# Add Mission Archive
Grammar — Add a state type mission archive buttonText|Name for playerGroup
Flags —Native
|Action
Adds a mission or scene to the mission archives panel for the specified players. Use “Last Created Mission Archive” to get the mission archive created through this action.
# Arguments
playergroup
— PlayerGrouptext
— Button Textint
<preset::MissionArchiveType> — Typeint
<preset::MissionArchiveState> — State
Returns — void
native int BattleReportCreate(
playergroup inPlayerGroup,
text inText,
int inType,
int inState,
);
# Related
Category: Story / Mission Archives Panel
- Mission Archives Panel Exited —
void
— TriggerAddEventBattleReportPanelExit - Mission Archives Panel Play Mission —
void
— TriggerAddEventBattleReportPanelPlayMission - Mission Archive Panel Play Scene —
void
— TriggerAddEventBattleReportPanelPlayScene - Mission Archives Panel Selection Changed —
void
— TriggerAddEventBattleReportPanelSelectionChanged - Add Mission Archive —
void
— BattleReportCreate - Mission Archive Dialog Item —
int
<control> — BattleReportGetDialogControl - Last Created Mission Archive —
int
<preset::MissionArchive> — BattleReportLastCreated - Remove Mission Archive —
void
— BattleReportDestroy - Set Mission Archive Mission Text —
void
— BattleReportSetMissionText - Set Mission Archive Mission Image —
void
— BattleReportSetMissionImage - Set Mission Archive Scene Image —
void
— BattleReportSetSceneImage - Set Mission Archive Scene Text —
void
— BattleReportSetSceneText - Set Mission Archive Difficulty Best Time Text —
void
— BattleReportSetDifficultyLevelBestTimeText - Set Mission Archive Difficulty Completed —
void
— BattleReportSetDifficultyLevelCompleted - Add Mission Archive Achievement —
void
— BattleReportAddAchievement - Set Mission Archive Best Time Text —
void
— BattleReportSetBestTimeText - Set Mission Archive Research Title —
void
— BattleReportSetResearchTitle - Set Mission Archive Research Text —
void
— BattleReportSetResearchText - Set Mission Archive Bonus Title —
void
— BattleReportSetBonusTitle - Set Mission Archive Bonus Text —
void
— BattleReportSetBonusText - Set Mission Archive Button Text —
void
— BattleReportSetButtonText - Set Mission Archive Button Image —
void
— BattleReportSetButtonImage - Set Mission Archive Priority —
void
— BattleReportSetPriority - Set Mission Archive State —
void
— BattleReportSetState - Show Mission Archive in Missions Completed Total —
void
— BattleReportSetShownInMissionTotal - Get Mission Archive Mission Text —
text
— BattleReportGetMissionText - Get Mission Archive Mission Image —
string
<filepath> — BattleReportGetMissionImage - Get Mission Archive Scene Image —
string
<filepath> — BattleReportGetSceneImage - Get Mission Archive Scene Text —
text
— BattleReportGetSceneText - Get Mission Archive Difficulty Best Time Text —
text
— BattleReportGetDifficultyLevelBestTimeText - Get Mission Archive Difficulty Completed —
bool
— BattleReportGetDifficultyLevelCompleted - Get Mission Archive Best Time Text —
text
— BattleReportGetBestTimeText - Get Mission Archive Research Title —
text
— BattleReportGetResearchTitle - Get Mission Archive Research Text —
text
— BattleReportGetResearchText - Get Mission Archive Bonus Title —
text
— BattleReportGetBonusTitle - Get Mission Archive Bonus Text —
text
— BattleReportGetBonusText - Get Mission Archive Button Text —
text
— BattleReportGetButtonText - Get Mission Archive Button Image —
string
<filepath> — BattleReportGetButtonImage - Get Mission Archive Priority —
int
— BattleReportGetPriority - Get Mission Archive State —
int
<preset::MissionArchiveState> — BattleReportGetState - Set Selected Mission Archive —
void
— BattleReportPanelSetSelectedBattleReport - Selected Mission Archive —
