#General Thread

1 messages · Page 9 of 1

ionic phoenix
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any missions that aren't RNG (i.e. completeable solo) with dynamic objectives?

halcyon solstice
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I can’t express how well separating forces into multiple ground/air groups works when their spawns are also tied to objectives.

The Ibis player is so vulnerable that they need to rely on NPCs more. Even if objs are scripted, because they impact the NPC spawns, the player has a direct effect on the battlefield with risk being rewarded by more help.

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For a first custom mission, this is gonna be gooooood Cheers_Mate

frank thicket
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breakthrough and primevan spring specifically have dynamic objectives and multiple endings

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they are completable solo or in pvp

halcyon solstice
frank thicket
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IT TOOK 9 MONTHS TO MAKE

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WE COULDNT PLAYTEST ALL OF IT

halcyon solstice
frank thicket
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the shortest ending takes like an hour solo

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the longest ending takes 4

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there are 6 different endings

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most of which are over 2 hours

steep dagger
violet vine
peak sequoia
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It's a pain in the ass to get right

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It's not fun!

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Better in multiplayer but trying to get the weave defense to ramp up in a way that feels engaging scales reliably doesn't become overwhelming is a nightmare

oak oriole
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a very cool feature would be the ability to buy defence positions but id imagine not possible with the current tools

peak sequoia
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Capturing

halcyon solstice
peak sequoia
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Second because APCs capture higher capture value bases

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Ifvs are cheaper and deployable

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The at units are surprisingly competent at holding their own

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And buying ground forces through donations includes a list of things, not just tanks or ifvs or what not

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With the most expensive one, even containing a bolt strike

halcyon solstice
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On an unrelated note: Is it possible to create a mission failed state on death, until the player captures an airfield a few objectives into a mission?

I attempted to do so but couldn’t get the endgame on crash/eject objective to trigger.

peak sequoia
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Oh sorry that won't work

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I forgot there wasn't a way to enable it

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You can probably do it with crash aircraft and they complete or stop objective but the crash aircraft has to be separate and started by the mission start objective

violet vine
oak oriole
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i cant lie i may have cooked up a mod to make rts somewhat possible if its confirmed to be safe it could be huge

astral helm
astral helm
oak oriole
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Ok the rts dream is possible

short meadow
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finally, we can kill carriers by throwing munition trucks at them

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in a brand new way

oak oriole
halcyon solstice
halcyon solstice
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Actually, it was two AGMs

astral helm
halcyon solstice
astral helm
halcyon solstice
astral helm
astral helm
halcyon solstice
noble fern
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Hello, can you recommend a tool to speed up time? I need to test who wins in a custom mission to balance the sides.

astral helm
astral helm
violet vine
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I manually went into file explorer and renamed a mission, and now I cannot see it in my mission editor user list? Does renaming the file break it?

halcyon solstice
astral helm
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Yeah, you should avoid renaming mission like that

violet vine
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no worries i just deleted it and started over

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does anyone know exactly how these sliders work?

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i want to give the enemy max planes and give myself zero allied planes. How can that be done?

astral helm
# violet vine i want to give the enemy max planes and give myself zero allied planes. How can ...

its a little bit confusing, but you overall got that good, you should make amount of active Aircraft to the max
reduce AI aircraft iirc its for the side that player is, so if you make it -3 basically each player would lower max amount of AI for that faction on said number
Add AI aircraft will increase AI amount to the opposing team

You can try and experiment with them dont forget to add like 20-30 reserve airframes to each side and airbase with maybe some simple objectives, to see the results of how much AI on each side
eventually you can enter one of the team and on BDF/PALA menu try to see amount of planes (tho it may not display it for the enemy team, but in spectator it works fine)

keen hamlet
# violet vine

Since the sliders go to 3 iirc at max, you can only have a difference of 6 AI airplanes airplanes between the faction you join and the other if you allow the player to join any side. So then you can have a maximum of 6 enemy aircraft and 0 on your side.
If you want a larger difference, you can set the active AI aircraft number separately for PALA and BDF.

While playing you can check at any time how many aircraft are active in both factions by pressing on the BDF and PALA side buttons on the map.

full cloak
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literally just make objectives reactivatable and units respawnable via outcomes and we would make our own assembly code at this point

rocky gorge
short meadow
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and add a "fraglimit reached" objective so we can make proper dogfight duel missions ❤️

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AIRQUAKE OPTION

full cloak
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we already have memory read/write and conditional branching we just need arbitrary iteration and then the objective system will be fully turing complete

halcyon solstice
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This thread has been used for sharing custom missions, but what about the final play-testing phase?

frank thicket
halcyon solstice
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The joys of having a hidden objective work in game, but not in the shortcut obj for testing

sick olive
halcyon solstice
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In theory it should work at least once.

full cloak
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no, currently outcomes can only be used once and same goes for objectives, once something is complete or spawned it stays that way

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in order to have repeating spawns you have to have a finite number of units each with their own set of spawn triggers and that becomes extremely cumbersome with longer missions, basically requiring the use of a text editor to edit the mission file directly instead of using the in-game mission editor

halcyon solstice
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Oh man, I screwed up royally.
I deleted a custom airbase in the editor after having finally finished my mission, and having done so, my mission will not load because it’s missing from the dictionary.

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Any way to fix that single error or load a previous save/revision?

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Don’t tell me I threw away weeks of work over a simple mistake.

steep dagger
halcyon solstice
pliant gate
halcyon solstice
pliant gate
halcyon solstice
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Looks like the assets are intact but the objectives are unable to load. That should be an easy fix compared to starting from scratch

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The file itself looks lacking. Maybe it deleted all the objectives?

pliant gate
halcyon solstice
# pliant gate this one should be working, an outcome had an invalid value "Beachhead" which ma...

Yep. Beachhead was an airbase I added that was no longer in use. So I deleted it prior to that corrupted save.

I don’t recall if it was in the objective tab or not, but I have the feeling that some things retain their obj data even when deleted.

One of the vehicle spawns still has its event even after the objective that event was made in was deleted. That doesn’t seem to be a problem yet.

halcyon solstice
pliant gate
halcyon solstice
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Awesome, thanks again!

halcyon solstice
sick olive
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Dare you climb the tower?

halcyon solstice
sick olive
sick olive
halcyon solstice
astral helm
alpine hull
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love it though

oak oriole
warm quiver
unborn coyote
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Since I can't seem to find info on this anywhere, can anyone teach me how to use the LHAs to spawn a shore landing party? (Or how to set it up in the mission editor?) I sometimes see them in a few user-made missions where they open up their back door to let some OTBs out, and those OTBs spawns vehicles upon landing.

Thanks in advance!

keen hamlet
# unborn coyote Since I can't seem to find info on this anywhere, can anyone teach me how to use...

You can put OTB and vehicles that the OTB can carry into the Annex' ship inventory (don't add munition truck, it gets stuck, OTB carries truck back to Annex and leaves it inside like a time bomb).
They will try to capture airbases if there is a capture objective active for an airfield.
If the Annex gets within 10 km of shore/ capture location, it releases the OTB landing craft which will attempt to go to shore and release their vehicles (2 vehicles at a time).

You can also spawn OTB directly with inventory (unlimited vehicles).

