The Mission Editor is a built-in editing program used to create custom missions and campaigns. It can work with custom Maps created in the Map Editor. It can be accessed through VTOL VR's main menu with the Mission Editor button. Alternatively, it can also be accessed through a Mission Editor button on the monitor, which can be clicked with the mouse.
- 1 Main Menu
- 2 Overview
- 2.1 Controls
- 2.2 Top Menu Bar
- 2.3 Right Menu Bar
- 2.4 Bottom Bar
Upon opening the Mission Editor, there are three options available: Campaign Editor, Standalone Mission, and Steam Workshop. Standalone Mission allows for the creation of individual Missions, Campaign Editor allows for the creation of multiple Missions packaged up into a Campaign, and Steam Workshop allows custom Maps to be picked from the Workshop for use in the Mission Editor.
The Campaign Editor window lets players create a new Campaign or access an existing one for editing. Selecting New Campaign will allow players create a new Campaign file, determining the Campaign's filename and vehicle beforehand.
The Campaign Editor UI allows players to set up the structure of their Campaigns.
The Standalone Mission UI allows players to create new Standalone Missions or edit existing ones.
The Steam Workshop button allows custom maps to be downloaded through the Workshop for use in Missions.
- Rotation: Right-click + Mouse movement.
- Zoom: Scroll wheel. Zooms relative to the Editor Cursor, not the Mouse cursor.
- Movement: WASD or Arrow keys.
- Fast Movement: Shift + Movement.
- Drag World: Middle-Click + Mouse movement.
- Drag Rotation: Shift + Middle-Click.
- Teleport: Double-Click.
- Rotation: Q, E. Rotates the Editor Cursor.
- Change Altitude: Shift + Scroll wheel, or Z (Decrease altitude) or X (Increase altitude).
- New Unit: U.
The Editor Cursor is where the camera view is centered about. It is also the point used as the center for placing Units, Objects, Way Points, or other Editor modules.
Top Menu Bar
- Save: Saves the current Mission file. Shortcut: Ctrl+S.
- Save As...: Saves the current Mission file as a new file. Shortcut: Ctrl+Shift+S.
- New: Resets the map to its default state, clearing all Units, Way Points, etc. for a new Mission. Shortcut: Ctrl+N.
- Open: Opens up the Mission file selection UI. Shortcut: Ctrl+O.
- Quit: Closes the Scenario Editor and returns to the Mission Editor's Main Menu. No shortcut available.
- Scenario Info: Opens up the Scenario Info UI for the current Mission. Shortcut: Ctrl+I.
- Main article: Mission Editor/Scenario Info
- Global Values: Opens up the Global Values UI. Used for setting Variables in the Mission Editor. No shortcut available.
- Main article: Mission Editor/Global Values
- Minimap: Opens up a Minimap UI for map navigation. Zooms up to 1 time inwards and 8 times outwards, relative to its starting zoom value. A button at the lower-right corner of the Minimap allows its size to be changed. Shortcut: Ctrl+M.
- Recenter: Moves the Editor Cursor to the map's origin point. No shortcut available.
- Measure: Enables the Mission Editor's measuring tool. Click a point on the terrain and drag your mouse out to measure out distance from one point to another. It also displays a circle, whose radius is represented by the line drawn. Two values are shown in the top margin: the direction the line is pointing towards and the length of the line itself. Useful for determining the desired ratio for Triggers. Shortcut: R.
- Repack Map: Updates the Mission's associated map file with the latest copy available in the Map Editor. May result in Units or Triggers being displaced over or underneath newly adjusted terrain. No shortcut available.
- Launch Scenario: Opens up the Scenario Launcher UI for testing created missions. Players can choose their Profile and set Invincible on if desired for testing purposes. Shortcut: Ctrl+L.
- Upload: Publishes a Mission to Steam. Workshop page details must be configured separately. No shortcut available.
- Controls: Displays the Editor Controls reference UI. No shortcut available.
Right Menu Bar
This tab allows for the placement of Units. Click the New Unit button and a UI will pop up where you can choose a Unit to place down. The Unit you choose will spawn in at the Editor Cursor's position facing towards the Cursor's direction.
A cog will also be located within each unit's space in the list; clicking it will bring up the Unit's config options. This UI can be used to set a Unit's AI behavior, their armament, etc.
The Path tab allows the player to place down Paths, which can be used for unit navigation or as GPS point paths for the player to follow. A path consists of a list of points connected sequentially down the list. The Path Mode option changes the way in which the points are chained together. Its default option is "Smooth", but it can also be set to "Linear" or "Bezier" to change the way the path's curves are represented. There is also an option to reverse the order they are listed, which flips the points around on the list. The Loop option connects the first and last point to create a continuous circuit. This is useful for creating continuous patrol routes for Units to move through.
The Waypoints tab allows players to place down Waypoints on the map. A Waypoint consists of coordinates and an altitude. The coordinates alone would snap the Waypoint to the ground. The altitude specifies how high to raise the point above the ground. Waypoints can be used...
- To program GPS targets when sent to the player through Events > Actions > System > Send wpt to GPS.
- As targets for artillery, bomber, and other unit attacks.
