Nuclear Option

Nuclear Option

37 ratings
How to use the Mission Editor
By Scoobe
Guide on the Mission Editor. If you have any questions/suggestions/issues regarding the Guide, leave them in the Comments.
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Basic Information (&FAQ)
Ownership of Airbases - Airbases can be captured by having a ground unit/ship spawn/drive into it's invisible capture zone (usually close to the center)

Ownership of Radar Stations - Radar Stations can be captured by having a ground unit spawn touching them/drive into them

Faction Inventory - All units a Faction has access to and can deploy by using:
  • Aircraft - Preplaced Hangars, Helipads, Aircraft Reventments and Aircraft Carriers
  • Ground Units - Vehicle Depots
  • Ships - Not possible to spawn via any building

AI Aircraft Behaviour - On default AI aircraft RTB once most of their weapons have been used. By .json editing the "Bravery" value of prespawned AI aircraft it's possible to fine-tune how fast they choose to return to base (A bravery value of 0 will make an aircraft RTB as soon as it uses up any ammunition; A bravery value of 1 will make an aircraft RTB as soon as it runs out of all ammo).
Mission Basics (Mission Name Box; Units Tabs; Faction Tab)
Mission Name Box


Lets you change the mission's name




Units Tabs

Pressing any of the buttons opens up a menu, that lets you place down aircraft, ground vehicles, ships or buildings depending on the button pressed; Clicking on any unit also opens up it's respective menu and selects it

Copy Unit Info - Copies data from Selected Unit (Loadout and Speed for Aircraft; Skill and Hold Position for Surface Vehicles; Unit Produced and Production Speed for Factories)
Paste Unit Info - Pastes data to Selected Unit
Place - Places selected Unit Type, defined in Type
Remove - Removes Selected Unit



Unique Name - Unique name of Selected Unit; Used in Objectives


Faction - Faction of Selected Unit



Type - Unit Type; Change this before Placing down a Unit (ex. CI-22 Cricket; AFV8 APC; Shard Class Corvette; Tall Factory)



Menu that appears after selecting an Aircraft

Player Controlled - If ticked, Aircraft will be controlled by a Player upon spawning; If there are multiple Playable Aircraft, Players occupy them in the order they were Placed

Airspeed - The Forward Speed at which an Aircraft spawns; Recommended to set it above an Aircrafts' Stall Speed if it's in the Air and below 20km/h if it's on the Ground
Livery - Sets the Aircraft's Livery

Loadout - Dictates an Aircrafts' Starting Weapon Loadout




















Menu that appears after selecting a Ground Unit
Hold Position - If ticked, the Selected Unit will Hold Position; If it has any Waypoint, it will Hold Position after Reaching them
AI Skill - Affects the Turn Speed and Target Update Frequency of the Selected Units' Weapon Turrets; If the Selected Unit has no weapons, doesn't do anything
Waypoints - Units Move towards their Waypoints, in order; Pressing the Set Position Button sets the Waypoints' Position to the Location of the Mission Editor Camera; The Waypoint is added when the Specified Objective is Completed
Menu that appears after selecting a Building

Allow Capture - Currently Unused


Factory Options (Factory Units Only!):
  • Production Unit - Unit Produced by the Factory
  • Production Time - The Time it takes to Produce a Single of the Specified Unit
Basic Mission Setup (Mission Settings; Environment)
Mission Settings Tab


Mission Settings Button




Mission Summary - Basic Mission Information Displayed when Selecting Mission; Should Include an Overview/Briefing

Player Mode - Makes a Mission appear only for Singleplayer, Multiplayer, or Both

Player Starting Rank - Rank Players Start with; Does not lower requirements to gain higher Ranks!
Score Rank Multiplier - Affects Score required to Gain Ranks; The Lower the Setting, the Higher the Score Requirement!
Allow Player Respawn - If not ticked, Players lose the Ability to Respawn after Ejecting (NOT exiting!) from their Aircraft
Successful Sortie Bonus - Multiplier of Points Gained in the Current Sortie, received after Landing at a Friendly Airbase (requires being Resupplied or getting Out of the Aircraft)
Tactical Nuclear Threshold - Amount of Points one of the Factions has to Reach for Tactical Nukes to become Authorized for both Factions
Strategic Nuclear Threshold - Amount of Points one of the Factions has to Reach for Strategic Nukes to become Authorized for both Factions