But honestly it can be a big pain, they often fail to get onto shore enough to the point where they release their vehicles. And sometimes the vehicles don't move after being released, so they have to be ordered manually then (rightclick when friendly vehicles are selected on map view). There's a bug so ship lanes which determine longer range ship pathing don't get saved. Maybe you could try to add different airbases so the AI decides to go to a better location.

unborn coyote
keen hamlet
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ah I didn't know that either

frank thicket
# unborn coyote Since I can't seem to find info on this anywhere, can anyone teach me how to use...

my advice for the otb: nothing is worth the risk, dont use them if you can

if you must use them, set them to hold position and then give them a waypoint (not an objective to follow, a per unit waypoint that you can see next to the “hold position” button. not on my phone so i cant take a picture). for whatever reason they’ll only go towards waypoints you give them if they’re set to hold position, so just set the waypoint to be wherever you want them to land.

for units, you can edit the unit inventory to add whatever you want, keep in mind that they unload units in order of where they are in the inventory, so the first units you add to it will be the first ones to get unloaded

that said none of this guarantees theyll work by any means, the things are paranormal. they pathfinding genuinely makes no sense and ive spent a year trying to understand it. they’ll beach themselves and never unload, theyll land in completely different spots, and on the rare occasions where they actually make it to their final destination and start unloading, youre lucky if they even face the right direction

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so if youre gonna use them, my best advice is “i hope you have an exorcist at the ready”

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as for making them deploy from annexes, its so unreliable i genuinely just dont have advice

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like it somehow makes even less sense than the landing behavior

unborn coyote
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i see i see, thanks for the advice lmao

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a shame i can't pull off a cool amphibious landing scene

frank thicket
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its all about theatrics

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you can have otbs spawn but dont actually make them carry units

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their whole point should just be to go to the vicinity of the shore

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then you have a timer set up that takes about the same amount of time to go off as it takes for the obts to arrive at the shore

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once that timer goes off, it spawns all of the units and you can just pretend they came from the otbs

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if you want to make it so that destroying the otbs prevents those units from spawning, thats possible but it takes a lot more effort

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you might think you could just stop the wait seconds objective if the landing craft are destroyed

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well uh you might be able to do that but also it doesnt ever stop the objective from running

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if you press f2 to open the list of active objectives mid mission you can see the timer counting up past 100% presumably to infinity

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i dont know what the effects of this are but i assume theyre not good

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anyways i previously demonstrated a method of bypassing this let me see if i can find it

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you can just do that to achieve the same effect as stopping a wait seconds objective

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read down from here, im also gonna get the example mission i made

frank thicket
# frank thicket

its difficult to explain especially when im on my phone, so id recommend downloading this and adding it to your missions folder so that you can open it up in the editor and see how i did it

unborn coyote
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interesting... i'll dig around and play with it to see what i can learn

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the problem is that i'm dumb as a rock lmao

steep dagger
steep dagger
halcyon solstice
astral helm
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they have lights ?

oak oriole
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dont radar towers have red lights?

halcyon solstice
# astral helm they have lights ?

Yes. I think both do, so I assume you add them with just enough elevation for the tops to stick out. No idea how they modeled the tower though.

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I’m also curious. When Piledriver TBMs are spawned in manually, do they automatically initiate their booster stage? If so are they unguided, but can be set on a ballistic path by manually adjusting their starting angles?

steep dagger
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Hm... 88 Objectives for mission - good? Even if 10-20 of them - briefing and debriefing?🤔

steep dagger
# halcyon solstice If it runs, it runs <:anyway:1203760990701748234>

It runs. It tested several times. Bug fixed.
Need only make several cool screenshots. Create Mission description. Create list of existing features in mission. Maybe create cinematic for mission(IDK, i not created same before). Maybe create cool preview image... Not just cool screenshot...

steep dagger
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OH... I absolutely forgot about one feature... Evil feature! Secret feature!💀 sadcat
I hope nobody will gonna reach this feature...

halcyon solstice
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I learned the hard way that when you make a Reach Units feature for a simple logi run, the ENTIRE convoy drops whatever assault they are doing and pulls back to complete the objective meant for the player alone.

steep dagger
astral helm
halcyon solstice
halcyon solstice
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I’d love to show you all this, but alas I’m preoccupied with work today

sick olive
astral helm
halcyon solstice
halcyon solstice
astral helm
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it is cool looking

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I need to make more night missions

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I feel like light on buildings was added recently, maybe in some patches

sick olive
halcyon solstice
sick olive
halcyon solstice
sick olive
steep dagger
alpine hull
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i like my sub 1km long

halcyon solstice
steep dagger
# halcyon solstice

I see there is high beach evaluation. You can fix otb stuck by placing there flat platforms

halcyon solstice
steep dagger
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The most unique mission released...
TODAY!

halcyon solstice
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I’ve been working on a short gameplay trailer for my mission. If its featured on Steam workshop, is it usually in form of a YT link or is there a native video player/host on the browser?

gusty goblet
halcyon solstice
violet vine
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Anyone have an absolutely favorite "defense" type mission? Especially wave defense? I have tried out a couple and really liked them, trying to find more

steep dagger
violet vine
steep dagger
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What about vanilla 13. Reprisal?

violet vine
astral helm
violet vine
violet vine
# steep dagger https://steamcommunity.com/sharedfiles/filedetails/?id=3627259569

Just completed it with my two friends! I thought it was pretty intense and fun. A couple questions:

Whya re agm 48s banned for some planes/slots but not others? Was that on purpose or missed?

My friend was starving for cash a bit, altho I was okay. Even though I got less score! Is there a cash rate change that is in the mission?

steep dagger
# violet vine Just completed it with my two friends! I thought it was pretty intense and fun. ...

I glad it can give you experience what i expected from this mission. Make your life live longer, be careful, not rush, stay close to island to defend it and have ability to being in safety from radar and ir missiles above island.

Yes i changed cash income to make limitations for airframes more valuable and motivate player play carefully, and not rush. I think main problem with money - a buyable airframes, which deplete your friend money too much for loadouts.

I make restrictions for some weapon to avoid spam agms from players and to make battle more intensive and makes people stay in air more time. To avoid situations when players take off, shoot all weapons in 2 seconds and move to land, it feels boring, it make mission significantly easy, when i wanna will be player have a lot of tension from hostiles, and only in this case it feels quite good, and maybe even sometimes make battle with a lot of adrenaline

violet vine
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Hey so I made darkreaches a restricted aircraft for both factions, but I see the npcs in the enemy faction flying them (for escalation vanilla mission)

What's the deal?

sick olive
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I really wish the editor let you make prefabs. Id like to make a map about capturing rigs in east ignus area, but making 5 different floating bases is just exhausting

steep dagger
steep dagger
warm quiver
halcyon solstice
steep dagger
steep dagger
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@halcyon solstice
Okay. The most unique mission in game released.
Time to continue work on my big mission about logistical things.
Right?for_real

violet vine
halcyon solstice
halcyon solstice
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@steep dagger May I request your time and experience to playtest a finalized build of my first custom mission?

The soonest I can update and provide the file would be roughly 7-8 hours from now.

steep dagger
halcyon solstice
steep dagger
halcyon solstice
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Your feedback would be greatly appreciated! Right now I’m attempting to determine how to apply a Mission Failed end-state to the beginning and end of the mission.

The first is most likely death by the opposing faction, but the last would be due to a neutral munition because they are impossible to be assigned to either faction.

steep dagger
astral helm
halcyon solstice
astral helm
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Just try and make destroy unit objective in the start that will be stopped after airbase is captured
and near the end probably aircraft crash would work, if the player would be able to respawn after the beginning

halcyon solstice
astral helm
halcyon solstice
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Thanks!

halcyon solstice
# astral helm I dont think they do

I got awesome news. A Destroy Units objective automatically includes crash/eject by the player; and can be stopped/completed at any point.

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Therefore if the player screws up themselves, it still triggers the outcome regardless of faction.

astral helm
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yeah, but that would work nicely for the begining (because player aircraft is preplaced and you can choose it)
but later on when he respawns I doubt that it could work the same way

halcyon solstice
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@astral helm @steep dagger After a bit more testing it should be ready to share. I’d greatly appreciate the opportunity to view it via stream to identify unintended pain-points and get direct feedback? I’ll avoid hand-holding but answer any questions if so.

steep dagger
steep dagger
astral helm
violet vine
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Will they ever add like an "ammo boat" for mission makers to make sure destroyers never run out of ammo? Or can I script it in the mission maker to spawn ammo shipments every minute?

