /&gt;
|-&lt;br /&gt;
!Tutorial&lt;br /&gt;
|This mission type has an endscreen to evaluate mission performance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionBushTrip&lt;br /&gt;
|This mission type allows you to make a mission with multiple legs. If you use this mission type, the sim autosaves mission (currently a bit broken). This mission type also has flight legs and a variable that tracks if it was completed without assistance.&lt;br /&gt;
|-&lt;br /&gt;
!MissionLandingChallenge&lt;br /&gt;
|This mission type is used for landing challenges. It has an endscreen that displays the score. It also has a landingzone with a [[World_position_(MSFS)|location]], heading, width, and length.&lt;br /&gt;
|-&lt;br /&gt;
!MissionDiscovery&lt;br /&gt;
|This mission type is used for discovery flights.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Untested&lt;br /&gt;
|-&lt;br /&gt;
|MissionLowAltitude&lt;br /&gt;
|Has properties for a racecourse and racePoints. Maybe used for reno airraces?&lt;br /&gt;
|-&lt;br /&gt;
|MissionRaceRedBull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionRefueling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionSightingFlight&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Step 4: Building the mission ==&lt;br /&gt;
Now you are ready to [[Mission_Creation_for_MSFS|start building the missions]] in the script editor.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Images ==&lt;br /&gt;
At some point, you want to take some beautiful screenshots of your mission for the widget thumbnail, briefing, loading, ending, and content manager thumbnail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11281</id>
		<title>MSFS Mission Script - Flow states</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11281"/>
		<updated>2022-01-08T22:33:03Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* List of FlowEvents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Flowstates are the different parts of a mission or freeflight such as intro, approach, and parking. Flow events are special actions which control ‘sim-level’ actions such as enabling the VFR map, pausing the simulation, and changing the camera.&lt;br /&gt;
&lt;br /&gt;
You can also use flowstates to start animated (RTC) intros and and outros, like the ones in bushtrips, landing challenges, and freeflight.&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Flow states ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowStates ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|-&lt;br /&gt;
|INTRO&lt;br /&gt;
|-&lt;br /&gt;
|OUTRO&lt;br /&gt;
|-&lt;br /&gt;
|FREEFLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP&lt;br /&gt;
|-&lt;br /&gt;
|LANDINGCHALLENGE&lt;br /&gt;
|-&lt;br /&gt;
|REPLAY&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_GATE&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_PUSHBACK&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_HOLDSHORT&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_RUNWAY&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_INITIAL_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CRUISE&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_DESCENT&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_APPROACH&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_FINAL&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_GATE&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_REST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flow events ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowEvents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|-&lt;br /&gt;
|ATC_MUTE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_STOP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_RESUME&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PAUSE_SIM&lt;br /&gt;
|Pause the sim (actual pause, not live pause).&lt;br /&gt;
|-&lt;br /&gt;
|UNPAUSE_SIM&lt;br /&gt;
|Unpause the sim.&lt;br /&gt;
|-&lt;br /&gt;
|SET_CAMERA_COCKPIT&lt;br /&gt;
|Set the camera to the inside cockpit view.&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LAUNCH_REPLAY&lt;br /&gt;
|Used to start replay by the user.&lt;br /&gt;
|-&lt;br /&gt;
|START_REPLAY&lt;br /&gt;
|Used to start replay for plane movement in the intro&#039;s of landing challenges.&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_STARTED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_RESETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ENTER_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EXIT_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP_LEG_COMPLETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ASK_CONTINUE_TO_FREE_FLIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AI_SET_LANDING_STATE&lt;br /&gt;
|Force landing state.&lt;br /&gt;
|-&lt;br /&gt;
|UNACTIVATE_PUSHBACK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|UI&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Briefing&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_MISSION_STARTUP&lt;br /&gt;
|Show briefing at the beginning of the flight.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_MISSION_STARTUP&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|End the briefing.&lt;br /&gt;
|-&lt;br /&gt;
|END_BRIEFING&lt;br /&gt;
|-&lt;br /&gt;
!Loading&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_LOADING&lt;br /&gt;
|Show the loading screen.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_LOADING&lt;br /&gt;
|Hide the loading screen.&lt;br /&gt;
|-&lt;br /&gt;
!Pause&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_PAUSEMENU&lt;br /&gt;
|Show the pause menu.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_PAUSEMENU&lt;br /&gt;
|Hide the pause menu.&lt;br /&gt;
|-&lt;br /&gt;
|RESUMEFROMPAUSE&lt;br /&gt;
|Resume the game.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Racing&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SHOW&lt;br /&gt;
|-&lt;br /&gt;
|START_RENO_RACE_INGAME_DIALOG&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_RENO_RTC_HUD&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_RENO_RTC_HUD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also control the toolbar panels with flowevents. You need to combine the panel id with one of the modifiers like this: &amp;lt;code&amp;gt;PANEL_VFR_MAP_SHOW&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_FORCE_DISABLED&lt;br /&gt;
|Disable this panel. The user can&#039;t select it anymore.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_FORCE_ENABLED&lt;br /&gt;
|Allow the user to select this panel.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_SHOW&lt;br /&gt;
|Open the panel.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_HIDE&lt;br /&gt;
|Hide the panel.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Panel id&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CAMERA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_ATC&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CONTROLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CHECKLIST&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_FUEL_PAYLOAD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_GAME_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_VFR_MAP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_TELEPORT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_REPLAY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_COPILOT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_OBJECTIVES&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FlowStateAction ==&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = FlowStateAction&lt;br /&gt;
| short-descr = FlowState action.&lt;br /&gt;
}}&lt;br /&gt;
!FirstState&lt;br /&gt;
|If true, the state is the first state in the gameflight&#039;s flow.&lt;br /&gt;
|-&lt;br /&gt;
!FromSpawn&lt;br /&gt;
|True if the state starts when the plane is spawned (during loading).&lt;br /&gt;
|-&lt;br /&gt;
!StayInStateAfter EndTeleportActions&lt;br /&gt;
|Stay in the current state after end of teleport.&lt;br /&gt;
|-&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|[[#List_of_FlowStates|Name of the flowstate.]]&lt;br /&gt;
|-&lt;br /&gt;
!ATCAircraft StateName&lt;br /&gt;
|Probably refers to the &#039;&#039;AcState&#039;&#039; in the &#039;&#039;[ATC_Aircraft.0]&#039;&#039; section of the [[Flight_file_(MSFS)|flight definition file]] (.FLT).&lt;br /&gt;
|-&lt;br /&gt;
!TrafficAircraft StateName&lt;br /&gt;
|Probably refers to the [[MSFS_Mission_Script_-_Sim_Objects#List_of_Aircraft_AI_States|AI state]]. Use: &#039;&#039;STATE_AIStateName&#039;&#039;&amp;lt;br&amp;gt;(e.g &#039;&#039;STATE_ENROUTE_AS_FILED&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
!AvailableIn TimeLine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!IsFirstStateIn Timeline&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!NextState&lt;br /&gt;
|Link to the next FlowStateAction.&lt;br /&gt;
|-&lt;br /&gt;
!PauseOnStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!AutoStateSwitch Enabled&lt;br /&gt;
|&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11280</id>
		<title>MSFS Mission Script - Flow states</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11280"/>
		<updated>2022-01-08T22:32:24Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* List of FlowEvents */ Add events and order into categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Flowstates are the different parts of a mission or freeflight such as intro, approach, and parking. Flow events are special actions which control ‘sim-level’ actions such as enabling the VFR map, pausing the simulation, and changing the camera.&lt;br /&gt;
&lt;br /&gt;
You can also use flowstates to start animated (RTC) intros and and outros, like the ones in bushtrips, landing challenges, and freeflight.&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Flow states ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowStates ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|-&lt;br /&gt;
|INTRO&lt;br /&gt;
|-&lt;br /&gt;
|OUTRO&lt;br /&gt;
|-&lt;br /&gt;
|FREEFLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP&lt;br /&gt;
|-&lt;br /&gt;
|LANDINGCHALLENGE&lt;br /&gt;
|-&lt;br /&gt;
|REPLAY&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_GATE&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_PUSHBACK&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_HOLDSHORT&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_RUNWAY&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_INITIAL_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CRUISE&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_DESCENT&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_APPROACH&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_FINAL&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_GATE&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_REST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flow events ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowEvents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|General&lt;br /&gt;
|-&lt;br /&gt;
|ATC_MUTE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_STOP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_RESUME&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PAUSE_SIM&lt;br /&gt;
|Pause the sim (actual pause, not live pause).&lt;br /&gt;
|-&lt;br /&gt;
|UNPAUSE_SIM&lt;br /&gt;
|Unpause the sim.&lt;br /&gt;
|-&lt;br /&gt;
|SET_CAMERA_COCKPIT&lt;br /&gt;
|Set the camera to the inside cockpit view.&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LAUNCH_REPLAY&lt;br /&gt;
|Used to start replay by the user.&lt;br /&gt;
|-&lt;br /&gt;
|START_REPLAY&lt;br /&gt;
|Used to start replay for plane movement in the intro&#039;s of landing challenges.&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_STARTED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_RESETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ENTER_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EXIT_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP_LEG_COMPLETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ASK_CONTINUE_TO_FREE_FLIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AI_SET_LANDING_STATE&lt;br /&gt;
|Force landing state.&lt;br /&gt;
|-&lt;br /&gt;
|UNACTIVATE_PUSHBACK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|UI&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Briefing&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_MISSION_STARTUP&lt;br /&gt;
|Show briefing at the beginning of the flight.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_MISSION_STARTUP&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|End the briefing. Used to stop the briefing before the replay has ended.&lt;br /&gt;
|-&lt;br /&gt;
|END_BRIEFING&lt;br /&gt;
|-&lt;br /&gt;
!Loading&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_LOADING&lt;br /&gt;
|Show the loading screen.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_LOADING&lt;br /&gt;
|Hide the loading screen.&lt;br /&gt;
|-&lt;br /&gt;
!Pause&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_PAUSEMENU&lt;br /&gt;
|Show the pause menu.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_PAUSEMENU&lt;br /&gt;
|Hide the pause menu.&lt;br /&gt;
|-&lt;br /&gt;
|RESUMEFROMPAUSE&lt;br /&gt;
|Resume the game.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Racing&lt;br /&gt;
|-&lt;br /&gt;
|RENO_MENU_SHOW&lt;br /&gt;
|-&lt;br /&gt;
|START_RENO_RACE_INGAME_DIALOG&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_RENO_RTC_HUD&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_RENO_RTC_HUD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also control the toolbar panels with flowevents. You need to combine the panel id with one of the modifiers like this: &amp;lt;code&amp;gt;PANEL_VFR_MAP_SHOW&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_FORCE_DISABLED&lt;br /&gt;
|Disable this panel. The user can&#039;t select it anymore.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_FORCE_ENABLED&lt;br /&gt;
|Allow the user to select this panel.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_SHOW&lt;br /&gt;
|Open the panel.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_HIDE&lt;br /&gt;
