Create Scripts? ("Here's how you create new scripts for the Space Alert Flash Player. In the enter script box, type a series of events that are separated by commas. Each event has a 3 or 4 digit time-code when it occurs and a two letter 'code'. Some events (like alerts) have more information that is required. You can look up how to code these events in more help topics on this page. When you are finished, press the check button. If there are errors in the event codes, then you will have to resolve them. If there are no errors, then you will have the option of playing your new Space Alert script. Script the Different Events? ("There are 6 different events that you can code in Space Alert: - Alerts (mssAL#TZ) - Unconfirmed Reports (mssUR#TZ) - Incoming Data (mssID) - Data Transfers (mssDT) - Phase Events (mssPE#) - Communications System Down (mssCS#) For more information about what all of these codes mean, please select one of the other coding help topics. Code Phase Events? ("Phase Events mark the moments when phases end during the script. Phase events have the following format: 'mssPE#' or 'mmssPE#' m = minute when the Phase Event occurs ss = seconds when the Phase Event occurs PE is the code for Phase Events # = The phase number that is ending For example 405PE1 means that the first phase will end at 4 minutes and 5 seconds. Every script must contain 2 or 3 phase events to be considered valid. One thing to note, when you add a phase event you automatically get two extra events for 20 second and 1 minute warnings that the phase is about to end. Code Alerts? ("Alerts mark dangerous encounters that threaten the players. Alerts have the following format: 'mssAL#TZ' or 'mmssAL#TZ' m = minute when the Alert occurs ss = seconds when the Alert occurs AL is the code for Alerts # = TimeT code for the alert (valid numbers = 1-8) T = Threat Code (T=Threat, ST=Serious Threat, IT=Internal Threat, SIT=Serious Internal Threat) Z = Zone where the alert occurs (R=Red, W=White, B=Blue) For example 040AL2STW means a serious threat will occur after 40 seconds at TimeT 2 in zone white. Also note, any internal threats (or serious internal threats) do not require zone information, but will not be considered invalid if you add this extra information. Code Unconfirmed Reports? ("Unconfirmed Reports are special alerts that only occur when playing with 5 players. Unconfirmed Reports behave exactly like Alerts, but have a different 2-letter code: UR. They have the following format: 'mssUR#TZ' or 'mmsURL#TZ' m = minute when the report occurs ss = seconds when the report occurs UR is the code for Unconfirmed Reports # = TimeT code for the report (valid numbers = 1-8) T = Threat Code (T=Threat, ST=Serious Threat, IT=Internal Threat, SIT=Serious Internal Threat) Z = Zone where the report occurs (R=Red, W=White, B=Blue) For example 210UR1TR means a threat will occur after 2 minutes and 10 seconds at TimeT 1 in zone red. Code Data Transfers? ("Data Transfers are moments where players have the opportunity to give 1 card to another player. Data Transfers have the following format: 'mssDT' or 'mmssDT' m = minute when the Data Transfer occurs ss = seconds when the Data Transfer occurs DT is the code for Data Transfers For example 230DT means that a data transfer will occur at 2 minutes and 30 seconds. Code Incoming Data? ("Incoming Data are moments where players have the opportunity to take an action card from the deck. Incoming Data have the following format: 'mssID' or 'mmssID' m = minute when the Incoming Data occurs ss = seconds when the Incoming Data occurs ID is the code for Incoming Data For example 545ID means that an incoming data will occur at 5 minutes and 45 seconds. Code Communication System Down? ("Comunication Systems Down mark moments of game time where players may not talk or discuss their plans. Communication Downs have the following format: 'mssCS#' m = minute when the System goes down ss = seconds when the System goes down CS is the code for Communication Systems Down event # = The number of seconds that the down time lasts For example 325CS15 means that the communications system will go down from time 3 minutes and 25 seconds, and then last 15 seconds and end at 3 minutes and 40 seconds. One thing to note, communication system events work best in units of 5 seconds. When you have an irregular time period then audio clips of static need to be stitched together to complete the duration: e.g. seven seconds of static is built by stitching together one 5-second clip and 2 1-second clips. This will not sound as fluid as a single static clip. Start Writing a New Script? ("Here are some tips for starting a new Space Alert script: - Start by putting in your phase events. (This will help you know the general time-line for your script.) Your script will be valid, but admittedly very boring. As you start adding events, you can always return to this basic script if you run into bugs you can't figure out. - Then start adding in your alerts. Try to space them out over time. Figure out how you want to distribute the alerts over the different zones. Also think about the types of alerts you want to have. Which ones will be serious? Which ones will be internal? - Then you can add in any data transfers and incoming datas that will help the players. These are very easy events to script. - Finally, put a few communication systems down events. Figure out when you want to have them happen, and how long they will last. Once you've finished those steps you're pretty much done. Deal with Errors? ("When you have an error message you will be told which part of the script is invalid. Start by checking the format of the event you're trying to script (Look at the How do I code... help entry in this guide). Also make sure that you've got enough phase events in your script. Finally, if there is an error message that continues to give you grief, then please drop me a line at spacealert@phipsisoftware.com. Encrypt Scripts? ("First, make sure you've got a valid script. Don't put anything in the 'Key' text-field until your script is finished. When you're ready to post your script online, figure out what your key-word will be for your script. Try to pick a word with several letters, and type it into the Key field. Then when you click the Check button, your encrypted script will appear in the View Encrypter text box. When you post your encrypted script online, make sure that you copy and paste ALL OF THE ENCRYPTED text. Then post your Key word, and you're ready to go. Then anyone can take your encrypted script (not knowing what it contains) and your keyword and play their mission in the Space Alert Flash Player. Handle Overlapping Events? ("Events take the following amount of time to play: Phase Events = 5-10 seconds Alerts = 10-15 seconds Incoming Data = 5 seconds Transfer Data = 12 seconds Comunication System Down = Script events 'can' overlap, but are not as effective when this occurs. Let's say you queue and event A to occur at 1:10, and then another event B happens at 1:15. What would happen is that the audio for Event A would play, and then would be imediately be followed by the audio for B. However, the animations for B will briefly overlap overtop of the animations for A. This may be resolved in a future patch, but for now it is a known issue. Handle Unsorted Events? ("When you create a Space Alert script, the events are not required to be in the order in which they will occur. When the script is parsed, the events are automatically sorted. That being said, users may find script debugging easier if the events are listed in their correct order. Deal with an issue that isn.t listed here? ("If you're still having problems creating your own Space Alert scripts, then please email your questions to spacealert@phipsisoftware.com. I'll try to send you a quick response (when I can), and then update the flash program to include your question. Live a good life? ("Well there are many opinions on this issue. Try to leave the world in a better way than when you entered it, and help those who can't help themselves. These are two great ways to... What kind of help were you expecting on this issue?!?