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I guess you could spawn a tarantula carrying nothing but an ammo shipment and the AI would be smart enough to drop it?

astral helm
violet vine
oak oriole
astral helm
astral helm
steep dagger
astral helm
halcyon solstice
oak oriole
astral helm
halcyon solstice
astral helm
warm quiver
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They can if pre-spawned with the container in their cargo bay, but they'll never select the containers themselves afaik

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Something about the ai not having routines for supply runs like they do for cas

astral helm
astral helm
warm quiver
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Oh huh

sick olive
oak oriole
violet vine
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Hmm ok I'm getting ideas

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Also is there an easy way to debug and test missions where a lot of time passes? For example let's say a destroyer reaches a beach an hour into a mission, and I want a certain thing to happen. Is there a mod I can use to fast forward an hour or anything? Or do I need to really wait an hour every time I test that event?

astral helm
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tho, on you place I would for example "simulate" that by placing destroyer nearby and shorten a wait seconds objective

halcyon solstice
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@steep dagger @astral helm Soon…

astral helm
halcyon solstice
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Damn, making final revisions is mind numbing. So many gameplay sessions just to identify what is going on.

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With so many NPCs, the engagements are slightly different, but unpredictable.

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But it is ALMOST done.

astral helm
halcyon solstice
halcyon solstice
halcyon solstice
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First custom mission is live. Please feel free to test it in its 1.0 state, but I greatly appreciate any critique, questions, and will try to be available for livestream play-throughs.

astral helm
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Have someone encountered this problem ?
For some reasons in my mission, enemy Ifrit lose their stabilizers and not only that but ailerons are set to be straight, Its happens whenever they start flaring, with is quite weird

astral helm
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nevermind, I found what causes this issue and will soon'ish make a bug report on it

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quite nasty bug

oak oriole
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loose flaps and radomes it may be the future but it would seem structural bolts have NOT improved

sick kestrel
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Just gonna drop an idea I had here:
"Special Military Operation"
You start with a simple objective
Every time you succeed, another appear with twice the number of target appearing.
It only finish with you nuking the target. Once you do it, your own base is simultaneously nuked as well.

halcyon solstice
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Can published missions be updated through the Workshop mode, or do they require an entire resubmission?

indigo valley
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They can be updated, but if you change the name it won't work until you fiddle around with the file

steep dagger
lost matrix
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hey all, so i am making a custom mission. i have the start of it taken care of already, but have encountered a problem. after the waypoint flight, i tried to set up a target destruction objective which went fine, but the objective after that is another waypoint flight, which doesnt start...

anyone able to help me figure this out?

astral helm
lost matrix
halcyon solstice
lost matrix
halcyon solstice
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I can temporarily

halcyon solstice
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If anyone new here hasn't already. You have to play the top mission in the Nuclear Option Workshop:

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Especially with the theme soundtrack cued up.

astral helm
lost matrix
halcyon solstice
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@pliant gate I repeated the same mistake I made weeks ago, assigning objectives to an airbase before deleting said airbase, and forgetting to remove the objectives; which results in a load error. What am I looking for and how might I best delete the defective outcomes?

astral helm
halcyon solstice
pliant gate
# halcyon solstice <@131970298361675776> I repeated the same mistake I made weeks ago, assigning ob...

run the mission then close the game
open player.log in C:\Users\USERNAME\AppData\LocalLow\Shockfront\NuclearOption (same place as local missions are)
scroll down and look for an error message, something like invalid value, copy the name of the objective/outcome its complaining about.
open the mission file in a text editor and ctrl+F the copied name
you will find an entry in the outcomes(?) block, copy its unique name and delete the entry (like its highlighted on the image).
ctrl+F the uniquename you copied and delete that line

halcyon solstice
halcyon solstice
pliant gate
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What exactly did you delete?

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Empty lines shouldn't affect anything

halcyon solstice
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I deleted the entries with the unique name within the { }, brackets. I thought I'd ask just about empty lines just in case.

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@pliant gate Thanks again for teaching me how to fix it myself this time!

pliant gate
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Glad to help!🍻

halcyon solstice
# pliant gate Glad to help!🍻

I’m thinking about making a short tutorial to give people the basics and troubleshooting. If there’s anything else to include, feel free to let me know anytime!

pulsar scroll
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hey y'all, anyone know how i could place units so that they have zero ammo at mission start? i wanna make a mission where the main objective is to resupply a dynamo

viscid seal
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i dont think thats possible

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maybe through json editing?

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nope

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looking at the json files theres no place to specify ammo

pulsar scroll
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hmm

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sadge

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guess i gotta just play make-believe?

viscid seal
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i think so

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or you could spawn a comical amount of aircraft so it uses all the sam missiles

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but that uh

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that would get really laggy

pulsar scroll
# viscid seal or you could spawn a comical amount of aircraft so it uses all the sam missiles

mission briefing says dynamo is out of ammo and must be rearmed
spawn in
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket
dynamo shot down cricket

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:P

viscid seal
sick kestrel
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Look like a biblical swarm of cricket

topaz flicker
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Anyone know if there anyway to delete portions of the default placed road systems (either in the editor or .json file itself)?

halcyon solstice
astral helm
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I doubt honestly, they are "baked" into the map itself

paper wasp
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Trying to set up a handful of ships to act as the forward air defence to one of the island airfields in an escalation scenario

Problem 1: can't make the ships react to the 'Reach Waypoints' objective (Which is set up so that upon completion it triggers a wait condition, which in-turn re-triggers the waypoints objective).
They either ignore any objective completely or only react to individual waypoints (I have checked that Hold position is unchecked)

Problem 2: Random Air assets spawn and try and satisfy the Reach Waypoints objective, but seem unable to satisfy it.

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Does anyone have any workaround to create a set of repeating individual waypoints, or some other way to achieve the same? (I don't want the ships just to sit static in front of the island though that would be the final option).

rocky gorge
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npcs cannot activate it

astral helm
astral helm
paper wasp
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damn 🤣

warm quiver
paper wasp
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Interesting that unit types that can't meet the objective still respond though

tacit leaf
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begging for a smaller factory bc this is ridiculous.. like, vertical exists, but

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maybe im just not factorypilled, i need to open factorio again

full cloak
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try two verticals on their sides or something

astral helm
tacit leaf
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is there a way to remove trees from an area?

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i tried spawning demo bombs as daisy cutters but it didnt work lol

oak oriole
tacit leaf
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unfortunate

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oh yeah

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for custom runways, do you guys usually make two facing opposite directions (even if theyre the same runway) or do you just make one

halcyon solstice
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@lone tiger If there is time, I’ll try to revise the mission last minute to make it a bit more challenging. Primarily by removing a few friendly units and placing a few more enemy units at the start.

peak sequoia
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If you want it omnidirectional there is a toggle

astral helm
tacit leaf
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what do the service points do?

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is that like where the tanker/munitions truck would park?

astral helm
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almost, its where AI aircrafts after they taxi would got to safely "eject"
so they wont eject on the runway right away

tacit leaf
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ah

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i remember playing escalation with my friend the other day (just default escalation) and the munitions/tanker trucks would respawn and i wanna know how they did that

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respawn and drive back to wherever they were

peak sequoia
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Otherwise they were moved

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Manually

tacit leaf
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oh, does that mean there was only a limited supply of them?

tacit leaf
tacit leaf
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i see

tacit leaf
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is the runway width width in meters

pulsar scroll
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probably yes

topaz locust
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escalation also has a couple convoys set up to spawn with the objectives system from each main base*

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in the future hopefully all this would coalesce into a single system where the HQ deploys as needed

tacit leaf
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like, does it need to produce, say, hlt-munitions specifically?

tacit leaf
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since the one i remember was escalation heartland as pala, the desert highway munitions and fuel trucks kept reappearing after they'd been killed and i really wanted to know how exactly they were doing that so i could try and recreate it myself

topaz locust
# tacit leaf since the one i remember was escalation heartland as pala, the desert highway mu...