|Hide the panel.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Panel id&#039;s&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CAMERA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_ATC&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CONTROLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CHECKLIST&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_FUEL_PAYLOAD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_GAME_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_VFR_MAP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_TELEPORT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_REPLAY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_COPILOT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_OBJECTIVES&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FlowStateAction ==&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = FlowStateAction&lt;br /&gt;
| short-descr = FlowState action.&lt;br /&gt;
}}&lt;br /&gt;
!FirstState&lt;br /&gt;
|If true, the state is the first state in the gameflight&#039;s flow.&lt;br /&gt;
|-&lt;br /&gt;
!FromSpawn&lt;br /&gt;
|True if the state starts when the plane is spawned (during loading).&lt;br /&gt;
|-&lt;br /&gt;
!StayInStateAfter EndTeleportActions&lt;br /&gt;
|Stay in the current state after end of teleport.&lt;br /&gt;
|-&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|[[#List_of_FlowStates|Name of the flowstate.]]&lt;br /&gt;
|-&lt;br /&gt;
!ATCAircraft StateName&lt;br /&gt;
|Probably refers to the &#039;&#039;AcState&#039;&#039; in the &#039;&#039;[ATC_Aircraft.0]&#039;&#039; section of the [[Flight_file_(MSFS)|flight definition file]] (.FLT).&lt;br /&gt;
|-&lt;br /&gt;
!TrafficAircraft StateName&lt;br /&gt;
|Probably refers to the [[MSFS_Mission_Script_-_Sim_Objects#List_of_Aircraft_AI_States|AI state]]. Use: &#039;&#039;STATE_AIStateName&#039;&#039;&amp;lt;br&amp;gt;(e.g &#039;&#039;STATE_ENROUTE_AS_FILED&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
!AvailableIn TimeLine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!IsFirstStateIn Timeline&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!NextState&lt;br /&gt;
|Link to the next FlowStateAction.&lt;br /&gt;
|-&lt;br /&gt;
!PauseOnStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!AutoStateSwitch Enabled&lt;br /&gt;
|&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11279</id>
		<title>MSFS Mission Script - Flow states</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Flow_states&amp;diff=11279"/>
		<updated>2022-01-04T15:48:41Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* List of FlowEvents */ Add flow events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Flowstates are the different parts of a mission or freeflight such as intro, approach, and parking. Flow events are special actions which control ‘sim-level’ actions such as enabling the VFR map, pausing the simulation, and changing the camera.&lt;br /&gt;
&lt;br /&gt;
You can also use flowstates to start animated (RTC) intros and and outros, like the ones in bushtrips, landing challenges, and freeflight.&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Flow states ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowStates ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|-&lt;br /&gt;
|INTRO&lt;br /&gt;
|-&lt;br /&gt;
|OUTRO&lt;br /&gt;
|-&lt;br /&gt;
|FREEFLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP&lt;br /&gt;
|-&lt;br /&gt;
|LANDINGCHALLENGE&lt;br /&gt;
|-&lt;br /&gt;
|REPLAY&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_GATE&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_PUSHBACK&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|PREFLIGHT_HOLDSHORT&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_RUNWAY&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_INITIAL_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CLIMB&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_CRUISE&lt;br /&gt;
|-&lt;br /&gt;
|FLIGHT_DESCENT&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_APPROACH&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_FINAL&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_TAXI&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_GATE&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_REST&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flow events ==&lt;br /&gt;
&lt;br /&gt;
=== List of FlowEvents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|ATC_MUTE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_STOP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ATC_RESUME&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PAUSE_SIM&lt;br /&gt;
|Pause the sim (actual pause, not live pause).&lt;br /&gt;
|-&lt;br /&gt;
|UNPAUSE_SIM&lt;br /&gt;
|Unpause the sim.&lt;br /&gt;
|-&lt;br /&gt;
|SET_CAMERA_COCKPIT&lt;br /&gt;
|Set the camera to the inside cockpit view.&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_MISSION_STARTUP&lt;br /&gt;
|Show briefing at the beginning of the flight.&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_MISSION_STARTUP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LAUNCH_REPLAY&lt;br /&gt;
|Used to start replay by the user.&lt;br /&gt;
|-&lt;br /&gt;
|START_REPLAY&lt;br /&gt;
|Used to start replay for plane movement in the intro&#039;s of landing challenges.&lt;br /&gt;
|-&lt;br /&gt;
|SHOW_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HIDE_HUD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|END_BRIEFING&lt;br /&gt;
|End the briefing. Used to stop the briefing before the replay has ended.&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_STARTED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|STOP_WATCH_RESETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ENTER_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EXIT_CURSOR_MODE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BUSHTRIP_LEG_COMPLETED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ASK_CONTINUE_TO_FREE_FLIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AI_SET_LANDING_STATE&lt;br /&gt;
|Force landing state.&lt;br /&gt;
|-&lt;br /&gt;
|UNACTIVATE_PUSHBACK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also control the toolbar panels with flowevents:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Panels&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_FORCE_DISABLED&lt;br /&gt;
|Disable this panel. The user can&#039;t select it anymore.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_FORCE_ENABLED&lt;br /&gt;
|Allow the user to select this panel.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_SHOW&lt;br /&gt;
|Open the panel.&lt;br /&gt;
|-&lt;br /&gt;
|Panelname_HIDE&lt;br /&gt;
|Hide the panel.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Panel names&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CAMERA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_ATC&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CONTROLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_CHECKLIST&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_FUEL_PAYLOAD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_GAME_NAVLOG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_VFR_MAP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_TELEPORT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_REPLAY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_COPILOT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PANEL_OBJECTIVES&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Usage example: &amp;lt;code&amp;gt;PANEL_VFR_MAP_SHOW&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FlowStateAction ==&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = FlowStateAction&lt;br /&gt;
| short-descr = FlowState action.&lt;br /&gt;
}}&lt;br /&gt;
!FirstState&lt;br /&gt;
|If true, the state is the first state in the gameflight&#039;s flow.&lt;br /&gt;
|-&lt;br /&gt;
!FromSpawn&lt;br /&gt;
|True if the state starts when the plane is spawned (during loading).&lt;br /&gt;
|-&lt;br /&gt;
!StayInStateAfter EndTeleportActions&lt;br /&gt;
|Stay in the current state after end of teleport.&lt;br /&gt;
|-&lt;br /&gt;
!FlowStateName&lt;br /&gt;
|[[#List_of_FlowStates|Name of the flowstate.]]&lt;br /&gt;
|-&lt;br /&gt;
!ATCAircraft StateName&lt;br /&gt;
|Probably refers to the &#039;&#039;AcState&#039;&#039; in the &#039;&#039;[ATC_Aircraft.0]&#039;&#039; section of the [[Flight_file_(MSFS)|flight definition file]] (.FLT).&lt;br /&gt;
|-&lt;br /&gt;
!TrafficAircraft StateName&lt;br /&gt;
|Probably refers to the [[MSFS_Mission_Script_-_Sim_Objects#List_of_Aircraft_AI_States|AI state]]. Use: &#039;&#039;STATE_AIStateName&#039;&#039;&amp;lt;br&amp;gt;(e.g &#039;&#039;STATE_ENROUTE_AS_FILED&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
!AvailableIn TimeLine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!IsFirstStateIn Timeline&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!NextState&lt;br /&gt;
|Link to the next FlowStateAction.&lt;br /&gt;
|-&lt;br /&gt;
!PauseOnStart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!AutoStateSwitch Enabled&lt;br /&gt;
|&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Template:Infobox-MSFS-Script-Element&amp;diff=11278</id>
		<title>Template:Infobox-MSFS-Script-Element</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Template:Infobox-MSFS-Script-Element&amp;diff=11278"/>
		<updated>2022-01-04T15:23:32Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Changed colors for readability of links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;left&amp;quot; style=&amp;quot;width: 40em; border: &lt;br /&gt;
&amp;lt;!-- Border color depends on category (from msfs script editor). See: https://en.wikipedia.org/wiki/Help:Conditional_expressions#Using_#switch --&amp;gt;&lt;br /&gt;
{{#switch: {{lc:{{{category|}}} }}&lt;br /&gt;
|edition        = #efe9b7&lt;br /&gt;
|actions        = #973919&lt;br /&gt;
|areas          = #12693f&lt;br /&gt;
|missions       = #e8c00d&lt;br /&gt;
|simobjects     = #e8c00d&lt;br /&gt;
|triggers       = #1e49bf&lt;br /&gt;
|rtc            = #808080&lt;br /&gt;
|flightplan     = #808080&lt;br /&gt;
|libraryobjects = #7d0bde&lt;br /&gt;
|others         = #db0b79&lt;br /&gt;
|Lightgrey&lt;br /&gt;
}}&lt;br /&gt;
 solid 4px; border-radius: 10px; margin:1em; background-color:#eaecf0; font-family: monospace;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 120%; font-weight: bold; text-align: center; background-color:#d8dade; border-radius: 6px 6px 0 0; padding: 0.2em 0.5em;&amp;quot;&amp;gt;{{{title|{{{name|{{PAGENAME}}}}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.3em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{short-descr|}}}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| cellspacing=&amp;quot;10em&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30%&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11277</id>
		<title>MSFS Mission Script - Triggers</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11277"/>
		<updated>2022-01-04T13:34:27Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* InputActionTrigger */ Add explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Triggers fire when a condition is met. When a trigger fires, the actions referenced in the ObjectReferenceList are played.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Triggers have a few general parameters:&lt;br /&gt;
=== Activated ===&lt;br /&gt;
If a trigger is activated it will wait for its condition is met and it can fire. You may not want the trigger to be active at the start of the mission. If you want the trigger to be disabled at the start you should uncheck this property. You can change it throughout the mission with an ObjectActivationAction.&lt;br /&gt;
=== DefaultActivated ===&lt;br /&gt;
Usage unknown.&lt;br /&gt;
=== OneShot ===&lt;br /&gt;
If this property is set to true, a trigger will only fire once. You can change a trigger to be able to fire again and again by unchecking the OneShot property.&lt;br /&gt;
=== Latched ===&lt;br /&gt;
When a trigger is latched it means it has fired and will never fire again. This happens when a OneShot trigger fires. When that happens, the Latched property is automatically set to True. You shouldn’t change this property in the script editor.&lt;br /&gt;
:&#039;&#039;You can use a Property trigger to check to see if another trigger is “latched.” This is useful in cases where you want to give the user an award after they’ve completed one or multiple parts of a mission.&#039;&#039;&lt;br /&gt;
=== OnScreenTimer ===&lt;br /&gt;
You can choose a trigger with a timer element to be the onscreen timer, but it is unclear how to actually display this in msfs.&lt;br /&gt;
=== IsGlobal ===&lt;br /&gt;
In multiplayer missions, triggers with the IsGlobal property set to True will affect all other players. Probably doesn&#039;t work in MSFS.&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Timer Trigger|TimerTrigger]] ====&lt;br /&gt;
A timer trigger is a very useful trigger that waits a specified number of seconds before executing actions. It is often used to start the first actions in the mission.&lt;br /&gt;
==== [[Counter Trigger|CounterTrigger]] ====&lt;br /&gt;
Has a counter that can be changed by a [[CountAction]]. It fires when a specific count has been reached.&lt;br /&gt;
==== TriggersFiredTrigger ====&lt;br /&gt;
Triggers when all triggers in list fired at least once.&lt;br /&gt;
==== TimelineAction ====&lt;br /&gt;
Start a timer and execute actions at specific times.&lt;br /&gt;
&lt;br /&gt;
== Player ==&lt;br /&gt;
==== MenuPromptTrigger ====&lt;br /&gt;
Provides GUI billboard menu and executes the mission actions for the chosen item. Not yet implemented in MSFS.&lt;br /&gt;
==== InputActionTrigger ====&lt;br /&gt;
When active, wait for inputs to be triggered (e.g., keypress, joystick button, gear down binding).&lt;br /&gt;
&lt;br /&gt;
==== ValidatedChecklistStepTrigger ====&lt;br /&gt;
Fires when a specific checklist step is all validated.&lt;br /&gt;
==== ObjectInteractionTrigger ====&lt;br /&gt;
Fires when interacting with object&lt;br /&gt;
==== CockpitInteractionTrigger ====&lt;br /&gt;