- As the landing spot for a VTOL.
- As the point a trigger zone should be centered about.
The Events tab is for adding in Events, which function as triggers for unit orders and other game responses. Events are a sequence of actions in triggered, timed, or sequential variants. Events have a "Begin" state that can trigger immediately upon starting the scenario, after a certain amount of time, or even manually through other Events.
Missions use Objectives to direct the player's actions and goals. They can also score actions with money which carrier over to other missions in a campaign. Objectives can be viewed by the player on the MFCD and there is a notification on the HUD for new objectives.
There are several objective types based on common player actions. An objective based on conditionals and Boolean logic allows more options.
There are several overarching properties for Objectives, which can be found in the left panel:
- Objective Type - Determines the Type of Objective used, determining the properties denoted in the right panel. Properties are indicated by [bold square brackets].
- Destroy: "Player must destroy at least [Min Required] units to complete this [objective]. The value of the minimum requirement will be clamped to the total amount of selected units. At least one [Destroy Targets] must be selected. The objective's base budget reward is given when the minimum is completed. The [Full Completion Bonus] is given in addition to that when all units are destroyed."
- Pick Up: "Player must pick up at least [Min Required] units to complete this [objective]. At least one [Pickup Targets] must be selected. Only certain units can be picked up. The value of the minimum requirement will be clamped to the total amount of selected units. The objective's base budget reward is given when the minimum is completed. The [Full Completion Bonus] is given in addition to that when all units are picked up."
- Drop Off: "This [should usually] be paired with a Pick-Up objective. Player must drop off at least [Min Required] units at the objective waypoint to complete this [objective]. An objective waypoint is required. Units will unload when the player is within [Unload Radius] from the waypoint. Once the units are dropped off, they will be directed to the [Dropoff Rally Point]. At least one [Drop Off Targets] must be selected. Only certain units can be picked up. The value of the minimum requirement will be clamped to the total amount of selected units. The objective's base budget reward is given when the minimum is completed. The [Full Completion Bonus] is given in addition to that when all units are picked up."
- Fly To: "Player must fly at least [Radius] meters from the waypoint to complete this objective. An objective waypoint is required. By default, the altitude component of distance is ignored. Set [Spherical Radius] to take altitude into account."
- Join: "The objective is completed when the player flies within [Radius] of the [Target Unit]. A [Target Unit] is required. If the objective does not have a waypoint set, it will automatically be set to the [Target Unit]."
- Land: "Player needs to land within [Radius] of the objective to complete this objective. An Objective waypoint is required."
- Refuel: "The [Refuel Target] units selected must be refueled to at least [Fuel Level] to complete this objective. At least one [Refuel Target] must be selected."
- Protect: "Player must prevent [Target] unit from being destroyed until the unit moves within [Radius] of the objective OR until the objective completion has been triggered. (Depending on [Completion Mode]) Both [Target] and objective waypoint are required."
- Conditional: "Objective is completed when [Success Condition] returns true. It is failed if there is a [Fail Condition] and it returns true."
- Start Mode - Determines how/when the objective starts.
- Immediate: The objective starts immediately after launching the mission.
- Triggered: The objective starts after being triggered by an external trigger system.
- Prerequisite: The objective starts when the designated objectives have been completed.
- Final: The objective starts when all other objectives have been completed.
- Waypoint - Sets the objective's waypoint. Required for certain objective types.
- Auto-Set Waypoint - Determines whether or not the objective overrides the player's current waypoint settings. Off by default.
- Required - Determines whether or not the objective required to complete the mission. If off, failing the objective will not fail the mission. On by default.
- Completion Reward - Determines the amount of money awarded to the player for objective completion. Used primarily for campaign missions.
- Objective Info - The description of the objective.
- Events - Determines the actions run when the objective is in certain states.
- Start Event: Actions performed when the objective starts.
- Completed Event: Actions performed when the objective is completed.
- Failed Event: Actions performed when the objective is failed.
Bases (airbases) offer a number of services to players and air units, such as rearming and refueling. These interact with the existing bases added through the Map Editor and can be used to determine two airbase properties:
- Name - Determines the name of the airbase, visible in the MFCD comms menu.
- Side - Determines whether the airbase is Allied- or Enemy-occupied. Allied units cannot land at enemy airbases and vice-versa.
Static Objects are decorative objects that can be set up per mission. These can be used to set up bases, helipads, and even oil rigs, which are the only semi-destructible objects in the game.
This bar provides a few miscellaneous resources for cursor map navigation:
- Cursor Heading: Displays the Heading (direction) the Editor Cursor is pointed towards. Can be given a specific Heading to point towards with the included text box.
- Cursor State: Displays what surface the cursor is currently on: Ground, Sea, or Air.
- Cursor Coordinates: Provides the current coordinates the cursor is located at, relative to the lower-leftmost corner of the map. Displayed in geographic coordinate notation.
- Altitude(m): Displays the cursor's current Altitude in Meters. MSL represents sea-level-relative altitude while AGL represents ground-relative altitude. The values can be manually set with one of the included text boxes. You can also set these boxes to display in imperial units (feet) by clicking on the unit and vice-versa.