yes - there's a bunch of hidden objectives that manage the spawning of 2 large convoys from each main base, and each contains a fuel and munitions truck with waypoints set at nearby bases (they should update as objectives complete, but there's no way to do it retroactively so they sometimes end up in a giant ball on an airfield). There's also a couple prespawned trucks with waypoints that start at the backline and drive to the highway strips. Factories that produce munitions trucks will cause them to spawn from vehicle depots periodically, but these dont go anywhere specifically useful unless ordered to

tacit leaf
topaz locust
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or, they can either hold position/chase the nearest active objective

tacit leaf
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hmm

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maybe i can look at the escalation in mission editor and see what it looks like

steep dagger
steep dagger
halcyon solstice
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I have an unusual issue. I managed to fix a mission editor error and save the .json file, but since doing so, the mission no longer shows up in Nuclear Option. The title, meta .json filename, and file type is all correct; so what could I be missing?

halcyon solstice
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Restoring to the previous version from properties was the best workaround. I suspect this error was caused by an incompete fix of the error (most likely too many objectives completing the same outcome?).

steep dagger
halcyon solstice
smoky anvil
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yeah.. it takes times. Don´t ask me how I know (looking at you, 1000 helipad-bunker from back when helipads where the few indestructable objects)

mellow flint
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I can't wait for the day we can copy/paste in totality.

frank thicket
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if there isnt a copy and paste in 0.33 im going to riot

astral helm
# frank thicket if there isnt a copy and paste in 0.33 im going to riot

I would advice to use it carefully (at least one from editor plus)
I have lost around 2 hours of progress yesterday, because for some reasons some objects were moved high in the sky and others were just deleted, not to mention that overall using copy/paste is bit tricky as you need to try and select other objects or copy one more time and delete so you would have normal selection
and only other version of the map that I had was saved 2 hours before that...

halcyon solstice
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After creating a mission, is it possible to switch playable factions (if one had been de-selected) If not in the editor itself, what about the json file?

viscid seal
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I think so

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In the editor there's a factions button iirc

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Might be called something else

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Where you can allow/disallow players joining a certain team

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But if there are any aircraft marked as "player controlled" it might just put you in the faction that aircraft is from, but I'm not 100% sure about that

tacit leaf
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is there any way at all to get the hlt derived trailers to move? since the msv ones can move by themselves but hlt ones aren't able to i don't think, i wanted to make sure im not missing something

keen hamlet
tacit leaf
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aw. i was hoping to have defenses auto advance with the front lines but it looks like i’ll need to just give both sides MSVs lol

astral helm
tacit leaf
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is it possible to make a medium aircraft hangar be able to spawn only specific aircraft (or conversely, not be able to spawn specific aircraft)?

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i have a medium hangar that i don't want darkreaches to be able to spawn in but everything else is fair game

astral helm
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Sadly no, you can restrict it from buying and also remove factories that produce them and thats all
altho SBGA have medium hanger that cant spawn some airframes

tacit leaf
astral helm
rough nest
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Anyone know the name of the mission file where you invade the Vanilla map from the West into the island?

peak sequoia
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... What 😭

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"Vanilla map" do you mean heartland????

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There's like seven different missions that do that

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Both maps are technically vanilla this whole statement vexes me

keen hamlet
alpine hull
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or the default terminal control mission

rough nest
tacit leaf
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im trying to decide if i should hold off on this new mission till the new update given its in the next week lol

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its nowhere near finished, hence the hesitaton

astral helm
devout crane
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BRAVO TWO FIVE MITCHELL, GIVE ME BOX SELECT AND SUBASSEMBLIES IN THE MISSION EDITOR, AND MY LIFE IS YOURS!!!!!

indigo valley
red grail
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Oh holy Juliet Alpha Mike Echo Sierra, give us box select and subassemblies, and the community's lives are all yours.

frank thicket
steep dagger
smoky anvil
frank thicket
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next sib mission is in development trol

halcyon solstice
oak oriole
frank thicket
# halcyon solstice Always awesome to see people take the time to make actual SAM batteries!

idk if id call it a sam battery per se, the idea is pala is laying agrapol to siege and the bdf has most of their forces concentrated in roughly 5 separate fire points. this one just happens to have an afv8, most of the other ones have very limited air defense since in the spring in boscali campaign chronology, the previous mission (vanguard) had pala blowing up all of the advanced AA in agrapol

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for the precisely 2 people who have played precious spring in boscali missions, the urban combat for this mission is taking a departure from how ive usually done it by concentrating units into specific points within a city rather than just randomly scattering them about

tacit leaf
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that seems fun

plush gazelle
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plz help - does anyone know how to get the ground ai in editor to follow the capture airfield objective ive set? they just spawn and do nothing - ive tried wathcing vids but no luck for how to make use of ground ai

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nvm got help

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thnx though

oak oriole
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hey just a quick question is there anyway to copy paste whole setups like sam sites or bases etc?

steep dagger
oak oriole
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#1476939487228465354 message i found this but im not sure if it allows copying of everything like buildings etc not sure if it saves them either

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ill ask

steep dagger
oak oriole
frank thicket
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unit coopy and paste is never

oak oriole
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interesting i figured out the editor mod can

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i had an old mod that let you copy and paste but also share the builds but i'll leave it to the editor mod dont want to step on toes lol

sleek timber
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Mission makers, you guys got any projects your excited to kick off with the new update? New boats is going to be great for island hopper or amphibious assault style of missions, plus the sea lanes will be working better hypothetically.

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Im really want to polish up some of my older missions, they are a couple updates behind and could use a re-release.

cursive trout
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where do i read these updates and when is it dropping?
i was doing real ww2 battles as scenarios, but too much tweaking is required to tried to make it make sense without more tools/options in editor

sleek timber
cursive trout
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i settled on two variants of each mission; a '2042' version; and a '1942' option; can't do the 19 option though until i can reliably disable ship weapons; 2042 works, but some oddities that would be less odd if i just had more options

sleek timber
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wondering if a cricket can land on the new heli carrier, probably easily could if into a strong enough wind.

frank thicket
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oh boy i cant wait to spend 3 weeks in the editor again

uneven shadow
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guys how do i edit workshop missions?

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there is a mission i want to edit it how?

shell wing
# uneven shadow there is a mission i want to edit it how?

You can! I just followed this flow and it worked for me. Sorry for long message everyone.

  1. Open Nuclear Option, go to Mission Editor, hit "Load", then click "Open User Folder" at bottom left. Leave this open and now close Nuclear Option.

  2. Find workshop mission you wish to edit, and do a fresh unsubscribe/resubscribe of it. You'll see why soon.

  3. Go to your local workshop storage, usually in your files in steamapps -> workshop -> content. (If not there, right-click NO on steam, click "properties", then "installed files", then "browse" top right and work backwards to "steamapps" folder)

  4. The folders are just numbers, this is okay. We now sort by "date modified" set to the most recent at top and open that folder.

  5. Do the same again for the next set of folders.

  6. Open top folder and ensure it is the mission you want.

  7. If it is, copy the entire folder and paste it into your local missions folder we opened in step 1.

  8. Rename folder AND the json within the folder so they are exactly the same.

  9. Open nuclear option and see if mission is now loadable within mission editor.

Hope this helps and works for you too

uneven shadow
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Thx

lethal igloo
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Has anyone figured out how the multiselect works?

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Shift clicking, double clicking, and dragging all seem to act the same

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as well as various other binds

devout crane
west widget
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OH......MY....GOD

astral helm
tacit leaf
astral helm
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Aw, no new props 😭

west widget
astral helm
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Does someone know how to see what warnings means ?
I do turned on "Allow Event Content" but warning still present, outside of it mission is working fine

shell wing
shell wing
shell wing
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Just went through my mission and slowly deleted every single obj and its units thank god for multiple saves but finally got the warnings to go away! For me it was "Built in" structures (ie buildings already in the map) that were part of a "Destroy Units" obj.

astral helm
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huh

mellow flint
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The devs are goated for autosave. Not my dum ass fixing these errored out weapons and not expecting a crash. Luckily, last save, 1 minute ago. (Im a save fiend, so it wouldnt have been that bad, but still.)

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I guess I should say too, this is certainly some of the 33~ errors I had, but the games pretty stable anyways. It seemingly gives them default loadouts.