Environment Tab


Environment Button


Time of Day - Changes the Starting Time of Day; Time moves on its' own at 1:1 Speed

Conditions - Changes the Weather, which doesn't affect Wind, possible Weather Options include:
  • Clear - Small amount of Clouds that have no Shadows
  • Scattered Clouds - Small amount of Clouds with Shadows
  • Moderate Clouds - Medium amount of Clouds with Quite a lot of Shadows
  • Overcast - High amount of Clouds, the Sky is Fully Obstructed with the whole Ground in Shade
  • Thunderstorm - High amount of Black Clouds, the Sky is Fully Obstructed with the whole Ground in Shade; There are occasional Lightning Strikes
Cloud Height - Determines the Altitude at which Clouds spawn; To fully remove Clouds set this to below 0 using .json Editing

Wind - Determines Values of several Wind Parameters:
  • Speed - The Speed at which the Wind Blows
  • Turbulance - How Shaky Aircraft are when Exposed to the Wind
  • Direction - The Direction from which the Wind is Coming From
Advanced Mission Setup (Restrictions; Roads)
Restrictions Tab


Restrictions Button






Faction - Changes Selected Faction

Weapons - Allows for Restricting Specific Weapons for the Selected Faction; Restrictable Weapons are Split into Internal and External Variants


Aircraft - Allows for Restricting Specific Aircraft for the Selected Faction



Roads Tab


Roads Button


Roads are shown after having Selected the Road Type (Roads, or Sea Lanes, [Airbase Name]); To place them, press Shift + Left Mouse Button, to stop placing Roads, press Space/Enter, to remove Roads Press Delete (Del); Vehicles will use custom Roads if they are closer than the closest Waypoint (Unit Specific Waypoint or Objective)
Factions Tab

Factions Button



Faction Selection Dropdown - Changes which faction you are editing (Both/Boscali/Primeva)

Prevent Players Joining Faction - If ticked, doesn't let Players join that Faction
Faction Starting Balance - Money Faction can distribute to Players (?)
Faction Regular Income - Money given to Faction to split between all Players (?)
Player Join Allowance - Money given to Players upon joining a Faction
Kill Reward - Money awarded to Players per kill (1m = 1 score)
Player Tax Rate - % of Money given to faction/distributed among teammates deducted from Kill Reward
Starting Nuclear Warheads - Nuclear Warheds Faction starts with (later increased by Enrichment Plants)
Warheads to keep in reserve - Warheads AI will save for the Players

Airframes to keep in reserve - Aircraft AI will save for Players (1 per Aircraft, not in Total)
Additional airframes reserved per player - Adds x to Airframes to keep in reserve per Player in Faction
Active AI aircraft - AI limit that HQ will try to not go over (Prespawned Aircraft can make it go over the limit!)
Reduce AI Aircraft per friendly player - Deducts x from Active AI aircraft per Player in selected Faction
Add AI Aircraft per enemy player - Adds x to Active AI aircraft per Player in other Faction
Starting Supply Unit - Selects which Unit to add to Faction Starting Inventory
Add Supply Unit - Adds 1 of Selected Unit to Faction Starting Inventory, which can later be Modified
Objectives

Objectives Button


You can press F2 to view all currently active objectives.

Objective Types
Objective types are pretty much objective requirements that, when met complete that objective. All objective types have a faction (PALA/BDF/Neutral) and are only visible to that faction; Objectives can be set to be hidden, in which case they will become invisible to players, however AI can still pathfind to them! Objectives must be started by using the start objective outcome to work, except for the Mission Start objective!
  • Destroy Units - Completes once [All/Any] units from the list are destroyed, if they don't exist yet, they are skipped. This objective can be used for AI pathfinding.
  • Reach Waypoints - Completes when a player flies through [All/Any/All, in Order] waypoint(s). Can be used as a marker by setting the waypoint's size to 0. This objective can be used for AI pathfinding.
  • Reach Units - Completes when a player flies through [All/Any/All, in Order] waypoint(s). The waypoint is attached to a specified Unit. This objective can be used for AI pathfinding.
  • Wait Seconds - Completes after a set amout of time.
  • Capture Airbase - Completes when [All/Any] airbases from the list are captured by any faction.
  • Dialogue Box - When started, creates a Dialogue Box; Completes when dismissed by the player.
  • Complete Other Objective - Completes when [All/Any] objectives are completed. Useful for ending the mission once all objectives are completed.
  • Spot Unit - Completes when [All/Any] units from the list are spotted by the opposing faction.
  • Crash Aircraft - Completes when a specified number of aircraft are lost (either by crashing, ejecting, or both) by [Both/PALA/BDF].
  • Successful Sortie - Completes when the specified amount of score is obtained by aircraft of [Both/PALA/BDF], either in one, or multiple sorties.