Fires when the users interacts with a cockpit element.&lt;br /&gt;
==== CameraTargetTrigger ====&lt;br /&gt;
Trigger that fires when in camera frustum. So when it is in the boundaries of the camera, but it can be behind something else.&lt;br /&gt;
&lt;br /&gt;
== Plane ==&lt;br /&gt;
==== [[Landing Trigger|AirportLandingTrigger &amp;amp; AreaLandingTrigger]] ====&lt;br /&gt;
Detects landings on a runway or in an area.&lt;br /&gt;
==== [[Property Trigger|PropertyTrigger]] ====&lt;br /&gt;
A propertytrigger is a very useful trigger. The trigger can take in Simvars to create a condition for firing. It can be used for instance to fire when the users&#039; plane reaches a specific altitude or speed.&lt;br /&gt;
&lt;br /&gt;
==== [[Proximity Trigger|ProximityTrigger]] ====&lt;br /&gt;
Fires when objects enters or exits an area, or checks if an object is currently inside.&lt;br /&gt;
&lt;br /&gt;
==== CollisionTrigger ====&lt;br /&gt;
Fires when user collides with the given object(s).&lt;br /&gt;
==== ProgressiveTaxiTrigger ====&lt;br /&gt;
Fires at the end of progressive taxi.&lt;br /&gt;
==== ParkingTrigger ====&lt;br /&gt;
Fires when the user parks in the ATC-designated spot&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTrigger ====&lt;br /&gt;
Events are text popups you can put on the screen.&lt;br /&gt;
&lt;br /&gt;
== [[MSFS Mission Script - Flow states|Flowstate]] ==&lt;br /&gt;
==== FlowEventTrigger ====&lt;br /&gt;
Triggers when a certain flow event is fired.&lt;br /&gt;
&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
See: [[MSFS Mission Script - Flow states]].&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== RaceEndTrigger ====&lt;br /&gt;
Fires when local user completes the race (not necessarily when race is declared over).&lt;br /&gt;
==== LastLapTrigger ====&lt;br /&gt;
Fires when local user starts the last lap of the race.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== AnimationEventTrigger ====&lt;br /&gt;
When active, wait for an animationEvent before executing actions.&lt;br /&gt;
==== EndAnimationTrigger ====&lt;br /&gt;
Fires when an animation is over.&lt;br /&gt;
==== CameraEventTrigger ====&lt;br /&gt;
When active, wait for an cameraEvent before executing actions.&lt;br /&gt;
==== EndRTCTrigger ====&lt;br /&gt;
Triggers when the [[RTC (MSFS)|RTC]] ends.&lt;br /&gt;
==== AtoB_SphereWPTrigger ====&lt;br /&gt;
A to B waypoint&lt;br /&gt;
==== OnSpawnTrigger ====&lt;br /&gt;
Fires when the player&#039;s plane is spawned during loading. This allows you to do some things before the loading has ended. For example fire an [[MSFS_Mission_Script_-_Actions#RTCLocationsPreloadAction|RTCLocationsPreloadAction]].&lt;br /&gt;
&lt;br /&gt;
==== OnEndLoadingTrigger ====&lt;br /&gt;
==== AssistanceTrigger ====&lt;br /&gt;
==== NodeDistanceTrigger ====&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11276</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11276"/>
		<updated>2022-01-04T13:32:20Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* ChangeNodeAction */ Add explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for prior action in the action queue to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;Actions&#039;&#039;&#039; section of the element in the mission .xml.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will ignore the action queue and start immediately.&lt;br /&gt;
&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Very cool action allowing you to speed up or skip time without affecting the simulation. It will speed up cloud movement and the day-night cycle, but keep the planes, other vehicles, and animations at the normal speed.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for the [[MSFS_Mission_Script_-_Sim_Objects#AirplanePlaybackAI|AirplanePlaybackAI]].&lt;br /&gt;
&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property (e.g. hide the yoke).&lt;br /&gt;
&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing (e.g. turn of the input key for the elevator).&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11275</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11275"/>
		<updated>2022-01-04T13:31:03Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* FilterInputKeyAction */ Add explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for prior action in the action queue to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;Actions&#039;&#039;&#039; section of the element in the mission .xml.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will ignore the action queue and start immediately.&lt;br /&gt;
&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Very cool action allowing you to speed up or skip time without affecting the simulation. It will speed up cloud movement and the day-night cycle, but keep the planes, other vehicles, and animations at the normal speed.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for the [[MSFS_Mission_Script_-_Sim_Objects#AirplanePlaybackAI|AirplanePlaybackAI]].&lt;br /&gt;
&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing (e.g. turn of the input key for the elevator).&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11274</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11274"/>
		<updated>2022-01-04T13:17:47Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* Immediate */ Expand explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for prior action in the action queue to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;Actions&#039;&#039;&#039; section of the element in the mission .xml.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will ignore the action queue and start immediately.&lt;br /&gt;
&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Very cool action allowing you to speed up or skip time without affecting the simulation. It will speed up cloud movement and the day-night cycle, but keep the planes, other vehicles, and animations at the normal speed.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for the [[MSFS_Mission_Script_-_Sim_Objects#AirplanePlaybackAI|AirplanePlaybackAI]].&lt;br /&gt;
&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Category:MSFS_Mission_Script&amp;diff=11273</id>
		<title>Category:MSFS Mission Script</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Category:MSFS_Mission_Script&amp;diff=11273"/>
		<updated>2022-01-04T13:06:29Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* General Element Attributes */ Add explanation for VRDependency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Missions]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
The mission script defines everything that happens in your mission after spawn. The mission script uses .xml files and can be opened with the [[MSFS Script Editor]]. The [https://docs.flightsimulator.com/html/index.htm#t=Content_Configuration%2FFlights_And_Missions%2FFlights_And_Missions.htm SDK documentation] here is still lacking currently.&lt;br /&gt;
&lt;br /&gt;
== Building blocks ==&lt;br /&gt;
The mission script is made up of different elements shown as nodes in the [[MSFS Script Editor]].&lt;br /&gt;
&lt;br /&gt;
There are a few alternative names for the building blocks. They can be called &#039;&#039;&#039;&#039;&#039;elements&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;nodes&#039;&#039;&#039;&#039;&#039;, or &#039;&#039;&#039;&#039;&#039;objects&#039;&#039;&#039;&#039;&#039;. These names can be used pretty much interchangeably.&lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Triggers|Triggers]] &amp;amp; [[MSFS Mission Script - Actions|Actions]] ===&lt;br /&gt;
The basic parts of a mission script are triggers and actions. When a trigger ‘fires’, it can start different actions and activate other triggers. A bunch of these together makes up a basic mission. &lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Mission objects|Mission objects]] ===&lt;br /&gt;
Mission elements define a range of things like mission type, goals, world traffic, camera, and thermals.&lt;br /&gt;
&lt;br /&gt;
==== [[MSFS Mission Script - Calculator|Calculators]] ====&lt;br /&gt;
You can use calculators for more advanced logic in your mission. It can take in multiple variables and trigger different actions based on a logic. You can also use this to calculate a mission score and probably many more applications which you can explore.&lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Flow states|Flowstates]] ===&lt;br /&gt;
Flowstates are the different parts of a mission or freeflight such as intro, approach, and parking. FlowstateEvents are special actions which control ‘meta’ or ‘sim-level’ actions such as enabling the VFR map, pausing the simulation, and changing the camera.&lt;br /&gt;
&lt;br /&gt;
You can also add animated intros and and outros with flowstates, like the ones in bushtrips, landing challenges, and freeflight.&lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Events|Events]] ===&lt;br /&gt;
Events are used to notify the user with popups such as flying tips. The event only has to be defined once, and then it can be triggered by the mission script.&lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Areas|Areas]] ===&lt;br /&gt;
Area elements are actually volumes that are placed in the world, except for InGameMarkers, which are POI markers you can easily place in the world.&lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Library Objects|LibraryObjects]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[MSFS Mission Script - Sim Objects|SimObjects]] ===&lt;br /&gt;
Simobjects are objects that react to the world, usually with an AI (e.g. animals, fuel trucks, wind sockets, airplanes). They can be added in the mission with Containers and Flocks.&lt;br /&gt;
&lt;br /&gt;
=== [[RTC (MSFS)|RTC]] ===&lt;br /&gt;
RTC&#039;s (Real Time Cinematics) take animation information from a glTF file and convert it into a cinematic camera event based on triggers.&lt;br /&gt;
&lt;br /&gt;
=== FlightPlan ===&lt;br /&gt;
&lt;br /&gt;
=== General Element Attributes ===&lt;br /&gt;
There are some general attributes of mission elements:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Required&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| InstanceId / [[GUID]]&lt;br /&gt;
| style=&amp;quot;background:#90ff90;&amp;quot; | Yes&lt;br /&gt;
| All elements of the mission script need to have a unique GUID.&lt;br /&gt;
|-&lt;br /&gt;
| Id&lt;br /&gt;
| style=&amp;quot;background:#ff9090;&amp;quot; | No&lt;br /&gt;
| Give every element an short, unique id that tells you what it is and does.&lt;br /&gt;
|-&lt;br /&gt;
| Description&lt;br /&gt;
| style=&amp;quot;background:#ff9090;&amp;quot; | No&lt;br /&gt;
| A short description of what the element does.&lt;br /&gt;
|-&lt;br /&gt;
| Activated&lt;br /&gt;
| style=&amp;quot;background:#ff9090;&amp;quot; | No&lt;br /&gt;
| Some elements can be active or inactive. If they are marked as &#039;activated&#039; it means they are active from spawn. Elements can be activated and deactivated throughout the mission with an [[Object Activation Action]]. This can be used for instance to limit a trigger to only be &#039;hot&#039; after it has been activated by something else in the mission.&lt;br /&gt;
|-&lt;br /&gt;
| VRDependency&lt;br /&gt;
| style=&amp;quot;background:#ff9090;&amp;quot; | No&lt;br /&gt;
| Can be &amp;lt;code&amp;gt;VROnly&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NonVROnly&amp;lt;/code&amp;gt;. Only enables the element if the condition applies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Edition ==&lt;br /&gt;
Edition are aides for developers such as the visual script editor and comments. If you save a script from the script editor, you will notice an additional file with &amp;lt;code&amp;gt;_edition&amp;lt;/code&amp;gt; appended to it. That file contains the positions of the nodes in the script editor. In the script editor you can also add comments to clear up the workings of your script. Comments can be resized to contain nodes. The comment can be used to move all containing nodes, they can also have a title, text, and color.&lt;br /&gt;
&lt;br /&gt;
[[File:MSFS_scipt_edition_example.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== [[Localisation (MSFS)|Localisation]] ==&lt;br /&gt;
User-facing strings can be localized. This means they can easily be changed and translated without changing the mission script.&lt;br /&gt;
&lt;br /&gt;
== Other parts of a mission ==&lt;br /&gt;
&lt;br /&gt;
* [[Flightplan_(MSFS)|Flightplan]]&lt;br /&gt;
* [[Weather definitions (MSFS)|Weather definitions]]&lt;br /&gt;
* [[Flight file (MSFS)|Flight file]]&lt;br /&gt;
&lt;br /&gt;
== [[Mission_development_tools|Tools]] ==&lt;br /&gt;
There are official and unofficial tools that can help you with mission creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Dialog_Action&amp;diff=11272</id>
		<title>Dialog Action</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Dialog_Action&amp;diff=11272"/>
		<updated>2022-01-03T20:20:08Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Fixed DelaySeconds Explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS Mission Script]]&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
This plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = DialogAction&lt;br /&gt;
| short-descr = Fires when a counter reaches a specified target.&lt;br /&gt;
}}&lt;br /&gt;
!Text&lt;br /&gt;
|&#039;&#039;&#039;Mandatory&#039;&#039;&#039; text for the subtitles and Text-To-Speech. Can be [[Localisation (MSFS)|localized]].&lt;br /&gt;
|-&lt;br /&gt;
!SoundFileName&lt;br /&gt;
|File name of the sound to be played. Put your sound files in the &#039;&#039;&#039;[[Mission_structure_(MSFS)|Sound folder]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!PackageName&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!DelaySeconds&lt;br /&gt;
|Time to wait before playing this dialog. Useful for pacing your dialog.&lt;br /&gt;
|-&lt;br /&gt;
!Skippable&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Speaker&lt;br /&gt;
|Each speaker has a separate channel which can only play one file at a time. Possible values are:&amp;lt;br&amp;gt;NARRATOR, INSTRUCTOR, COPILOT.&lt;br /&gt;
|-&lt;br /&gt;