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It also didnt crash this time, so I can only assume being in the editor for about 2 hours and saving a bunch was making something leak. Straw that broke the camels back, etc.

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I lied, crashed again. Not a big deal, just gonna delete them. Wanted to make them taras anyways.

devout crane
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So I did some testing of the Argus class against the dynamo class, and on open water, with no other assets to use, in a 3v3, the Argus Won

It won both trials, one at short range (~3km) and one at longer range (~9km) (distances could be inaccurate)

These frigates might be goated

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It seemed like the guided 127s were able to force the dynamos to defend against so many assets that they were unable to effectively use their anti ship assets against the arguses, and the 127s typically took out their railguns in short enough order

indigo valley
lethal igloo
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It just wasn't drag select

Perhaps it's done via shift selecting in Objectives>Units

steep dagger
frank thicket
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@indigo valley hey i wanted to ask you since youre the only person i know of thats done something of similar scale to sib and afaik you have mission forum posts both for the individual missions themselves as well as an overall mission pack, ive been thinking about setting up an overall one for sib since theres a lot of stuff i cant do in single missions or the lore doc, as well as just wanting to give people updates on the in development missions, so i wanted to know if there was a specific rationale behind you making an overall thread for all of your missions at once and further if you think that might be a good thing to try for sib

indigo valley
frank thicket
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eh ill see

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got a lot of stuff planned ever since the update

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we are turning the alkyon into an eldritch black project that materializes out of nowhere

molten pawn
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anyone know how to prevent ships from attacking eachother at all

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or aircraft

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im making a mission that uses ships as spawns and i dont want them blowing eachother up

indigo valley
molten pawn
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ig its just not possible then

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i feel if we have "hold position", "hold fire" is a logical next

indigo valley
molten pawn
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What does uh

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what do service points do

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are they requires for refuel/rearm

indigo valley
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IIRC that is where the AI will taxi once they land to disembark.

molten pawn
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ah arming distance

molten pawn
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is there a way to make partially submerged but still visible shipwrecks not despawn

frank thicket
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WE (MIGHT) HAVE FOUND THE CAUSE OF THE BROKEN MAP OBJECTS

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GOOD NEWS! IT'S WORSE THAN PREVIOUSLY THOUGHT

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ALL OF THEM ARE BROKEN

rocky gorge
gusty goblet
steep dagger
warm quiver
smoky anvil
steep dagger
frank thicket
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this is entirely unironically cutting edge bug testing in nuclear option

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me and squeegy were trying to troubleshoot the issue with the map objects and i made an objective to test each airbase on a map simultaneously to see if they were broken

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as you can see, something tells me they might be

steep dagger
frank thicket
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it never has worked

steep dagger
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Yo Squeegy!
Very nice rework of Point blank mission!

Very good as third mission for people who newbie in game and newbie on helicopters! 👍

If you place in mission more targets and place slightly more IR AA it will be very good even as newbie coop mission!
Idea - place eyeball missile to teach player use it in this mission

left jetty
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I have taken up a somewhat ambitious mission concept but it’s come fairly far along

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The general premise is a party of 4-6 does an assault on an enormous structure with the goal of stealing the superintelligent machine brain at the highest floor

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Which requires one or two players to fly inside with helicopters/rotorcraft and gradually disarm the systems to keep the nuclear failsafe from going off

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While the rest of the party travels the area around the surrounding map taking out specific powerplants while the person inside the structure gives them information about which powerplants they need to take out, which disarms more of the defensive systems allowing the helicopter player inside to continue to the higher floors

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While the players outside fight off waves of enemy aircraft and the player inside survives gradual waves of ground units

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I've gotten a random number generator system set up so that its not scriptable and will have different outcomes every time

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Idk if itll be fun but im hoping it turns out well

left jetty
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on a related note, does anyone know of any mod tools that allow some sort of copy paste feature? cause hand placing all this took like 3 hours lmao

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nvm found one

frank thicket
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I BEF OF YOU

left jetty
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soon i will be finding out if scenery objects have a significant performance impact when theres like 2000 of them

pliant gate
warm quiver
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This goes hard actually

left jetty
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oh wow

peak sequoia
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And when I do I will make a full mission that abuses it and upload it to the workshop as some sort of nuclear-optionified zip bomb

sick olive
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Well, Sea Lanes definitely seem to work now. Should be easier to make Landing Craft do what you want

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Slightly annoyed the rivers on Ignus main are too narrow for anything to navigate

left jetty
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turns out the copy paste mod isnt breaking the game by placing too many objects

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it just seems that when you copy paste the same scenery objects over and over they start getting duplicate unique names

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which you can fix manually by changing the names but its insanely tedious

steep dagger
astral helm
short meadow
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i guess they are instanced

radiant glade
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what exactly is the threshold for the "complete some" objective option? How much is "some?"

gloomy gate
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anyone used the copy and paste or editor plus mod before?
can only seem to duplicate once before having to reopen the editor to make it work.

astral helm
gritty willow
left jetty
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if you copy and paste a lot of units it gives them duplicate unique names which causes your mission to fail to load

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if you manually rename them all it fixes it but its very tedious

radiant glade
gritty willow
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just checked, its bugged for those 2, I'll try fix it for the next hot fix

halcyon solstice
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@pliant gate In my attempt to make a tutorial video for the Mission Editor, I discovered that when the user induces a Deleted Airbase error (by deleting the airbase before the objectives tied to it), it will corrupt the save file even when the user deletes the offending objectives before saving and exiting the mission. There were even cases where the objectives/outcomes tied to the airbase were deleted before it, and still generated the same form of error. I have not determined what variables allow some test missions to be 'disarmed', while others are not; but in every mission where I did induce an error state, I have been unsuccessful to fix them by deleting the offending code in the JSON file.

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TL;DR as of v0.33, the mission editor airbase issue has become easier to induce and harder to fix.

halcyon solstice
halcyon solstice
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@pliant gate I got it, Capture Airbase Objectives are stable. They will generate an error if the airbase is deleted, but are playable and will delete the error by themselves.

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Modify Airbase is the culprit. if one is deleted after the airbase tied to it is, it will immediately corrupt the mission, making revisions in the editor ineffective, make the mission unplayable from the editor, and even deny the ability to exit the editor without shutting the game down from Steam.

halcyon solstice
frank thicket
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turns out the lfd makes for a half decent cargo barge

alpine hull
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defo having those around mine aswell

left jetty
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"once im done building the map structures it wont take that long to set up the objectives!"
the 70 objectives im about to have to set up:

frank thicket
lethal igloo
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Where do you see the log file for custom mission warnings?

frank thicket
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theres two log files, one for the current session and one for the previous session

lethal igloo
halcyon solstice
# left jetty im going to die

Be sure to check every objective and outcome to ensure that they are linked together as desired. If all of these are intended on being active at the start, then in Mission Start you gotta apply a Start Objective outcome to EVERY SINGLE ONE! Find_Out

left jetty
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nah most of these are triggers or triggers for other triggers

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only a couple actually run at the start

left jetty
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i fear i have surpassed 120 objectives

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lord have mercy on my mouse hand

left jetty
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ITS FINISHED

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now i just need four to six people to test it

left jetty
halcyon solstice
left jetty
frank thicket
sick olive
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I wanted to make a mission where West Ignus is occupied by a cartel that has bought a bunch of PALA surplus / exports. I have an industrial sector, an airstrip, a roadblock, a harbor, an electrolysis hydrogen plant, a hidden munitions bunker you need to find or gather intel on, and one major area still unfilled. What should go there?

frank thicket
sick olive
frank thicket
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ah

halcyon solstice
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If a small villa could be placed in an open location overlooking a west city or mountain, it could be a place to raid/capture a major HVT.

steep dagger
grave gate
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Is there any way for making landing craft more reliable? Their pathfinding seems to take them to places where they die climbing up slopes

Placing objects as ramps simply makes the pathfinding avoid it instead of climbing up

frank thicket
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i have like 700 hours in the editor and im still not any closer to understanding how the hell they work

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all i can say is apparently they try to land at the point where a sea lane node is closest to a road node, but half the time they just dont

grave gate
# frank thicket im gonna tell you now: abandon all hope

I figured it was something cursed like this, I tried placing them in a huge semicircle around the area I wanted attacked and they all went to the same place and died, I may have lost some sanity from that

landing boats can be pretty scenery now

shell wing
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I've started giving them all "Hold Position" and individual waypoints. If you put the waypoint on the beach they will land and drop troops there. (They will also try in the shallow water so give them some extra leeway distance from the coast) its tedious but anything else and I had the same issue of them all conga-lining to the same spot

frank thicket
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i wouldnt rely on it

mellow flint
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The LCs are less mysterious than runway nodes sometimes.