int
<preset::MissionArchive> — BattleReportPanelGetSelectedBattleReport - Selected Mission Archive Difficulty —
int
<difficulty> — EventBattleReportPanelDifficultySelected - Selected Mission Archive Mission —
int
<preset::MissionArchive> — EventBattleReportPanelMissionSelected - Selected Mission Archive Scene —
int
<preset::MissionArchive> — EventBattleReportPanelSceneSelected
# Examples
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4169
// Implementation
lv_indexMission = (lp_mission);
BattleReportCreate(PlayerGroupAll(), libCamp_gf_MissionNameInUpperCase(lp_mission), c_battleReportTypeMission, lp_state);
libCamp_gv_tS_BattleReportMissions[lv_indexMission] = BattleReportLastCreated();
BattleReportSetButtonImage(BattleReportLastCreated(), libCamp_gv_tS_MissionBattleReportIcon[(lp_mission)]);
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4255
if ((libCamp_gf_TS_GameFullyDownloaded() == false) && (lp_scene != libCamp_ge_SceneID_ScenePreRenderedTheDream) && (lp_scene != libCamp_ge_SceneID_ScenePreRenderedOldRivals) && (lp_scene != libCamp_ge_SceneID_ScenePreRenderedEnd) && (lp_scene != libCamp_ge_SceneID_ScenePreRenderedBetterMarine)) {
TextExpressionSetToken("Param/Expression/lib_Camp_880903F1", "SCENENAME", libCamp_gv_tS_SceneNames[lv_indexScene]);
BattleReportCreate(PlayerGroupAll(), TextExpressionAssemble("Param/Expression/lib_Camp_880903F1"), c_battleReportTypeScene, c_battleReportStateCompleted);
}
else {
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4258
}
else {
BattleReportCreate(PlayerGroupAll(), libCamp_gv_tS_SceneNames[lv_indexScene], c_battleReportTypeScene, c_battleReportStateCompleted);
}
libCamp_gv_tS_BattleReportScenes[lv_indexScene] = BattleReportLastCreated();
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6032
if (CatalogFieldValueGet(c_gameCatalogMap, lv_mission, "Kind", 1) == "Mission") {
if ((libSwaC_gf_MissionStatusCheck(lv_mission, libSwaC_ge_MissionStatus_Completed) == true)) {
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StoryMapName(lv_mission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), lib281DEC45_gf_ZSS_UIArchivesMissionPriority(lv_mission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6038
}
else {
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StoryMapName(lv_mission), c_battleReportTypeMission, c_battleReportStateHidden);
}
DataTableSetString(true, lib281DEC45_gf_ZSS_UIArchivesDataString(BattleReportLastCreated()), (lv_mission));
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6059
if (((lib281DEC45_gv_zSS_CampaignComplete == true) || (libSwaC_gf_MissionStatusCheck(lv_mission, libSwaC_ge_MissionStatus_Completed) == true))) {
if ((libSwaC_gf_MissionStatusCheck(lv_mission, libSwaC_ge_MissionStatus_Completed) == true)) {
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StoryMapName(lv_mission), c_battleReportTypeMission, c_battleReportStateCompleted);
}
else {
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6062
}
else {
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StoryMapName(lv_mission), c_battleReportTypeMission, c_battleReportStateNormal);
}
BattleReportSetPriority(BattleReportLastCreated(), lib281DEC45_gf_ZSS_UIArchivesMissionPriority(lv_mission));
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6068
}
else {
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StoryMapName(lv_mission), c_battleReportTypeMission, c_battleReportStateHidden);
}
if ((lib281DEC45_gv_zSS_CampaignComplete == false) && (lv_defaultSelection == true) && (lib281DEC45_gf_ZSS_UIArchivesMissionPriority(lv_mission) <= lv_bestPriority)) {
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6087
lv_scene = UserDataInstance("Scenes", auto0B56D757_ai);