!Priority&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!CanBeSuspended&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!EndActions&lt;br /&gt;
|You can link actions to play after the dialog has finished.&lt;br /&gt;
|-&lt;br /&gt;
!EndActions DelaySeconds&lt;br /&gt;
|How long to wait before activating the EndActions.&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
Adding dialog to your mission gives it a new level and enables you to better tell stories and make a cool experience. You can use the build in Text-To-Speech or your own audio recordings.&lt;br /&gt;
&lt;br /&gt;
== Possible uses ==&lt;br /&gt;
* ATC chatter&lt;br /&gt;
* Let the copilot give feedback on the landing&lt;br /&gt;
&lt;br /&gt;
== Related elements and alternatives ==&lt;br /&gt;
* For non-dialog sounds use a [[One_Shot_Sound_Action|OneShotSoundAction]], [[Play_Sound_Action|PlaySoundAction]], or [[Sound_Effect_Action|SoundEffectAction]].&lt;br /&gt;
* For music use a [[Play_List_Action|PlayListAction]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Calculator&amp;diff=11271</id>
		<title>MSFS Mission Script - Calculator</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Calculator&amp;diff=11271"/>
		<updated>2021-12-14T21:52:37Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Add headings for two calculator objects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
You can use calculators for more advanced logic in your mission. It can take in multiple variables and trigger different actions based on a logic. You can also use this to calculate a mission score and probably many more applications which you can think of.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Calculator object ==&lt;br /&gt;
A calculator has four main parts:&lt;br /&gt;
&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
!CalculatorFormula&lt;br /&gt;
|CalculatorFormulas are the most important part of the calculator. They are written in [[Reverse Polish Notation]] and can be used as a &#039;&#039;condition&#039;&#039; (same as in a [[Property_Trigger|PropertyTrigger]]) or as an &#039;&#039;action&#039;&#039; (same as in a [[Execute_RPN_Action|ExecuteRPNAction]]) or both at the same time.&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorValue&lt;br /&gt;
|A calculator has a &#039;&#039;CalculatorValue&#039;&#039; that can be used by [[Reverse_Polish_Notation#Mission_Script_Elements_that_use_RPN|objects that use RPN]]. This value is determined by the main &#039;&#039;CalculatorFormula&#039;&#039;, &#039;&#039;StartValue&#039;&#039;, &#039;&#039;OnActivatedValue&#039;&#039;, and &#039;&#039;OnDeactivatedValue&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorParameters&lt;br /&gt;
|A calculator can have &#039;&#039;parameters&#039;&#039;, which are &#039;&#039;Calculator Variables&#039;&#039; that can be used in &#039;&#039;CalculatorFormulas&#039;&#039;. See: [[#List_of_parameter_types|the list of parameter types]].&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorActions&lt;br /&gt;
|A calculator can have associated actions that execute when the calculator is activated, deactivated, or when a condition has been met.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculator parameters / variables ==&lt;br /&gt;
You can create a &#039;&#039;Calculator Variable&#039;&#039; by adding a &#039;&#039;CalculatorParameter&#039;&#039; to a calculator. In &#039;&#039;NameInFormula&#039;&#039; you give the variable a name. You can later reference the &#039;&#039;Calculator Variable&#039;&#039; using &amp;lt;code&amp;gt;(X:VariableName)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[VariableName]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== List of parameter types ===&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
!ReferenceParameter&lt;br /&gt;
|You can use another Calculator&#039;s &#039;&#039;CalculatorValue&#039;&#039; as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!FormulaParameter&lt;br /&gt;
|You can use [[Reverse_Polish_Notation|RPN]] code as a reference. Which means you can use [https://docs.flightsimulator.com/html/Additional_Information/Reverse_Polish_Notation.htm#Types all variables] such as &#039;&#039;SimVars&#039;&#039; and &#039;&#039;Calculator Variables&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!InputParameter&lt;br /&gt;
|You can use a user input as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!RunwayParameter&lt;br /&gt;
|You can add data relating to runways as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!PathParameter&lt;br /&gt;
|You can add data relating to paths as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!MouseParameter&lt;br /&gt;
|You can add the position of the mouse as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!RacerParameter&lt;br /&gt;
|You can add data relating to players in a race as a parameter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculator Actions ==&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
!DeactivateAfterExecution&lt;br /&gt;
|Deactivate the entire calculator after execution.&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorFormula&lt;br /&gt;
|If this formula is true, the actions will execute.&lt;br /&gt;
|-&lt;br /&gt;
!NameInFormula&lt;br /&gt;
|This &#039;&#039;CalculatorFormula&#039;&#039; can also be referenced.&lt;br /&gt;
|-&lt;br /&gt;
!StartValue&lt;br /&gt;
|Starting value of the CalculatorFormula.&lt;br /&gt;
|-&lt;br /&gt;
!On(De)ActivatedValue&lt;br /&gt;
|What the value will change to when the calculator is activated.&lt;br /&gt;
|-&lt;br /&gt;
!OnActionCompleteFormula&lt;br /&gt;
|Formula to execute when all the actions have finished.&lt;br /&gt;
|-&lt;br /&gt;
!Actions&lt;br /&gt;
|Actions that execute when the CalculatorFormula is true.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Evaluator ==&lt;br /&gt;
&lt;br /&gt;
== TrackerSimVar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
when a CalculatorFormula uses its own parameter, it will stay a variable&lt;br /&gt;
&lt;br /&gt;
what is (X:dtime), time between calls of calculator?&lt;br /&gt;
&lt;br /&gt;
What if NameInFormula creates duplicate names?&lt;br /&gt;
&lt;br /&gt;
(X:) or [] difference?&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11270</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11270"/>
		<updated>2021-12-12T20:25:30Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* SkipTimeAction */ Add description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will start immediately&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for other actions to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; section of the element in the mission .xml.&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Very cool action allowing you to speed up or skip time without affecting the simulation. It will speed up cloud movement and the day-night cycle, but keep the planes, other vehicles, and animations at the normal speed.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for the [[MSFS_Mission_Script_-_Sim_Objects#AirplanePlaybackAI|AirplanePlaybackAI]].&lt;br /&gt;
&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11269</id>
		<title>Reverse Polish Notation</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11269"/>
		<updated>2021-12-11T22:34:31Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* If, Else construction */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Reverse Polish Notation, or RPN, is a way to write down formulas. It is used in MSFS for gauges, [https://docs.flightsimulator.com/html/index.htm#t=Content_Configuration%2FModels%2FModelBehaviors%2FModel_Behaviors.htm model behaviors], and in mission scripts for [[Property Trigger|PropertyTriggers]], [[Proximity Trigger|ProximityTriggers]], and [[MSFS Mission Script - Calculator|Calculators]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [https://docs.flightsimulator.com/html/index.htm#t=Additional_Information%2FReverse_Polish_Notation.htm documentation] on RPN thoroughly explains how it works.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mission Script Elements that use RPN ==&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
|[[MSFS_Mission_Script_-_Calculator|Calculator]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Property_Trigger|PropertyTrigger]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Execute_RPN_Action|ExecuteRPNAction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Changing a variable ===&lt;br /&gt;
You can change a variable with RPN code in a [[MSFS_Mission_Script_-_Calculator|Calculator]] or [[Execute RPN Action]].&lt;br /&gt;
 1800 (&amp;gt;X:VariableToChange)&lt;br /&gt;
This example changes the variable &amp;lt;code&amp;gt;VariableToChange&amp;lt;/code&amp;gt; to 1800.&lt;br /&gt;
&lt;br /&gt;
=== If, Else construction ===&lt;br /&gt;
 (condition) if{this} els{that}&lt;br /&gt;
If the condition is true, the formula will become &amp;lt;code&amp;gt;{this}&amp;lt;/code&amp;gt;, otherwise it will become &amp;lt;code&amp;gt;{that}&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11268</id>
		<title>Reverse Polish Notation</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11268"/>
		<updated>2021-12-11T22:33:53Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Add example for if else construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Reverse Polish Notation, or RPN, is a way to write down formulas. It is used in MSFS for gauges, [https://docs.flightsimulator.com/html/index.htm#t=Content_Configuration%2FModels%2FModelBehaviors%2FModel_Behaviors.htm model behaviors], and in mission scripts for [[Property Trigger|PropertyTriggers]], [[Proximity Trigger|ProximityTriggers]], and [[MSFS Mission Script - Calculator|Calculators]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [https://docs.flightsimulator.com/html/index.htm#t=Additional_Information%2FReverse_Polish_Notation.htm documentation] on RPN thoroughly explains how it works.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mission Script Elements that use RPN ==&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
|[[MSFS_Mission_Script_-_Calculator|Calculator]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Property_Trigger|PropertyTrigger]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Execute_RPN_Action|ExecuteRPNAction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Changing a variable ===&lt;br /&gt;
You can change a variable with RPN code in a [[MSFS_Mission_Script_-_Calculator|Calculator]] or [[Execute RPN Action]].&lt;br /&gt;
 1800 (&amp;gt;X:VariableToChange)&lt;br /&gt;
This example changes the variable &amp;lt;code&amp;gt;VariableToChange&amp;lt;/code&amp;gt; to 1800.&lt;br /&gt;
&lt;br /&gt;
=== If, Else construction ===&lt;br /&gt;
 (condition) if{this} els{that}&lt;br /&gt;
If the condition is true, the condition will be &amp;lt;code&amp;gt;{this}&amp;lt;/code&amp;gt;, otherwise it will be &amp;lt;code&amp;gt;{that}&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Calculator&amp;diff=11267</id>
		<title>MSFS Mission Script - Calculator</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Calculator&amp;diff=11267"/>
		<updated>2021-12-11T22:30:30Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Add explanation for calculator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
You can use calculators for more advanced logic in your mission. It can take in multiple variables and trigger different actions based on a logic. You can also use this to calculate a mission score and probably many more applications which you can think of.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Calculator object ==&lt;br /&gt;
A calculator has four main parts:&lt;br /&gt;
&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
!CalculatorFormula&lt;br /&gt;
|CalculatorFormulas are the most important part of the calculator. They are written in [[Reverse Polish Notation]] and can be used as a &#039;&#039;condition&#039;&#039; (same as in a [[Property_Trigger|PropertyTrigger]]) or as an &#039;&#039;action&#039;&#039; (same as in a [[Execute_RPN_Action|ExecuteRPNAction]]) or both at the same time.&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorValue&lt;br /&gt;
|A calculator has a &#039;&#039;CalculatorValue&#039;&#039; that can be used by [[Reverse_Polish_Notation#Mission_Script_Elements_that_use_RPN|objects that use RPN]]. This value is determined by the main &#039;&#039;CalculatorFormula&#039;&#039;, &#039;&#039;StartValue&#039;&#039;, &#039;&#039;OnActivatedValue&#039;&#039;, and &#039;&#039;OnDeactivatedValue&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorParameters&lt;br /&gt;
|A calculator can have &#039;&#039;parameters&#039;&#039;, which are &#039;&#039;Calculator Variables&#039;&#039; that can be used in &#039;&#039;CalculatorFormulas&#039;&#039;. See: [[#List_of_parameter_types|the list of parameter types]].&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorActions&lt;br /&gt;
|A calculator can have associated actions that execute when the calculator is activated, deactivated, or when a condition has been met.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculator parameters / variables ==&lt;br /&gt;
You can create a &#039;&#039;Calculator Variable&#039;&#039; by adding a &#039;&#039;CalculatorParameter&#039;&#039; to a calculator. In &#039;&#039;NameInFormula&#039;&#039; you give the variable a name. You can later reference the &#039;&#039;Calculator Variable&#039;&#039; using &amp;lt;code&amp;gt;(X:VariableName)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[VariableName]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== List of parameter types ===&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
!ReferenceParameter&lt;br /&gt;
|You can use another Calculator&#039;s &#039;&#039;CalculatorValue&#039;&#039; as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!FormulaParameter&lt;br /&gt;
|You can use [[Reverse_Polish_Notation|RPN]] code as a reference. Which means you can use [https://docs.flightsimulator.com/html/Additional_Information/Reverse_Polish_Notation.htm#Types all variables] such as &#039;&#039;SimVars&#039;&#039; and &#039;&#039;Calculator Variables&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!InputParameter&lt;br /&gt;