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I have zero clue how they function when they dont. All I know is that when they break you can fix it with a longer runway(maybe, sometimes)

violet vine
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Any cool missions where you are forced to fly the a10 warthog as your only option? Specifically where your job is air to air combat? I think that would be a lot of fun but I've never seen a mission like that. Most of the A10 Warthog missions I see, you are mostly focused on destroying ground targets.

radiant glade
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None that i know of, but if A2A in the brawler is the only requirement then such a mission would take a minimum amount of effort to set up yourself

sick olive
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If your mission has more than a dozen ships, just stop

frank thicket
lethal igloo
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I've added a RemoveUnit outcome to a mission that despawns a bunch of 23mm emplacements that I've placed on buildings, but they are not removed when the outcome fires and thus remain floating in place after the building is destroyed. Does anyone have experience with this problem?

pulsar scroll
halcyon solstice
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Meanwhile I can’t even get enemy assets to destroy a single Corvette (within an Annex’s 15km defensive envelope). Do they not know how much firepower ships have?

radiant glade
halcyon solstice
devout crane
lethal igloo
obtuse galleon
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Anyone had any luck with sloped runways and AI taking off? I'm using roads as makeshift runways, aircraft keep veering left or right rather than staying aligned with the runway. the taxiway goes straight into the runway.
Yes, I know ground vehicles can smack into the planes, I'm working on that.

astral helm
chrome zenith
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Have 3 dynamos and 3 argus

obtuse galleon
grave gate
obtuse galleon
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It didnt work. I tried the opposite way which also didnt work

astral helm
obtuse galleon
grave gate
# obtuse galleon

when I tinkering with this ski jump, I found that setting the vertical pos for both ends seems to make it behave better

obtuse galleon
obtuse galleon
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These two custom air bases work fine, but the roads (runways) are basically flat. Seems like any slope over like 2% is a nono for the AI.

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We can assign arrestors, does it just add them in game automatically for short field landings?

grave gate
obtuse galleon
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I had tested from the top of the hill down, then from the bottom of the hill up. the pic is after I made one on the bottom of the hill. That was AI taking off? Wonder why I cant get it to work

grave gate
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there is some cursed energy to this downhill, I suggest messing with the end point and see what works

obtuse galleon
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Ohhh. I see your end point is way up in the air

obtuse galleon
obtuse galleon
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I'm having a problem where aircraft now wont leave a hanger

violet vine
warm quiver
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That's only ever fun like once and only for pure shock factor

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Go my 500 ALCMs

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(They will do nothing except cause panic)

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Oh i need to update my mission huh

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Did they ever fix not being able to assign characteristics to mapobject factories yet?
or the ability to modify existing airbase roads?

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INTERSTING

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munitions pallets in place of the door guns on an ibis untouched since the update

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and also

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how does 3 preoccupied Argus Class Frigates vs a Dynamo jumping them sound

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I mean currently my mission has 3 dynamos instead and they lose two without player intervention before the jumping dynamo sinks

pulsar scroll
warm quiver
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got some issues with a slightly modified built in airbase where AI seem to be using a whole 5m of the runway and then assuming they're airborne

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AI are spawning out of a custom airbase I've embedded into Vigil Cay, that has no custom roads or runways so that they just use the built in taxiways and runway belonging to Vigil Cay

astral helm
# warm quiver INTERSTING

Fun fact, darkreach can fit 4 ugv or munition pallet and be able to drop them without destroying itself Clueless

radiant glade
warm quiver
sleek timber
# frank thicket got a lot of stuff planned ever since the update

You gotta have a steam workshop collection for your missions and be tasteful with it. I was gonna make a single thread for my missions here once I'm done modernizing them, that way I can link them to the steam collections or I can link the files for the non steam users.

None of my missions are related. My goal is that they feel like you are jumping halfway into an already established campaign / series. Almost like starting on the sequel.

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When I make a mission I have trouble deciding whether I should tell players to target something like an enrichment plant, or if I should hope that smart players will look at the map and recognize it as a good, valuable target and maybe they will think to target it themselves as part of the bigger plan / scheme

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I find it frustrating when missions are too handholdy. I like to use destroy any triggers on my objectives to keep things smooth even if they miss a single target or two in an area.

frank thicket
left jetty
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I'm gonna work on another raid mission designed for KAR

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But i havent decided if i should include aircraft

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My idea was to either to be for a party of ground vehicles, or a party of ground vehicles and 1 or 2 helis

sick olive
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This should be fun for an Edge of Tomorrow beach landing mission

astral helm
sick olive
# astral helm Im surprised noone collided

It took some work to make them not do this. I gave the front one 35% fuel and then added 5% along the way so they would get progressively heavier (and therefore accelerate slower), and that seemed to work

smoky anvil
astral helm
left jetty
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you know its a good mission when your game freezes for a few seconds every time you load into it

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over 10k scenery objects RNG_looks_at_chat

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no performance issues when you're loaded in though

astral helm
left jetty
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its bigger than the central landmass of ignus

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i cant make it taller btw i hit the build limit

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9.7 ish km tall

left jetty
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Has anyone figured out a method of creating artificial lighting?

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Its pretty dark inside my mission area cause if i set it to full daytime you get super weird lighting artifacts

sick olive
frank thicket
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you have to edit the y position in text, not with the gui

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if you click on it again with the offset selected, it’ll reset to the limit

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but if you click on it with the rotation tool or the normal tool, it’ll stay there

left jetty
astral helm
alpine hull
left jetty
astral helm
left jetty
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Theres also not much practical reason to make it any taller

violet vine
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Is there a way to script a plane to spawn once a second, third, etc player joins? That way I can create a mission that scales up with player count?

keen hamlet
topaz flicker
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Anyone know how many kilometer or miles across a single sub-grid square on the map is?

static echo
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Anyone got a good mission that includes the F-16M mod? Like maybe Escalation with one side having the F-16M instead of the Revoker?

violet vine
hushed hare
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Hi everyone I need some help here I want to create a mission In the game but am so confused I really appreciate it if you guys can put me through

astral helm
hushed hare
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I want to create an escort mission

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Escort a cargos plane for one air port to another

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Those am planning on making the mission in series escort as the first defense as the second capture as the third and last destroy

steep dagger
# hushed hare Escort a cargos plane for one air port to another

Hm... This is absolutely real.
To make it you need place reach waypoint objective near airfield where this aircraft must move. And need will be this objective will be one objective in moment when this aircraft must moving to another airport, in another case AI can try to decide and try to reach another objectives(not moving to airport). Dont forget place reach waypoint objective as needed faction(not neutral). Dont forget place in "mission start" objective outcome start objective and place there is objective which must do AI

indigo valley
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Hey mission makers, as far as tagging goes for missions, is there anything you would like to see in the workshop? Keeping in mind that it needs to be somewhat generic and applicable to many missions, while still letting players filter in a useful way:

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This is what I have so far:

radiant glade
# indigo valley Hey mission makers, as far as tagging goes for missions, is there anything you w...

As far as the workshop specifically goes, i'm skeptical that tags would be used all that much. Pretty sure that most people sub to missions based on recency and popularity only. Those Single/multiplayer and PVP/VE tags are really the heavy lifters here if anyone does sort by tags.