if ((lib281DEC45_gf_ZSS_UIArchivesScenePriority(lv_scene) < 1000)) {
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StorySceneName(lv_scene), c_battleReportTypeScene, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), lib281DEC45_gf_ZSS_UIArchivesScenePriority(lv_scene));
DataTableSetString(true, lib281DEC45_gf_ZSS_UIArchivesDataString(BattleReportLastCreated()), ("Scenes" + ";" + (lv_scene)));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:6990
if ((libVoiC_gf_MissionStatusCheck(lv_indexMission, libVoiC_ge_MissionStatus_Completed) == true)) {
BattleReportCreate(PlayerGroupAll(), libVoiC_gf_PC_CampaignMapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libVCUI_gf_PU_ArchivesMissionPriority(lv_indexMission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:6996
}
else {
BattleReportCreate(PlayerGroupAll(), libVoiC_gf_PC_CampaignMapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateHidden);
}
DataTableSetString(true, libVCUI_gf_PU_ArchivesDataString(BattleReportLastCreated()), (lv_indexMission));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:7014
lv_indexScene = UserDataInstance("Scenes", auto50C6B8D0_ai);
if ((libVCUI_gf_PU_ArchivesScenePriority(lv_indexScene) < 1000)) {
BattleReportCreate(PlayerGroupAll(), libVoiC_gf_StorySceneName(lv_indexScene), c_battleReportTypeScene, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libVCUI_gf_PU_ArchivesScenePriority(lv_indexScene));
DataTableSetString(true, libVCUI_gf_PU_ArchivesDataString(BattleReportLastCreated()), ("Scenes;" + (lv_indexScene)));
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:4233
if (CatalogFieldValueGet(c_gameCatalogMap, lv_indexMission, "Kind", 1) == "Mission" && libComC_gf_CC_MapInternal(lv_indexMission) == false) {
if ((libComC_gf_MissionStatusCheck(lv_indexMission, libComC_ge_MissionStatus_Completed) == true)) {
BattleReportCreate(PlayerGroupAll(), libComC_gf_CC_MapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libNCUI_gf_NU_ArchivesMissionPriority(lv_indexMission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:4239
}
else {
BattleReportCreate(PlayerGroupAll(), libComC_gf_CC_MapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateHidden);
}
DataTableSetString(true, libNCUI_gf_NU_ArchivesDataString(BattleReportLastCreated()), (lv_indexMission));
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:4257
lv_indexScene = UserDataInstance("Scenes", auto75248FC1_ai);
if ((libNCUI_gf_NU_ArchivesScenePriority(lv_indexScene) < 1000)) {
BattleReportCreate(PlayerGroupAll(), libComC_gf_CC_SceneName(lv_indexScene), c_battleReportTypeScene, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libNCUI_gf_NU_ArchivesScenePriority(lv_indexScene));
DataTableSetString(true, libNCUI_gf_NU_ArchivesDataString(BattleReportLastCreated()), ("Scenes;" + (lv_indexScene)));
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:9649
lv_indexMission = CatalogEntryGet(c_gameCatalogMap, autoAEABAC17_ai);
if (CatalogFieldValueGet(c_gameCatalogMap, lv_indexMission, "Kind", 1) == "Mission") {
BattleReportCreate(PlayerGroupAll(), libA3DDD02B_gf_StoryMapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libA3DDD02B_gf_PP_ArchivesMissionPriority(lv_indexMission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:9667
lv_indexScene = UserDataInstance("Scenes", auto205510F4_ai);
if ((libA3DDD02B_gf_PP_ArchivesScenePriority(lv_indexScene) < 1000)) {
BattleReportCreate(PlayerGroupAll(), libA3DDD02B_gf_StorySceneName(lv_indexScene), c_battleReportTypeScene, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libA3DDD02B_gf_PP_ArchivesScenePriority(lv_indexScene));
DataTableSetString(true, libA3DDD02B_gf_PP_ArchivesDataString(BattleReportLastCreated()), ("Scenes;" + (lv_indexScene)));