|You can use a user input as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!RunwayParameter&lt;br /&gt;
|You can add data relating to runways as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!PathParameter&lt;br /&gt;
|You can add data relating to paths as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!MouseParameter&lt;br /&gt;
|You can add the position of the mouse as a parameter.&lt;br /&gt;
|-&lt;br /&gt;
!RacerParameter&lt;br /&gt;
|You can add data relating to players in a race as a parameter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Calculator Actions ==&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
!DeactivateAfterExecution&lt;br /&gt;
|Deactivate the entire calculator after execution.&lt;br /&gt;
|-&lt;br /&gt;
!CalculatorFormula&lt;br /&gt;
|If this formula is true, the actions will execute.&lt;br /&gt;
|-&lt;br /&gt;
!NameInFormula&lt;br /&gt;
|This &#039;&#039;CalculatorFormula&#039;&#039; can also be referenced.&lt;br /&gt;
|-&lt;br /&gt;
!StartValue&lt;br /&gt;
|Starting value of the CalculatorFormula.&lt;br /&gt;
|-&lt;br /&gt;
!On(De)ActivatedValue&lt;br /&gt;
|What the value will change to when the calculator is activated.&lt;br /&gt;
|-&lt;br /&gt;
!OnActionCompleteFormula&lt;br /&gt;
|Formula to execute when all the actions have finished.&lt;br /&gt;
|-&lt;br /&gt;
!Actions&lt;br /&gt;
|Actions that execute when the CalculatorFormula is true.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
when a CalculatorFormula uses its own parameter, it will stay a variable&lt;br /&gt;
&lt;br /&gt;
what is (X:dtime), time between calls of calculator?&lt;br /&gt;
&lt;br /&gt;
What if NameInFormula creates duplicate names?&lt;br /&gt;
&lt;br /&gt;
(X:) or [] difference?&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11266</id>
		<title>Reverse Polish Notation</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11266"/>
		<updated>2021-12-11T21:39:18Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Added section on relevant mission script elements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Reverse Polish Notation, or RPN, is a way to write down formulas. It is used in MSFS for gauges, [https://docs.flightsimulator.com/html/index.htm#t=Content_Configuration%2FModels%2FModelBehaviors%2FModel_Behaviors.htm model behaviors], and in mission scripts for [[Property Trigger|PropertyTriggers]], [[Proximity Trigger|ProximityTriggers]], and [[MSFS Mission Script - Calculator|Calculators]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [https://docs.flightsimulator.com/html/index.htm#t=Additional_Information%2FReverse_Polish_Notation.htm documentation] on RPN thoroughly explains how it works.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mission Script Elements that use RPN ==&lt;br /&gt;
{|class=&#039;wikitable&#039;&lt;br /&gt;
|[[MSFS_Mission_Script_-_Calculator|Calculator]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Property_Trigger|PropertyTrigger]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Execute_RPN_Action|ExecuteRPNAction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Changing a variable ===&lt;br /&gt;
You can change a variable with RPN code in a [[MSFS_Mission_Script_-_Calculator|Calculator]] or [[Execute RPN Action]].&lt;br /&gt;
 1800 (&amp;gt;X:VariableToChange)&lt;br /&gt;
This example changes the variable &amp;lt;code&amp;gt;VariableToChange&amp;lt;/code&amp;gt; to 1800.&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11265</id>
		<title>Reverse Polish Notation</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Reverse_Polish_Notation&amp;diff=11265"/>
		<updated>2021-12-11T17:20:08Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Add an example section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Reverse Polish Notation, or RPN, is a way to write down formulas. It is used in MSFS for gauges, [https://docs.flightsimulator.com/html/index.htm#t=Content_Configuration%2FModels%2FModelBehaviors%2FModel_Behaviors.htm model behaviors], and in mission scripts for [[Property Trigger|PropertyTriggers]], [[Proximity Trigger|ProximityTriggers]], and [[MSFS Mission Script - Calculator|Calculators]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [https://docs.flightsimulator.com/html/index.htm#t=Additional_Information%2FReverse_Polish_Notation.htm documentation] on RPN thoroughly explains how it works.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Changing a variable ===&lt;br /&gt;
You can change a variable with RPN code in a [[MSFS_Mission_Script_-_Calculator|Calculator]] or [[Execute RPN Action]].&lt;br /&gt;
 1800 (&amp;gt;X:VariableToChange)&lt;br /&gt;
This example changes the variable &amp;lt;code&amp;gt;VariableToChange&amp;lt;/code&amp;gt; to 1800.&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=BushMissionGen&amp;diff=11264</id>
		<title>BushMissionGen</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=BushMissionGen&amp;diff=11264"/>
		<updated>2021-12-11T17:09:10Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox-Software&lt;br /&gt;
| name                   = BushMissionGen&lt;br /&gt;
| logo                   = &lt;br /&gt;
| screenshot             = [[File:Bushmissiongen-screenshot-flightsim-to.jpeg|thumb|]]&lt;br /&gt;
| caption                = &lt;br /&gt;
| collapsible            = &lt;br /&gt;
| author                 = f99mlu&lt;br /&gt;
| developer              = &lt;br /&gt;
| released               = 18-11-2020&lt;br /&gt;
| latest release version = 3.12&lt;br /&gt;
| latest release date    = 09-12-2021&lt;br /&gt;
| frequently updated     = Yes&lt;br /&gt;
| programming language   = Java&lt;br /&gt;
| operating_system       = Windows&lt;br /&gt;
| operating_system_desc  =&lt;br /&gt;
| platform               = &lt;br /&gt;
| size                   = 17.91MB&lt;br /&gt;
| language               = English&lt;br /&gt;
| status                 = Under development&lt;br /&gt;
| genre                  = MSFS&lt;br /&gt;
| license                = &lt;br /&gt;
| website                = [https://flightsim.to/file/3681/bushmissiongen Flightsim.to page]&lt;br /&gt;
}}&lt;br /&gt;
{{Blockquote|1=You can use BushMissionGen to create bushtrips and landing challenges. The tool generates all the directories and files needed, including default single color images, to compile a bush mission or landing challenge. The input file is a single text or XLSX file containing waypoint names, coordinates, generic mission data, nav log texts, etc. It can be generated by the tool from an existing flight plan (PLN file exported from Little Navmap) or from a sample file. Waypoints can also be read from a Little Navmap file (.LNMPLN) where navlog texts are present in the comments. There are many options to use to trigger failures, warnings, play WAV files or TTS and much more. Now even airport/runway creation is included!}}&lt;br /&gt;
::By f99mlu, from [https://flightsim.to/file/3681/bushmissiongen flightsim.to].&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_Mission_development_tools}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=BushTripInjector&amp;diff=11263</id>
		<title>BushTripInjector</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=BushTripInjector&amp;diff=11263"/>
		<updated>2021-12-11T17:07:41Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox-Software&lt;br /&gt;
| name                   = BushTripInjector&lt;br /&gt;
| logo                   = [[File:BushTripInjector.png|70px]]&lt;br /&gt;
| screenshot             = [[File:BushTripInjector-screenshot.jpg|thumb|]]&lt;br /&gt;
| caption                = &lt;br /&gt;
| collapsible            = &lt;br /&gt;
| author                 = BuffyGC&lt;br /&gt;
| developer              = &lt;br /&gt;
| released               = 28-11-2020&lt;br /&gt;
| latest release version = 1.0.3.2095&lt;br /&gt;
| latest release date    = 10-13-2021&lt;br /&gt;
| frequently updated     = Yes&lt;br /&gt;
| programming language   = &lt;br /&gt;
| operating_system       = Windows&lt;br /&gt;
| operating_system_desc  =&lt;br /&gt;
| platform               = &lt;br /&gt;
| size                   = 8.29MB&lt;br /&gt;
| language               = English&lt;br /&gt;
| status                 = Under development&lt;br /&gt;
| genre                  = MSFS&lt;br /&gt;
| license                = &lt;br /&gt;
| website                = [https://flightsim.to/file/4131/bushtripinjector Flightsim.to page]&lt;br /&gt;
[https://www.bushtripinjector.de/ Homepage]&lt;br /&gt;
}}&lt;br /&gt;
{{Blockquote|1=BushTripInjector generates fully functional bush trips from LittleNavMap flight plans. Missing texts are automatically added meaningfully. No search for coordinates or heights for the runway or waypoints. Briefing images as well as images of the runways for the NavLog are generated. The program is all GUI controlled and you don&#039;t have to worry about formatting. No XML or programming skills required. QuickStartGuide is included.}}&lt;br /&gt;
::By BuffyGC, from [https://flightsim.to/file/3681/bushmissiongen flightsim.to].&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_Mission_development_tools}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Count_Action&amp;diff=11262</id>
		<title>Count Action</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Count_Action&amp;diff=11262"/>
		<updated>2021-12-11T16:31:59Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Created page for count action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS Mission Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
A Count Action adds the specified value to an associated Counter trigger.&lt;br /&gt;
&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = CountAction&lt;br /&gt;
| short-descr = Increases a [[Counter Trigger|CounterTrigger]].&lt;br /&gt;
}}&lt;br /&gt;
!Count&lt;br /&gt;
|Amount to add (positive) or subtract (negative).&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
== Possible uses ==&lt;br /&gt;
* Link to a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
* [[Counter Trigger]]&lt;br /&gt;
* For more complicated logic, use a [[MSFS_Mission_Script_-_Calculator|Calculator]].&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script_-_Actions}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11261</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11261"/>
		<updated>2021-12-11T16:27:14Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* PlayFlightRecordingAction */ Add link to the simobject/AI page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will start immediately&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for other actions to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; section of the element in the mission .xml.&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Skip time.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for the [[MSFS_Mission_Script_-_Sim_Objects#AirplanePlaybackAI|AirplanePlaybackAI]].&lt;br /&gt;
&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Sim_Objects&amp;diff=11260</id>
		<title>MSFS Mission Script - Sim Objects</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Sim_Objects&amp;diff=11260"/>
		<updated>2021-12-11T16:25:48Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Added explanation for the container element and AI properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
You can add planes and other simobjects to your mission.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Container ==&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = SimObjects&lt;br /&gt;
| name        = Container&lt;br /&gt;
| short-descr = Container for a SimObject&lt;br /&gt;
}}&lt;br /&gt;
!ContainerTitle&lt;br /&gt;
|Name of the container, link with SimObject.&lt;br /&gt;
|-&lt;br /&gt;
!MDLGuid&lt;br /&gt;
|GUID of the SimObject.&lt;br /&gt;
|-&lt;br /&gt;
!ContainerID&lt;br /&gt;
|A number ID used to link with the Flight File.&lt;br /&gt;
|-&lt;br /&gt;
!UseRegionContainerType&lt;br /&gt;
|Is the SimObject adapted to the region (for airport vehicles).&lt;br /&gt;
|-&lt;br /&gt;
!SimplifiedSimMode&lt;br /&gt;
|You can set the level of simulation for this SimObject.&lt;br /&gt;
|-&lt;br /&gt;
!EngineStarted&lt;br /&gt;
|You can easily toggle the engines.&lt;br /&gt;
|-&lt;br /&gt;
!IdentificationNumber&lt;br /&gt;
|Plane registration?&lt;br /&gt;
|-&lt;br /&gt;
!LabelMode&lt;br /&gt;
|Only for FSX.&lt;br /&gt;
|-&lt;br /&gt;
!DontCreateSimSound&lt;br /&gt;
|You can make the SimObject silent.&lt;br /&gt;
|-&lt;br /&gt;
!Effect&lt;br /&gt;
|Attach an effect to the SimObject.&lt;br /&gt;
|-&lt;br /&gt;
!World Position&lt;br /&gt;
|You can set the initial position.&lt;br /&gt;
|-&lt;br /&gt;
!Orientation&lt;br /&gt;
|You can set the initial orientation.&lt;br /&gt;
|-&lt;br /&gt;
!Velocity&lt;br /&gt;
|You can set the initial velocity.&lt;br /&gt;
|-&lt;br /&gt;
!TrafficDB&lt;br /&gt;
|Link to a traffic database file?&lt;br /&gt;
|-&lt;br /&gt;
!Add(Co)Pilot&lt;br /&gt;
|&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
=== Setting up a container ===&lt;br /&gt;
All simobjects have to be set up with a container element. Add a container in the [[MSFS_Script_Editor|Script Editor]]. You have to link the container to a simobject. Open the simobjects panel by clicking &amp;lt;code&amp;gt;Script Editor &amp;gt; View &amp;gt; Sim Objects&amp;lt;/code&amp;gt;. Link the &#039;&#039;ContainerTitle&#039;&#039; by clicking the box and, while keeping the mouse pressed, drag it to the simobject you want to select:&lt;br /&gt;
&lt;br /&gt;
[[File:Container_-_link_container_title.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Do the same for the &#039;&#039;MDLGuid&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:Container_-_link_MDLGuid.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight File Definitions ====&lt;br /&gt;
For planes, you can add further definitions in the [[Flight_file_(MSFS)|Flight File]]. Pick a number for the &#039;&#039;ContainerID&#039;&#039;, for example we&#039;ll use &amp;lt;code&amp;gt;40923&amp;lt;/code&amp;gt;. In the flight file, you can add definitions for the same variables as the player&#039;s plane, but instead of &amp;lt;code&amp;gt;.0&amp;lt;/code&amp;gt;, you use the &#039;&#039;ContainerID&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 [Sim.40923]&lt;br /&gt;