But for me personally, it'd be nice to see duration and mission type tags. ≤15mins, ~30 mins, ~45 mins, ~1hr, ~2hr, >2 hr, etc. And then for type, "Tightly Scripted," "Loosely Scripted," "Sandbox Scripted," "Pure Sandbox", etc.

Might also be nice to have the "no player respawn" setting included automatically as a tag too. All of this is to give the person an idea to what they're subbing to before they play.

astral helm
# indigo valley

hm, those are good enough, imo there is not that much need in more tags
maybe something like mission categories, just how it was done with SC2 maps (picture for reference)
Things like No respawns, Starting rank, or nuclear escalation levels (conventional, tactical and etc) on with mission is starting or limited too

warm quiver
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Intensity level and preset spawns yes/no would also be relevant

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Not as important but mission length could also be useful, not in time but as long-form or short-form
There are some missions which have a similar setup to the vanilla no-respawn missions rather than the usual complete destruction of the enemy

radiant glade
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mission length is one of the most important, i'd argue, because ppl probably want to know whether the mission they're looking at ig gonna take an entire afternoon to complete or not.

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And intensity sounds impossible to standardize as a concept; one person's "high intensity" mission might mean destroying a airbase that's got 4 fighters on constant respawn, another's might mean having 50 warships on ignus.

astral helm
radiant glade
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it would have to manual, yeah, there's no way for the game know just by looking at the objectives.

halcyon solstice
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To help new players with the mission editor, I have begun an unofficial YT series to provide what I know from limited experience:

https://www.youtube.com/watch?v=koz5Vg8Kds0&list=PLhG-HqJMbEqKSp12WfQIZeq824tU0r-a-&index=1

This is less of a plug and more of a call to action for others more talented than I to eventually make better, and more in-depth tutorials.

[Reupload] Basic tutorial on how to create and modify new missions within Nuclear Option's mission editor. #nuclearoption #missioneditor

▶ Play video
frank thicket
# indigo valley

idk if you want to add vague descriptions of unit composition like “ground attack heavy”, “air to air heavy”, or “naval heavy” or something but that might be nice

frank thicket
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mission time is so widely variable that i just straight up stopped giving estimates of it for the spring in boscali missions

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plus with dedicated servers running them more often people are getting better and better at them and slowly bringing the time to complete down

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the only way you can prevent that is by physically hard coding the win condition to only become available after a certain amount of time and that sucks a lot

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ive played missions before where ive killed all the objectives a lot quicker than the mission maker intended and i just had to sit around for 10 minutes until the game would let me win

radiant glade
# frank thicket i dont even think you can do it manually

ive been able to guess-timate fairly reliably with my missions to within a ±30 min margin. It's safe to assume that every defended airbase-sized collection of targets will take 20-30 minutes to fully neutralize, at least in solo play, so i usually start there.

Even with a group of players dogpiling it, there's still only so much they can do to reduce flight times and improve their killcounts. A group of 4 players supposedly only reduced my Tankbusters mission from a ~2.5h cleartime down to 1.5h+, which to me isn't that drastic.

steep dagger
# indigo valley Hey mission makers, as far as tagging goes for missions, is there anything you w...

Hm... Mission checkbox/tag?

I think... About additional mission types tags... It must be useful for players!
Skirmish(aka escalation is it possible).
Mission(small quite short mission).
Operation(pretty big mission).
Logistical/SAR(where you delivery/search stuff).
Training(for trainings some skills).
Tutorial.
Vanilla style(tag what show us is it quite close to vanilla style mission).
Mission mod require tag!
Maybe time tags?
Maybe RP style tag?
Diffucult level of mission. From 0 to 5

Folders system. This is what will be not so easy implement, but what will be pretty user friendly when you downloading whole campaign!!!

steep dagger
# rocky gorge way too ambiguous

Just idea. Nothing more.
I not request implement it. Will be good if it can exist and this can significantly make player mission navigation easy.
I also not request implement all this... But if you can implement - do it somehow. Not high priority, lower than medium

astral helm
astral helm
frank thicket
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i somehwat get around this by adding “[sib]” to the start of all of the spring in boscali mission names so that alphabetically they show up together

violet vine
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Are all these little buildings stuck here? Is there no way for me to delete them all and have a totally empty map?

shell wing
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As of right now, no. All "Built-in" buildings will be present and trying to delete/remove them wont work. I have gotten around this by dropping Demolition Bombs on specific buildings I dont want active at the start of the mission but if the airbase is capped by either side all linked buildings will be repaired automatically again.

So theoretically if you have a bomb drop on each building at start and disable all airfields (to prevent capture and repair) then it would be "empty". Its just a little tedious and will show up in killfeed when mission first loads as well.

astral helm
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yeah, besides destroying them like that there is nothing you can do
thankfully, now you at least can tie missions to them or edit them

left jetty
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time brackets or just "short" and "long" tags could work

distant echo
# indigo valley

How about "Mod Required"?

Since missions that require mods will likely keep appearing if you want to play them after they were created using mods.

indigo valley
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Until we have official mod support, this will have to wait to avoid confusion.

left jetty
astral helm
rocky gorge
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server tags would be incredible

tacit leaf
rocky gorge
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'dynamic' itself, while vague, would be very interesting

tacit leaf
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honestly even if its just weather controlled by a randomized seed that'd be nice

peak sequoia
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I feel like that would clear things up

carmine badger
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Is it possible to take a mission file I made and share it for someone to edit?

keen hamlet
frank thicket
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whatever you do, dont overwrite a previously uploaded mission with a mission of the same name

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despite it being the same it counts as a different mission when you go to upload it

#

naval skirmish unrestricted was just obliterated by this and i cant fix it

bronze rivet
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is there any easy way to get into trying out custom missions and mods? Do you need a server to host or are you able to just self-host with mods/custom mission

warm quiver
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You can host from your own computer yeah

frank thicket
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@indigo valley on behalf of the spring in boscali dev team: im so sorry we have to do this to you

frank thicket
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horrors of war will continue until the editor improves

violet vine
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why do my revokers keep ejecting? why are they suicidal?

astral helm
violet vine
astral helm
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or that yeah Clueless
they are also eject when there is nothing to do for them and nowhere to return

sleek shell
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is there a way to restrict and unrestrict weapons midway through a mission?

violet vine
astral helm
astral helm
keen hamlet
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Adding an airfield for them to land at should prevent them from ejecting, and then they can abort their RTB when their missiles are defeated and you're still alive

sleek shell
violet vine
# keen hamlet I think they get content very easily after they have fired missiles at you; "Job...

Ohh..

How can I make an airfield that they can land at, but make sure they cannot respawn and no new planes can spawn? This mission is called "revoker minesweeper" and it's a very simple and minimalist mission. Two players start on the runway, and there are enemy revokers already in the air scattered around the map. Mission is simple: shoot down all enemy revokers, don't get shot down yourself.

keen hamlet
violet vine
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Also I swear I've done some "defense" missions where the ai don't eject as soon as missiles go out

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I should check how those are built

keen hamlet
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I thought you didn't want them to respawn :P?
No they cannot simply rearm and takeoff again. AI basically re-arms by exiting their aircraft. Then their aircraft gets added into the faction inventory. So if the faction had nothing in inventory and no factories, but you do have the mission set to spawn AI, that aircraft will spawn again (with a random loadout). You could restrict some weapons you don't want to them to have (that's on a per faction basis and a big pain to add a big list)

violet vine
keen hamlet
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I think it would be much more reliable to tie some of the spawns to either waypoint or destroy [the other aircraft] objectives then

violet vine
astral helm
astral helm
violet vine
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is there a way for me to share the mission without putting it on workshop? Idk if anyone would like to look with a second pair of eyes. Might be quicker than trying to guess at what sort of way I broke it XD

frank thicket
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new sib mission confirmed 🔥 🗣️

frank thicket
hazy barn
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is it possible to copy-paste things in the mission editor? I'm trying to make a custom highway airstrip because i thought it would be fun or something and I want to use flat platforms to give the planes a better taxi area and copy paste could save a lot of time.