Outcomes
Outcomes fire once the objective they are attached to is completed. They can be attached to multiple objectives, but will fire only once.
  • Start Objective - Starts specified objectives upon firing.
  • Stop or Complete Objective - Stops (Attached Outcomes don't Fire) or Completes (Attached Outcomes Fire) an objective upon firing. Good for skipping an objective after a more important one is completed or after running out of time.
  • Show Message - Shows a message in the killfeed. The message can be made visible only to the team whose objective triggered it, or all teams; The message can be made emit a sound upon being displayed to draw attention.
  • Spawn Unit - Spawns specified units upon firing.
  • Remove Unit - Removes specified units from existance upon firing.
  • End Game - Ends the game as either Victory, or Defeat for the team whose objective triggered it.
  • Modify Environment - Changes specified values (like weather, cloud altitude, time of day)
  • Modify Airbase - Changes airbase values (faction ownership, capture strenght, etc.)
Ground Vehicle/Ship AI
Ground vehicles and ships share the same AI. They engage enemies as soon as their velocity vector gets in the range of their weapons. Their movement is based on priorities, listed from highest to lowest:
  • Player Waypoints - Given by players during the mission. Once a unit reaches the waypoint, it stops and holds position until destroyed. (Press RMB while hovering over the map to order the currently selected friendly unit to your cursor.)
  • Unit-Specific Waypoints - They are given to specific units and pretty tedious to set up. Use only for ships, when you want the unit to do something very specific, or as a fallback if they are behaving wrong.
  • Hold Position Checkbox - Makes a unit ignore anything below this (and instead stands in place once finished following Unit-Specific Waypoints).
  • Pathfindable Objectives - Ground units will move towards the closest pathfindable objective (Destroy Units and Reach Waypoints) if no other behavior is specified. If vehicle depots exist, they will spawn from the closest one to a pathfindable objective, that is unoccupied (by having 2 factories produce units at the same rate, you can make ground units use 2 depots, possibly making 2 frontlines).

Ground units will move toward the closest road node/waypoint once spawned. If on a road, a ground unit will follow it towards the road node closest to the closest waypoint (Sea Lanes are basically roads for Ships). If there's nothing for a ground unit to path to, it will remain stationary.
40 Comments
SHiFT_DeL3TE 20 Sep @ 6:20pm 
The road pathfinding is pretty fucked. I wish there was a troubleshooter for it to find out whats happening but they either travel off road in a pack on the sides of the road I set up or they just don't move at all.
SHiFT_DeL3TE 20 Sep @ 6:14pm 
Also I don't know how to get vehicles that come out of vehicle depots to automatically start going places.
SHiFT_DeL3TE 20 Sep @ 6:14pm 
Whats with ai just not following roads I put down? Like I have all the objectives set up, one team is going forward to the enemy base and the other ground units just aren't moving. I have objectives set up for both sides and the roads are set up. I found out that Airbase roads are like taxiways for planes. Roads are just for ground vehicles. So I have that down but they just don't move at all for seemingly no reason.
Scoobe  [author] 29 Aug @ 12:06am 
There should be some sort of way to capture something to simulate that (check official Tarantula SP mission). If you mean either of the cargo containers, I don't think you can.
カミサマ 28 Aug @ 7:19pm 
How to make Tarantula Cargo mission?
Scoobe  [author] 6 Aug @ 2:07am 
You cannot, they go to the nearest objective while following roads. For a similar effect, you can spawn in ground units with an objective outcome, which would allow you to give them waypoints.
how to set the route for units that spawn from the venice depot
Nachtwerk 30 Jul @ 6:44pm 
A hero. Thank you for the guide!
MIcky_Rat 10 Jun @ 5:33am 
ah ok thx
Scoobe  [author] 10 Jun @ 4:22am 
You can copy the waypoint coordinates by .json editing, but apart from that, no.