 Sim=Savage Cub 01 Livery&lt;br /&gt;
 SimFile=taxi.flt&lt;br /&gt;
 &lt;br /&gt;
 [Payload.40923]&lt;br /&gt;
 PayloadList= 300.0&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
You can set the AI of your simobject. In the container, choose an &#039;&#039;AIType&#039;&#039; and select an AI:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!AI name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[#AircraftAI|AircraftAI]]&lt;br /&gt;
|Most extensive AI. Used for planes.&lt;br /&gt;
|-&lt;br /&gt;
![[#ParameterAI|AircraftAI]]&lt;br /&gt;
|Simpler AI. Used for all AI types.&lt;br /&gt;
|-&lt;br /&gt;
![[#IdleWorkerAI|IdleWorkerAI]]&lt;br /&gt;
|Simpler AI. Used for walking human AI.&lt;br /&gt;
|-&lt;br /&gt;
|[[#HumanPilotAI|HumanPilotAI]]&lt;br /&gt;
|Used for human models piloting a SimObject. No effect on the vehicle itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[#AirplanePlaybackAI|AirplanePlaybackAI]]&lt;br /&gt;
|Used for playing back a flight recording. Not really AI.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic AI elements ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Unit_Mode&lt;br /&gt;
|Determines the current AI mode.&lt;br /&gt;
|-&lt;br /&gt;
|WaypointList&lt;br /&gt;
|List of waypoints to follow.&lt;br /&gt;
|-&lt;br /&gt;
|GroundCruiseSpeed&lt;br /&gt;
|Cruise speed in knots for taxiing.&lt;br /&gt;
|-&lt;br /&gt;
|GroundTurnSpeed&lt;br /&gt;
|Speed in knots to slow to when making sharp turns.&lt;br /&gt;
|-&lt;br /&gt;
|GroundTurnTime&lt;br /&gt;
|Seconds to take for making a 90 degree turn.&lt;br /&gt;
|-&lt;br /&gt;
|YieldToUser&lt;br /&gt;
|Determine if the AI stops when the player is in the way.&lt;br /&gt;
|-&lt;br /&gt;
|WaypointTouchDistance&lt;br /&gt;
|Distance in meters at which Aircraft AI considers waypoint to be reached.&lt;br /&gt;
|-&lt;br /&gt;
|KeepLastHeading&lt;br /&gt;
|The AI should arrive with the same heading as the heading between last and before last waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|CanReverse&lt;br /&gt;
|Determines if the waypoint AI reverses if it missed its waypoint.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AircraftAI ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Schedule&lt;br /&gt;
|Create a schedule for AI flights.&lt;br /&gt;
|-&lt;br /&gt;
|ICAOIdent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#List_of_Aircraft_AI_States|AircraftAIState]]&lt;br /&gt;
|Extensive states for the AI, corresponding to flight stages.&lt;br /&gt;
|-&lt;br /&gt;
|SimDisableTimer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunwayIndex&lt;br /&gt;
|Index of the runway.&lt;br /&gt;
|-&lt;br /&gt;
|Flags&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MaxBank&lt;br /&gt;
|Maximum bank used when turning between waypoints in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|Pattern_Entry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PendingMenuSelection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TimeToTransmit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DistanceToDestination&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LegLength&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AssignedHeading&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AssignedAltitude&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AssignedAirspeed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalApproachCourse&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CirclingAltitude&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ParkingIndex&lt;br /&gt;
|Index of the parking spot.&lt;br /&gt;
|-&lt;br /&gt;
|RunwayPatternAlt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CTAFAnnouncementTimer&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also add some parameters for the &#039;&#039;TaxiAI&#039;&#039;, &#039;&#039;TakeoffAI&#039;&#039;, and &#039;&#039;LandingAI&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== TaxiAI ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|TaxiRoute&lt;br /&gt;
|Taxi route at a specific airport.&lt;br /&gt;
|-&lt;br /&gt;
|NextWaypoint&lt;br /&gt;
|Next taxi waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|CurrentWaypoint&lt;br /&gt;
|Waypoint the AI is now taxiing towards&lt;br /&gt;
|-&lt;br /&gt;
|CurrentWaypointLLA&lt;br /&gt;
|Coordinates of the current waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|PrevWaypoint&lt;br /&gt;
|Previous taxi waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|Destination&lt;br /&gt;
|Coordinates of the destination.&lt;br /&gt;
|-&lt;br /&gt;
|HoldClearPoint&lt;br /&gt;
|Taxipoint at which to hold.&lt;br /&gt;
|-&lt;br /&gt;
|HoldShortPoint&lt;br /&gt;
|Taxipoint at which to hold.&lt;br /&gt;
|-&lt;br /&gt;
|HoldFlags&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HoldStartTime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HasRunwayHeading&lt;br /&gt;
|Is the plane aligned with the runway?&lt;br /&gt;
|-&lt;br /&gt;
|IsPushingBack&lt;br /&gt;
|Is the plane currently pushing back?&lt;br /&gt;
|-&lt;br /&gt;
|PassOncoming&lt;br /&gt;
|Can we pass oncoming traffic on the right? (For road vehicles)&lt;br /&gt;
|-&lt;br /&gt;
|PauseAtHoldshort&lt;br /&gt;
|Pause at holdshort before crossing a runway&lt;br /&gt;
|-&lt;br /&gt;
|NoConflict&lt;br /&gt;
|Ignore and is ignored by the traffic conflict system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TakeoffAI ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RunwayHeading&lt;br /&gt;
|Runway Heading in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|AITakeoffMode&lt;br /&gt;
|Current state of the takeoff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== LandingAI ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|AILandingMode&lt;br /&gt;
|Current state of the landing.&lt;br /&gt;
|-&lt;br /&gt;
|InitialFlaps&lt;br /&gt;
|Minimum flaps position to use during landing.&lt;br /&gt;
|-&lt;br /&gt;
|ThresholdLLA&lt;br /&gt;
|Coordinates of the point where we want to touch down.&lt;br /&gt;
|-&lt;br /&gt;
|RunwayLength&lt;br /&gt;
|Length of Runway in Nautical Miles&lt;br /&gt;
|-&lt;br /&gt;
|RunwayAlt&lt;br /&gt;
|Runway Altitude in feet MSL&lt;br /&gt;
|-&lt;br /&gt;
|ApproachSlope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|InitialAlt&lt;br /&gt;
|Approach altitude Feet AGL&lt;br /&gt;
|-&lt;br /&gt;
|MaxInterceptAngle&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== HumanPilotAI ===&lt;br /&gt;
&lt;br /&gt;
=== AirplanePlaybackAI ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Playing&lt;br /&gt;
|Whether or not the recorded flight is being played back by the [[Play_Flight_Recording_Action|PlayFlightRecordingAction]] or not.&lt;br /&gt;
|-&lt;br /&gt;
|filename&lt;br /&gt;
|Filename of the playback file.&lt;br /&gt;
|-&lt;br /&gt;
|TimeStamp&lt;br /&gt;
|Time offset of playback when saved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== List of Aircraft AI States ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aircraft AI State Name&lt;br /&gt;
|-&lt;br /&gt;
|WAIT_INIT_CONFIRM&lt;br /&gt;
|-&lt;br /&gt;
|SLEEP&lt;br /&gt;
|-&lt;br /&gt;
|FILE_FLIGHT_PLAN&lt;br /&gt;
|-&lt;br /&gt;
|SUPPORT_PREFLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|IFR_CLEARANCE&lt;br /&gt;
|-&lt;br /&gt;
|PUSH_BACK_BEGIN&lt;br /&gt;
|-&lt;br /&gt;
|PUSH_BACK_CONTINUE&lt;br /&gt;
|-&lt;br /&gt;
|ENGINE_START&lt;br /&gt;
|-&lt;br /&gt;
|PRE_TAXI_FOR_TAKEOFF&lt;br /&gt;
|-&lt;br /&gt;
|TAXI_FOR_TAKEOFF&lt;br /&gt;
|-&lt;br /&gt;
|TAXI_ONTO_RUNWAY&lt;br /&gt;
|-&lt;br /&gt;
|TAKEOFF&lt;br /&gt;
|-&lt;br /&gt;
|TOUCH_AND_GO_DEPARTURE&lt;br /&gt;
|-&lt;br /&gt;
|ENROUTE_AS_FILED&lt;br /&gt;
|-&lt;br /&gt;
|TRAFFIC_PATTERN&lt;br /&gt;
|-&lt;br /&gt;
|LANDING&lt;br /&gt;
|-&lt;br /&gt;
|LANDING_ROLLOUT&lt;br /&gt;
|-&lt;br /&gt;
|GO_AROUND&lt;br /&gt;
|-&lt;br /&gt;
|TAXI_TO_PARKING&lt;br /&gt;
|-&lt;br /&gt;
|ENGINE_SHUTDOWN&lt;br /&gt;
|-&lt;br /&gt;
|SUPPORT_POSTFLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|TAXI_TO_REFUEL&lt;br /&gt;
|-&lt;br /&gt;
|SIMPLE_FLIGHT&lt;br /&gt;
|-&lt;br /&gt;
|SIMPLE_LANDING&lt;br /&gt;
|-&lt;br /&gt;
|SIMPLE_TAKEOFF&lt;br /&gt;
|-&lt;br /&gt;
|WAIT_FOR_ENGINE_START&lt;br /&gt;
|-&lt;br /&gt;
|TAXI_HOLDSHORT&lt;br /&gt;
|-&lt;br /&gt;
|FLY_UNTIL_NEXT_EVENT&lt;br /&gt;
|-&lt;br /&gt;
|WAIT_FOR_ENGINE_SHUTDOWN&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Container_-_link_MDLGuid.png&amp;diff=11259</id>
		<title>File:Container - link MDLGuid.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Container_-_link_MDLGuid.png&amp;diff=11259"/>
		<updated>2021-12-11T12:04:18Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Container_-_link_container_title.png&amp;diff=11258</id>
		<title>File:Container - link container title.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Container_-_link_container_title.png&amp;diff=11258"/>
		<updated>2021-12-11T12:04:06Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11257</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11257"/>
		<updated>2021-12-10T23:16:38Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* RandomAction */ Update short description and link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will start immediately&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for other actions to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; section of the element in the mission .xml.&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random_Action|RandomAction]] ====&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Skip time.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for AI aircraft.&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Random_Action&amp;diff=11256</id>
		<title>Random Action</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Random_Action&amp;diff=11256"/>
		<updated>2021-12-10T23:15:38Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: Created page for random action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS Mission Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Randomly executes one action from a list. First, the action has a probability that any action is executed at all. If it does execute, it randomly chooses one action that will execute.&lt;br /&gt;
&lt;br /&gt;
{{Infobox-MSFS-Script-Element&lt;br /&gt;
| category    = Actions&lt;br /&gt;
| name        = RandomAction&lt;br /&gt;
| short-descr = Randomly execute action(s).&lt;br /&gt;
}}&lt;br /&gt;
!ProbabilityPercent&lt;br /&gt;
|Propability that one of the actions will execute. 100% means a random action from the list will always execute.&lt;br /&gt;
|-&lt;br /&gt;
!Actions&lt;br /&gt;
|You can reference an action multiple times to increase its probability.&lt;br /&gt;
{{Infobox-MSFS-Script-Element-End}}&lt;br /&gt;
&lt;br /&gt;
== Possible uses ==&lt;br /&gt;
* Create different experiences (different dialog, random failures, random location to go to)&lt;br /&gt;
* Have something randomly occur in a timespan. Set the &#039;&#039;ProbabilityPercent&#039;&#039; to a low value and have a [[Timer Trigger|TimerTrigger]] trigger the &#039;&#039;&#039;RandomAction&#039;&#039;&#039; multiple times. The &#039;&#039;ProbabilityPercent&#039;&#039; and frequency of the TimerTrigger will determine the timespan.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
* A [[MSFS_Mission_Script_-_Triggers#MenuPromptTrigger|Menu Prompt Trigger]] can also be used to create branching paths in your mission.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script_-_Actions}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11255</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11255"/>
		<updated>2021-12-06T18:55:45Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* FocusInstrumentAction */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will start immediately&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for other actions to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; section of the element in the mission .xml.&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random Action|RandomAction]] ====&lt;br /&gt;
Chooses a random action from a list and can have a probability that an action executes.&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Skip time.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for AI aircraft.&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the instrument as well (blue glow).&lt;br /&gt;
&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11254</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11254"/>
		<updated>2021-12-06T12:57:08Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* WaitAction */ Fix explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will start immediately&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for other actions to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; section of the element in the mission .xml.&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random Action|RandomAction]] ====&lt;br /&gt;
Chooses a random action from a list and can have a probability that an action executes.&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to delay the next items in an actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Skip time.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for AI aircraft.&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the isntrument as well.&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11253</id>
		<title>MSFS Mission Script - Triggers</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11253"/>
		<updated>2021-12-06T12:55:08Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* EventTrigger */ Add event explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Triggers fire when a condition is met. When a trigger fires, the actions referenced in the ObjectReferenceList are played.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Triggers have a few general parameters:&lt;br /&gt;
=== Activated ===&lt;br /&gt;
If a trigger is activated it will wait for its condition is met and it can fire. You may not want the trigger to be active at the start of the mission. If you want the trigger to be disabled at the start you should uncheck this property. You can change it throughout the mission with an ObjectActivationAction.&lt;br /&gt;
=== DefaultActivated ===&lt;br /&gt;
Usage unknown.&lt;br /&gt;
=== OneShot ===&lt;br /&gt;
If this property is set to true, a trigger will only fire once. You can change a trigger to be able to fire again and again by unchecking the OneShot property.&lt;br /&gt;
=== Latched ===&lt;br /&gt;
When a trigger is latched it means it has fired and will never fire again. This happens when a OneShot trigger fires. When that happens, the Latched property is automatically set to True. You shouldn’t change this property in the script editor.&lt;br /&gt;
:&#039;&#039;You can use a Property trigger to check to see if another trigger is “latched.” This is useful in cases where you want to give the user an award after they’ve completed one or multiple parts of a mission.&#039;&#039;&lt;br /&gt;
=== OnScreenTimer ===&lt;br /&gt;
You can choose a trigger with a timer element to be the onscreen timer, but it is unclear how to actually display this in msfs.&lt;br /&gt;
=== IsGlobal ===&lt;br /&gt;
In multiplayer missions, triggers with the IsGlobal property set to True will affect all other players. Probably doesn&#039;t work in MSFS.&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Timer Trigger|TimerTrigger]] ====&lt;br /&gt;
A timer trigger is a very useful trigger that waits a specified number of seconds before executing actions. It is often used to start the first actions in the mission.&lt;br /&gt;
==== [[Counter Trigger|CounterTrigger]] ====&lt;br /&gt;
Has a counter that can be changed by a [[CountAction]]. It fires when a specific count has been reached.&lt;br /&gt;
==== TriggersFiredTrigger ====&lt;br /&gt;
Triggers when all triggers in list fired at least once.&lt;br /&gt;
==== TimelineAction ====&lt;br /&gt;
Start a timer and execute actions at specific times.&lt;br /&gt;
&lt;br /&gt;
== Player ==&lt;br /&gt;
==== MenuPromptTrigger ====&lt;br /&gt;
Provides GUI billboard menu and executes the mission actions for the chosen item. Not yet implemented in MSFS.&lt;br /&gt;
==== InputActionTrigger ====&lt;br /&gt;
When active, wait for inputs to be triggered (e.g., keypress, joystick button).&lt;br /&gt;
==== ValidatedChecklistStepTrigger ====&lt;br /&gt;
Fires when a specific checklist step is all validated.&lt;br /&gt;
==== ObjectInteractionTrigger ====&lt;br /&gt;
Fires when interacting with object&lt;br /&gt;
==== CockpitInteractionTrigger ====&lt;br /&gt;
Fires when the users interacts with a cockpit element.&lt;br /&gt;
==== CameraTargetTrigger ====&lt;br /&gt;
Trigger that fires when in camera frustum. So when it is in the boundaries of the camera, but it can be behind something else.&lt;br /&gt;
&lt;br /&gt;
== Plane ==&lt;br /&gt;
==== [[Landing Trigger|AirportLandingTrigger &amp;amp; AreaLandingTrigger]] ====&lt;br /&gt;
Detects landings on a runway or in an area.&lt;br /&gt;
==== [[Property Trigger|PropertyTrigger]] ====&lt;br /&gt;
A propertytrigger is a very useful trigger. The trigger can take in Simvars to create a condition for firing. It can be used for instance to fire when the users&#039; plane reaches a specific altitude or speed.&lt;br /&gt;
&lt;br /&gt;
==== [[Proximity Trigger|ProximityTrigger]] ====&lt;br /&gt;
Fires when objects enters or exits an area, or checks if an object is currently inside.&lt;br /&gt;
&lt;br /&gt;
==== CollisionTrigger ====&lt;br /&gt;
Fires when user collides with the given object(s).&lt;br /&gt;
==== ProgressiveTaxiTrigger ====&lt;br /&gt;
Fires at the end of progressive taxi.&lt;br /&gt;
==== ParkingTrigger ====&lt;br /&gt;
Fires when the user parks in the ATC-designated spot&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTrigger ====&lt;br /&gt;
Events are text popups you can put on the screen.&lt;br /&gt;
&lt;br /&gt;
== [[MSFS Mission Script - Flow states|Flowstate]] ==&lt;br /&gt;
==== FlowEventTrigger ====&lt;br /&gt;
Triggers when a certain flow event is fired.&lt;br /&gt;
&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
See: [[MSFS Mission Script - Flow states]].&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== RaceEndTrigger ====&lt;br /&gt;
Fires when local user completes the race (not necessarily when race is declared over).&lt;br /&gt;
==== LastLapTrigger ====&lt;br /&gt;
Fires when local user starts the last lap of the race.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== AnimationEventTrigger ====&lt;br /&gt;
When active, wait for an animationEvent before executing actions.&lt;br /&gt;
==== EndAnimationTrigger ====&lt;br /&gt;
Fires when an animation is over.&lt;br /&gt;
==== CameraEventTrigger ====&lt;br /&gt;
When active, wait for an cameraEvent before executing actions.&lt;br /&gt;
==== EndRTCTrigger ====&lt;br /&gt;
Triggers when the [[RTC (MSFS)|RTC]] ends.&lt;br /&gt;
==== AtoB_SphereWPTrigger ====&lt;br /&gt;
A to B waypoint&lt;br /&gt;
==== OnSpawnTrigger ====&lt;br /&gt;
Fires when the player&#039;s plane is spawned during loading. This allows you to do some things before the loading has ended. For example fire an [[MSFS_Mission_Script_-_Actions#RTCLocationsPreloadAction|RTCLocationsPreloadAction]].&lt;br /&gt;
&lt;br /&gt;
==== OnEndLoadingTrigger ====&lt;br /&gt;
==== AssistanceTrigger ====&lt;br /&gt;
==== NodeDistanceTrigger ====&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11252</id>
		<title>MSFS Mission Script - Triggers</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11252"/>
		<updated>2021-12-06T12:08:54Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* ProximityTrigger */ Add WhileInside explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Triggers fire when a condition is met. When a trigger fires, the actions referenced in the ObjectReferenceList are played.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Triggers have a few general parameters:&lt;br /&gt;
=== Activated ===&lt;br /&gt;
If a trigger is activated it will wait for its condition is met and it can fire. You may not want the trigger to be active at the start of the mission. If you want the trigger to be disabled at the start you should uncheck this property. You can change it throughout the mission with an ObjectActivationAction.&lt;br /&gt;
=== DefaultActivated ===&lt;br /&gt;
Usage unknown.&lt;br /&gt;
=== OneShot ===&lt;br /&gt;
If this property is set to true, a trigger will only fire once. You can change a trigger to be able to fire again and again by unchecking the OneShot property.&lt;br /&gt;
=== Latched ===&lt;br /&gt;
When a trigger is latched it means it has fired and will never fire again. This happens when a OneShot trigger fires. When that happens, the Latched property is automatically set to True. You shouldn’t change this property in the script editor.&lt;br /&gt;
:&#039;&#039;You can use a Property trigger to check to see if another trigger is “latched.” This is useful in cases where you want to give the user an award after they’ve completed one or multiple parts of a mission.&#039;&#039;&lt;br /&gt;
=== OnScreenTimer ===&lt;br /&gt;
You can choose a trigger with a timer element to be the onscreen timer, but it is unclear how to actually display this in msfs.&lt;br /&gt;
=== IsGlobal ===&lt;br /&gt;
In multiplayer missions, triggers with the IsGlobal property set to True will affect all other players. Probably doesn&#039;t work in MSFS.&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Timer Trigger|TimerTrigger]] ====&lt;br /&gt;
A timer trigger is a very useful trigger that waits a specified number of seconds before executing actions. It is often used to start the first actions in the mission.&lt;br /&gt;
==== [[Counter Trigger|CounterTrigger]] ====&lt;br /&gt;
Has a counter that can be changed by a [[CountAction]]. It fires when a specific count has been reached.&lt;br /&gt;
==== TriggersFiredTrigger ====&lt;br /&gt;
Triggers when all triggers in list fired at least once.&lt;br /&gt;
==== TimelineAction ====&lt;br /&gt;
Start a timer and execute actions at specific times.&lt;br /&gt;
&lt;br /&gt;
== Player ==&lt;br /&gt;
==== MenuPromptTrigger ====&lt;br /&gt;
Provides GUI billboard menu and executes the mission actions for the chosen item. Not yet implemented in MSFS.&lt;br /&gt;
==== InputActionTrigger ====&lt;br /&gt;
When active, wait for inputs to be triggered (e.g., keypress, joystick button).&lt;br /&gt;
==== ValidatedChecklistStepTrigger ====&lt;br /&gt;
Fires when a specific checklist step is all validated.&lt;br /&gt;
==== ObjectInteractionTrigger ====&lt;br /&gt;
Fires when interacting with object&lt;br /&gt;
==== CockpitInteractionTrigger ====&lt;br /&gt;
Fires when the users interacts with a cockpit element.&lt;br /&gt;
==== CameraTargetTrigger ====&lt;br /&gt;
Trigger that fires when in camera frustum. So when it is in the boundaries of the camera, but it can be behind something else.&lt;br /&gt;
&lt;br /&gt;
== Plane ==&lt;br /&gt;
==== [[Landing Trigger|AirportLandingTrigger &amp;amp; AreaLandingTrigger]] ====&lt;br /&gt;
Detects landings on a runway or in an area.&lt;br /&gt;
==== [[Property Trigger|PropertyTrigger]] ====&lt;br /&gt;
A propertytrigger is a very useful trigger. The trigger can take in Simvars to create a condition for firing. It can be used for instance to fire when the users&#039; plane reaches a specific altitude or speed.&lt;br /&gt;
&lt;br /&gt;
==== [[Proximity Trigger|ProximityTrigger]] ====&lt;br /&gt;
Fires when objects enters or exits an area, or checks if an object is currently inside.&lt;br /&gt;
&lt;br /&gt;
==== CollisionTrigger ====&lt;br /&gt;
Fires when user collides with the given object(s).&lt;br /&gt;
==== ProgressiveTaxiTrigger ====&lt;br /&gt;
Fires at the end of progressive taxi.&lt;br /&gt;
==== ParkingTrigger ====&lt;br /&gt;
Fires when the user parks in the ATC-designated spot&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTrigger ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS Mission Script - Flow states|Flowstate]] ==&lt;br /&gt;
==== FlowEventTrigger ====&lt;br /&gt;
Triggers when a certain flow event is fired.&lt;br /&gt;
&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
See: [[MSFS Mission Script - Flow states]].&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== RaceEndTrigger ====&lt;br /&gt;
Fires when local user completes the race (not necessarily when race is declared over).&lt;br /&gt;
==== LastLapTrigger ====&lt;br /&gt;
Fires when local user starts the last lap of the race.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== AnimationEventTrigger ====&lt;br /&gt;
When active, wait for an animationEvent before executing actions.&lt;br /&gt;
==== EndAnimationTrigger ====&lt;br /&gt;
Fires when an animation is over.&lt;br /&gt;
==== CameraEventTrigger ====&lt;br /&gt;
When active, wait for an cameraEvent before executing actions.&lt;br /&gt;
==== EndRTCTrigger ====&lt;br /&gt;
Triggers when the [[RTC (MSFS)|RTC]] ends.&lt;br /&gt;
==== AtoB_SphereWPTrigger ====&lt;br /&gt;
A to B waypoint&lt;br /&gt;
==== OnSpawnTrigger ====&lt;br /&gt;
Fires when the player&#039;s plane is spawned during loading. This allows you to do some things before the loading has ended. For example fire an [[MSFS_Mission_Script_-_Actions#RTCLocationsPreloadAction|RTCLocationsPreloadAction]].&lt;br /&gt;
&lt;br /&gt;
==== OnEndLoadingTrigger ====&lt;br /&gt;
==== AssistanceTrigger ====&lt;br /&gt;
==== NodeDistanceTrigger ====&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11251</id>
		<title>MSFS Mission Script - Triggers</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Triggers&amp;diff=11251"/>
		<updated>2021-12-06T12:07:57Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* PropertyTrigger */ Add Simvar explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Triggers fire when a condition is met. When a trigger fires, the actions referenced in the ObjectReferenceList are played.&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Triggers have a few general parameters:&lt;br /&gt;
=== Activated ===&lt;br /&gt;
If a trigger is activated it will wait for its condition is met and it can fire. You may not want the trigger to be active at the start of the mission. If you want the trigger to be disabled at the start you should uncheck this property. You can change it throughout the mission with an ObjectActivationAction.&lt;br /&gt;
=== DefaultActivated ===&lt;br /&gt;
Usage unknown.&lt;br /&gt;
=== OneShot ===&lt;br /&gt;
If this property is set to true, a trigger will only fire once. You can change a trigger to be able to fire again and again by unchecking the OneShot property.&lt;br /&gt;
=== Latched ===&lt;br /&gt;
When a trigger is latched it means it has fired and will never fire again. This happens when a OneShot trigger fires. When that happens, the Latched property is automatically set to True. You shouldn’t change this property in the script editor.&lt;br /&gt;
:&#039;&#039;You can use a Property trigger to check to see if another trigger is “latched.” This is useful in cases where you want to give the user an award after they’ve completed one or multiple parts of a mission.&#039;&#039;&lt;br /&gt;
=== OnScreenTimer ===&lt;br /&gt;
You can choose a trigger with a timer element to be the onscreen timer, but it is unclear how to actually display this in msfs.&lt;br /&gt;
=== IsGlobal ===&lt;br /&gt;
In multiplayer missions, triggers with the IsGlobal property set to True will affect all other players. Probably doesn&#039;t work in MSFS.&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Timer Trigger|TimerTrigger]] ====&lt;br /&gt;
A timer trigger is a very useful trigger that waits a specified number of seconds before executing actions. It is often used to start the first actions in the mission.&lt;br /&gt;
==== [[Counter Trigger|CounterTrigger]] ====&lt;br /&gt;
Has a counter that can be changed by a [[CountAction]]. It fires when a specific count has been reached.&lt;br /&gt;
==== TriggersFiredTrigger ====&lt;br /&gt;
Triggers when all triggers in list fired at least once.&lt;br /&gt;
==== TimelineAction ====&lt;br /&gt;
Start a timer and execute actions at specific times.&lt;br /&gt;
&lt;br /&gt;
== Player ==&lt;br /&gt;
==== MenuPromptTrigger ====&lt;br /&gt;
Provides GUI billboard menu and executes the mission actions for the chosen item. Not yet implemented in MSFS.&lt;br /&gt;
==== InputActionTrigger ====&lt;br /&gt;
When active, wait for inputs to be triggered (e.g., keypress, joystick button).&lt;br /&gt;
==== ValidatedChecklistStepTrigger ====&lt;br /&gt;
Fires when a specific checklist step is all validated.&lt;br /&gt;
==== ObjectInteractionTrigger ====&lt;br /&gt;
Fires when interacting with object&lt;br /&gt;
==== CockpitInteractionTrigger ====&lt;br /&gt;
Fires when the users interacts with a cockpit element.&lt;br /&gt;
==== CameraTargetTrigger ====&lt;br /&gt;
Trigger that fires when in camera frustum. So when it is in the boundaries of the camera, but it can be behind something else.&lt;br /&gt;
&lt;br /&gt;
== Plane ==&lt;br /&gt;
==== [[Landing Trigger|AirportLandingTrigger &amp;amp; AreaLandingTrigger]] ====&lt;br /&gt;
Detects landings on a runway or in an area.&lt;br /&gt;
==== [[Property Trigger|PropertyTrigger]] ====&lt;br /&gt;
A propertytrigger is a very useful trigger. The trigger can take in Simvars to create a condition for firing. It can be used for instance to fire when the users&#039; plane reaches a specific altitude or speed.&lt;br /&gt;
&lt;br /&gt;
==== [[Proximity Trigger|ProximityTrigger]] ====&lt;br /&gt;
Fires when objects enters or exits an area.&lt;br /&gt;
==== CollisionTrigger ====&lt;br /&gt;
Fires when user collides with the given object(s).&lt;br /&gt;
==== ProgressiveTaxiTrigger ====&lt;br /&gt;
Fires at the end of progressive taxi.&lt;br /&gt;
==== ParkingTrigger ====&lt;br /&gt;
Fires when the user parks in the ATC-designated spot&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTrigger ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS Mission Script - Flow states|Flowstate]] ==&lt;br /&gt;
==== FlowEventTrigger ====&lt;br /&gt;
Triggers when a certain flow event is fired.&lt;br /&gt;
&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
See: [[MSFS Mission Script - Flow states]].&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== RaceEndTrigger ====&lt;br /&gt;
Fires when local user completes the race (not necessarily when race is declared over).&lt;br /&gt;
==== LastLapTrigger ====&lt;br /&gt;
Fires when local user starts the last lap of the race.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== AnimationEventTrigger ====&lt;br /&gt;
When active, wait for an animationEvent before executing actions.&lt;br /&gt;
==== EndAnimationTrigger ====&lt;br /&gt;
Fires when an animation is over.&lt;br /&gt;
==== CameraEventTrigger ====&lt;br /&gt;
When active, wait for an cameraEvent before executing actions.&lt;br /&gt;
==== EndRTCTrigger ====&lt;br /&gt;
Triggers when the [[RTC (MSFS)|RTC]] ends.&lt;br /&gt;
==== AtoB_SphereWPTrigger ====&lt;br /&gt;
A to B waypoint&lt;br /&gt;
==== OnSpawnTrigger ====&lt;br /&gt;
Fires when the player&#039;s plane is spawned during loading. This allows you to do some things before the loading has ended. For example fire an [[MSFS_Mission_Script_-_Actions#RTCLocationsPreloadAction|RTCLocationsPreloadAction]].&lt;br /&gt;
&lt;br /&gt;
==== OnEndLoadingTrigger ====&lt;br /&gt;
==== AssistanceTrigger ====&lt;br /&gt;
==== NodeDistanceTrigger ====&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11250</id>
		<title>MSFS Mission Script - Actions</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MSFS_Mission_Script_-_Actions&amp;diff=11250"/>
		<updated>2021-12-06T10:48:18Z</updated>

		<summary type="html">&lt;p&gt;Mr LiamT: /* Sound */ Add information about broken actions in MSFS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MSFS_Mission_Script]]&lt;br /&gt;
&lt;br /&gt;
{{:Ambox-Content-WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSXSE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{:Transclusion_MSFS_Mission_Script}}&lt;br /&gt;
&lt;br /&gt;
== Action queue ==&lt;br /&gt;
All actions are fired in the order they’re listed in the ObjectReferenceList of the trigger that fired. This is important, because Dialog actions take time to play and will delay any actions that follow them. If a delay is set on a Dialog action, then the next action in the queue will be delayed by that amount. You can arrange the order in which actions in a given queue fire by changing the order manually in the .xml.&lt;br /&gt;
&lt;br /&gt;
== Common actions ==&lt;br /&gt;
[[Object Activation Action|ObjectActivationAction]], [[Dialog Action|DialogAction]], [[Change Assistance Item Action|ChangeAssistanceItemAction]], [[Failure Action|FailureAction]], [[Adjust Payload Action|AdjustPayloadAction]], [[Refill Action|RefillAction]], [[MSFS_Mission_Script_-_Flow_states#FlowStateAction|FlowStateAction]].&lt;br /&gt;
&lt;br /&gt;
== General attributes ==&lt;br /&gt;
Actions have a few general attributes:&lt;br /&gt;
=== Immediate ===&lt;br /&gt;
&#039;&#039;&#039;True:&#039;&#039;&#039; This action will start immediately&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;False:&#039;&#039;&#039; This action will wait for other actions to complete. The order is determined by the order the actions are listed in the trigger. This can be changed by manually editing the order in the &#039;&#039;&#039;ObjectReference&#039;&#039;&#039; section of the element in the mission .xml.&lt;br /&gt;
=== BreakOnExecute ===&lt;br /&gt;
Official description: &amp;quot;Code break if action is executed&amp;quot;. Not sure what that means&lt;br /&gt;
=== TargetPlayer ===&lt;br /&gt;
The target player refers to the target of an action in a multiplayer mission. Action Target can be the GUID of a particular player or team, or you can use one of the specially defined guids to refer to relative targets:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Local User&lt;br /&gt;
|{8B7615FA-BBBF-4baa-B959-5EF4F59BB575}&lt;br /&gt;
|-&lt;br /&gt;
|All Players&lt;br /&gt;
|{D09ADD85-4CA8-4be9-939C-4544BA259DA2}&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|{9A82F89B-F271-4285-AE90-1F733945D975}&lt;br /&gt;
|-&lt;br /&gt;
|All Players Except Trigger&lt;br /&gt;
|{D2764AC8-FBB3-4b9b-9721-3C3EA0CB402B}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission logic ==&lt;br /&gt;
==== [[Object Activation Action|ObjectActivationAction]] ====&lt;br /&gt;
Very useful action to (de)activate objects such as triggers and InGameMarkers.&lt;br /&gt;
==== [[Random Action|RandomAction]] ====&lt;br /&gt;
Chooses a random action from a list and can have a probability that an action executes.&lt;br /&gt;
==== ExecuteRPNAction ====&lt;br /&gt;
Execute RPN code.&lt;br /&gt;
==== SkipAction ====&lt;br /&gt;
Skip an action.&lt;br /&gt;
==== StopObjectActionQueueAction ====&lt;br /&gt;
Stop action queues of referenced objects&lt;br /&gt;
==== ExecuteListAction ====&lt;br /&gt;
Execute a list of action&lt;br /&gt;
==== WaitAction ====&lt;br /&gt;
Action that does nothing... for a predefined time. You can use this to pause the actionQeue.&lt;br /&gt;
&lt;br /&gt;
== Actions related to a trigger ==&lt;br /&gt;
==== [[Count Action|CountAction]] ====&lt;br /&gt;
Changes the count of a [[Counter_Trigger|CounterTrigger]]&lt;br /&gt;
==== [[Reset Timer Action|ResetTimerAction]] ====&lt;br /&gt;
Reset the timer to the StartTime.&lt;br /&gt;
==== [[Timer Adjust Action|TimerAdjustAction]] ====&lt;br /&gt;
Adjusts the time of a [[Timer Trigger|TimerTrigger]] up or down.&lt;br /&gt;
&lt;br /&gt;
== Action related to [[MSFS Mission Script - Mission objects|Mission objects]] ==&lt;br /&gt;
==== [[(Sub)Goal_Resolution_Action|GoalResolutionAction &amp;amp; SubGoalResolutionAction]] ====&lt;br /&gt;
Changes the state of a [[MSFS_Mission_Script_-_Mission_objects#Goals|(sub)goal]].&lt;br /&gt;
==== [[Grant Reward Action|GrantRewardAction]] ====&lt;br /&gt;
Untested.&lt;br /&gt;
==== [[Point Of Interest Activation Action|PointOfInterestActivationAction]] ====&lt;br /&gt;
(De)activates a [[point of interest]]&lt;br /&gt;
==== POIChangeModelAction ====&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
==== [[Dialog Action|DialogAction]] ====&lt;br /&gt;
Plays dialog for the copilot and atc. It can use sound files or text-to-speech (TTS). The dialogAction can also show subtitles.&lt;br /&gt;
==== InstructorDialogAction ====&lt;br /&gt;
Same as a DialogAction, but allows for a male and female voice, depending on the player&#039;s selected instructor in the settings.&lt;br /&gt;
==== OneShotSoundAction ====&lt;br /&gt;
Plays specified sound file. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlayListAction ====&lt;br /&gt;
Plays through a list of sound files. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== PlaySoundAction ====&lt;br /&gt;
Play a sound in 3D space. Uses a WWise event.&lt;br /&gt;
==== StopSoundAction ====&lt;br /&gt;
Stop a sound.&lt;br /&gt;
==== SoundEffectAction ====&lt;br /&gt;
Sets sound effects. Doesn&#039;t seem to work in MSFS.&lt;br /&gt;
==== RTPCAction ====&lt;br /&gt;
Send a WWise RTPC.&lt;br /&gt;
&lt;br /&gt;
== Player/Aircraft ==&lt;br /&gt;
==== [[Change Assistance Item Action|ChangeAssistanceItemAction]] ====&lt;br /&gt;
Changes specific assistance items throughout the mission.&lt;br /&gt;
==== [[Failure Action|FailureAction]] ====&lt;br /&gt;
Fail a system (e.g., fuel pump, gear, altimeter, radios).&lt;br /&gt;
==== [[Adjust Payload Action|AdjustPayloadAction]] ====&lt;br /&gt;
Set or adjust the weight on a payload station (weight of pilot, passengers, baggage, etc).&lt;br /&gt;
==== [[Refill Action|RefillAction]] ====&lt;br /&gt;
Add or subtract percent of a substance (e.g., fuel).&lt;br /&gt;
==== ChangeObjectTypeAction ====&lt;br /&gt;
Change an object to a different type.&lt;br /&gt;
==== [[Request Teleport Action|RequestTeleportAction]] ====&lt;br /&gt;
Request a teleport.&lt;br /&gt;
==== RequestTeleportCameraAction ====&lt;br /&gt;
Teleport current camera to a position given in a CFG file (e.g, close instrument view, wide cockpit view, gear view).&lt;br /&gt;
==== SkipTimeAction ====&lt;br /&gt;
Skip time.&lt;br /&gt;
&lt;br /&gt;
== Action related to AI / Simobjects ==&lt;br /&gt;
==== [[AI Take Controls Action|AITakeControlsAction]] ====&lt;br /&gt;
Changes control of the users&#039; plane between user and AI.&lt;br /&gt;
==== [[Send Message To AI Action|SendMessageToAIAction]] ====&lt;br /&gt;
Currently useless for missions. See [https://docs.flightsimulator.com/html/Content_Configuration/Environment/Living_World/Airport_Services/Service_And_IdleWorker_Script_Definitions.htm?rhhlterm=sendmessagetoaiaction#h2 documentation].&lt;br /&gt;
==== [[Activate Waypoints Action|ActivateWaypointsAction]] ====&lt;br /&gt;
Send waypoints to a [[Simobject]] for the AI to follow.&lt;br /&gt;
==== WaypointsFromAnotherWaypointAction ====&lt;br /&gt;
Get waypoint list for another ActivateWaypointsAction.&lt;br /&gt;
==== PlayFlightRecordingAction ====&lt;br /&gt;
Plays back recording for AI aircraft.&lt;br /&gt;
==== SpawnAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Flow_states|Flowstate]] ==&lt;br /&gt;
==== FlowEventAction ====&lt;br /&gt;
==== FlowStateAction ====&lt;br /&gt;
==== TimerTriggerFlowStateAction ====&lt;br /&gt;
==== TransitionAction ====&lt;br /&gt;
==== ToggleVisibilityAction ====&lt;br /&gt;
&lt;br /&gt;
== [[MSFS_Mission_Script_-_Events|Event]] ==&lt;br /&gt;
==== EventTriggerActivationAction ====&lt;br /&gt;
==== EventTriggerAction ====&lt;br /&gt;
==== EventAction ====&lt;br /&gt;
&lt;br /&gt;
== Animation / effects / RTC ==&lt;br /&gt;
==== [[Fade To Color Action|FadeToColorAction]] ====&lt;br /&gt;
Fades a color over the whole viewport. Useful for teleports and testing.&lt;br /&gt;
==== AttachEffectAction ====&lt;br /&gt;
Attach a visual effect to an object (e.g., plane, simobject).&lt;br /&gt;
==== PlayAnimationAction ====&lt;br /&gt;
Play an animation.&lt;br /&gt;
==== PlayBlendTreeStateAction ====&lt;br /&gt;
Play a blend tree state.&lt;br /&gt;
==== RTCLocationsPreloadAction ====&lt;br /&gt;
&lt;br /&gt;
== Replay ==&lt;br /&gt;
==== RecordReplayAction ====&lt;br /&gt;
Record a new replay and store in file.&lt;br /&gt;
==== PlayReplayAction ====&lt;br /&gt;
Play a replay file.&lt;br /&gt;
==== PlayGhostAction ====&lt;br /&gt;
Play a ghost replay.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
==== DisqualifyPlayerAction ====&lt;br /&gt;
Disqualify a player.&lt;br /&gt;
==== RaceCourseActivateAction ====&lt;br /&gt;
Enable race course progress for all players.&lt;br /&gt;
==== RaceClockStartAction ====&lt;br /&gt;
Start the global race timer for all players.&lt;br /&gt;
==== TimePenaltyAction ====&lt;br /&gt;
Give a player a time penalty/bonus.&lt;br /&gt;
==== BackOnTrackAction ====&lt;br /&gt;
When a crash occurs in a race course, the crash is &#039;not allowed&#039; and the player is teleported to the pylon before his crash.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
==== FocusInstrumentAction ====&lt;br /&gt;
Focus the camera on a specific instrument. You can highlight the isntrument as well.&lt;br /&gt;
==== RumbleAction ====&lt;br /&gt;
Controller rumble effect.&lt;br /&gt;
==== CustomAction ====&lt;br /&gt;
Create a custom action that uses an external program connected with simconnect.&lt;br /&gt;
==== ChangeMarkerTemplateAction ====&lt;br /&gt;
Change marker template.&lt;br /&gt;
==== ChangeRopeLinkAction ====&lt;br /&gt;
Change link on ropes.&lt;br /&gt;
==== ChangeNodeAction ====&lt;br /&gt;
Change node property.&lt;br /&gt;
==== AttachDroppablePayloadAction ====&lt;br /&gt;
Attach a droppable payload.&lt;br /&gt;
==== AgentMessageAction ====&lt;br /&gt;
Send or reveive a message from an agent (ATC?).&lt;br /&gt;
==== MissionScoreToLeaderboardAction ====&lt;br /&gt;
Try to send mission score to leaderboard. Not (yet) supported for unofficial missions.&lt;br /&gt;
==== ShowLogbookAction ====&lt;br /&gt;
Show the logbook.&lt;br /&gt;
==== FilterInputKeyAction ====&lt;br /&gt;
Change input key processing.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox-Mission-Creation-MSFS}}&lt;/div&gt;</summary>
		<author><name>Mr LiamT</name></author>
	</entry>
</feed>