#

here's a sucessful one I made

frank thicket
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welcome to the agonizing pain

oak oriole
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Hey chat anybody know how modded buildings / units / props work with workshop maps I’m assuming if the person doesn’t have the mod the modded assets just simply don’t spawn correct?

viscid seal
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i have a mission with kestrel and i uninstalle it and it just doesnt spawn in

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mission loads fine otherwise

hazy barn
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if I have an airbase that's marked as Capturable, do I also have to mark every linked building as capturable with the Allow Capture checkbox or do linked buildings automatically become the property of whichever faction controls that airbase?

foggy oar
foggy oar
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My understanding of it (which could be wrong) is:
Buildings can't defend themselves (besides Pillbox, Guard Tower, and AA emplacements), so if a non-neutral naval or ground unit with capture power (not Hexhound or Jackknife) gets within the capture range of a neutral building, the building will automatically change to whichever side that unit belongs to.

warm quiver
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Like custom placed factories.

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ALL mapobject buildings, as in the ones that are built into the map and cant be removed, cannot be captured in a live match unless it belongs to a vanilla airfield

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An interesting note is that mapobject radar stations can be ""captured"" in the MISSION EDITOR by placing a faction-aligned vehicle next to it, but cannot be captured in a live match

hazy barn
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why do these vehicles get stuck? I have 4 vehicle depots placed next to roads like this. only one of them doesn't have stuck vehicles. There are 11 warnings at the start of the match, wish I knew what they were.

steep dagger
hazy barn
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the only reason that one tank got moved to a diferent spot is because it got flung there from the traffic jam

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the first tank to get off the ramp turns 90 degrees and then parks there

gusty goblet
steep dagger
alpine hull
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how do you color the text message for a mission?

#

I've seen some workshop missions color their in-game prompted messages

steep dagger
distant echo
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I visualized the escalation objectives.

steep dagger
steep dagger
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I mean NOMissionDumper link not give you ability to dowload it. Check
NOMissionDumper this is link what installed for downloading mission dumper https://github.com/9138noms

steep dagger
distant echo
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@steep dagger Sorry about the dead link — I'd referenced NOMissionDumper in the README without actually publishing it yet. Just push it:

Repo + README: https://github.com/9138noms/NOMissionDumper
Prebuilt dll (no need to build it yourself): https://github.com/9138noms/NOMissionDumper/releases/tag/v1.0.0

About scope — the plugin only dumps the built-in missions (the 38 packed into resources.assets that aren't visible as files anywhere). If you want to grab a user mission or workshop mission, those are already on disk:

User: %USERPROFILE%\AppData\LocalLow\Shockfront\NuclearOption\Missions<name><name>.json
Workshop: your Steam workshop folder for NO
So if there's a specific mission you were trying to grab and it isn't in the built-in 38, you don't need the plugin at all — let me know which one and I can point you to where it lives.

The reason to use this over "Save As" in the editor is that the editor re-serializes through JsonUtility and runs MissionVersionUpgrade.Upgrade() on load, which changes field order, float precision, and can change structure for V1 missions. The plugin gives you byte-exact what the game ships.

-I didn't have time to write an answer, so I wrote an answer instead of Claude-

GitHub

BepInEx plugin: dump Nuclear Option built-in missions byte-exact - 9138noms/NOMissionDumper

GitHub

Initial release.
Install

Install BepInEx 5.x for Nuclear Option
Download NOMissionDumper.dll below
Drop into <Nuclear Option install>\BepInEx\plugins
Launch the game once

Missions appear i...

steep dagger
halcyon solstice
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Oddly enough it covers your exact issue @violet vine

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Special thanks to @pliant gate for the load error fix method

violet vine
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Wait which one? I've posted a few haha

halcyon solstice
steep dagger
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Yo guys...
What do you think about logistical missions in coop.
Is it good enough to build it?

halcyon solstice
steep dagger
# halcyon solstice A coop logistics mission would be pretty sick if you combine both logistics and ...

I think this is good description for mission.
Maybe even good mission?

The first cooperative mission with logistics in game! Become part of a cargo delivery campaign on an archipelago. Complete a wide variety of orders. Delivery, search and rescue, unloading assistance, transporting valuable passengers, installing air defense systems, building bases, and completing many other unique tasks! Buy more advanced VTOLs to transport heavier and more valuable cargo.

Mission Features.

First in game logistics cooperative mission.
Numerous non-standard logistics tasks, as well as search and rescue operations.
A progression system—both monetary and in base expansion and construction—comparable to a small campaign within a single mission.
Several mission chains
Not only simple tasks, but also challenging ones that will appeal to players who want to test themselves and their equipment.
A significant number of interesting and engaging locations.
The mission with the most tasks ever created. Over 50.
Enough content to complete the mission with a few players in roughly an hour. Solo play can take 2-4 hours, so you won't get bored!

||Approximately one month of continuous work was spent on the mission.
Over 150 subtasks to ensure the mission works as intended and multiplayer progression is available.||

queen raven
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Does anyone know how to build a functional ship dock

karmic nebula
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does NO's Mission Editor support voice lines at all?

warm quiver
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Best you can do is have a ship parralel with a pier, and have it sail straight out into open seas

peak sequoia
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Does nuclear options mission editor support? The answer is almost always automatically no

karmic nebula
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Rip

#

It would be so kino

tacit leaf
halcyon solstice
oak oriole
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any props people would like to see ingame? barbed wire etc

viscid seal
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In one of the old suggestion forums there was a post called something along the lines of "editor prop wishlist", I'll see if i can find it

halcyon solstice
# oak oriole any props people would like to see ingame? barbed wire etc

Scenery seems to occupy either small items, or 50x50m platforms and above. It would be great if there were small/medium prefab buildings, not unlike bunkers or the vehicle depot. Even non-functional would still be suitable for placing emplacements or command/control vehicles on the roof to function as a HQ target.

oak oriole
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ive been looking into making smaller building and cloning the textures with blueprinter so definitley possible

halcyon solstice
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Mission 12: shifting tides had an excellent use of the Bunker to act as close range fire support (simulating the infantry squad deployed by the ibis). An emplacement variant consisting of two 12.7mm HMGs would be pretty sweet, like a lesser variant of the 23mm AAA. Not sure if the formation would be a line of sandbags or the traditional circle. Or whether or not such an emplacement could be ‘deployed’ by utility aircraft as an answer to the impracticality of adding infantry to a non-infantry focused game.

oak oriole
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ye i got barb wire and some sandbags too, emplacements are something im interested in but currently lack the knowledge for i really wanna make spotters and mortars some lower caliber guns would be nice too

halcyon solstice
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Not sure about the practicality of barbed wire, but then again we have assets like camo netting or concrete barriers which are exceptionally small and/or thin. At that point, more base-building items like open circular hanger/shelters, fences, light posts, etc. could be considered to give such a location a lot of small details.

oak oriole
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purely aesthetics

crystal raptor
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hi chat

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dumb idea for a dogfight map, a normal dogfight map, but you can only use the AIR 2 Genie

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no other missiles, no bombs, no guns, just nuclear rocket dogfighting

halcyon solstice
steep dagger
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Editor plus updated and there exist now new blueprint system. You can share and download blueprints from another people.
We create in Leo mission hub blueprint forum to share with people our blueprints
https://discord.gg/xQsH2hwp

steep dagger
#

For all people who like logistics work!

Mission A Lot Of Work On Archipelago!

The first cooperative mission with logistics in game! The biggest mission in game! Become part of a cargo delivery campaign on an archipelago. Complete a wide variety of orders. Delivery, search and rescue, unloading assistance, transporting valuable passengers, installing air defense systems, building bases, and completing many other unique tasks! Buy more advanced VTOLs to transport heavier and more valuable cargo.

Mission Features.

First in game logistics cooperative mission.
Numerous non-standard logistics tasks, as well as search and rescue operations.
A progression system—both monetary and in base expansion and construction—comparable to a small campaign within a single mission.
Several mission chains
Not only simple tasks, but also challenging ones that will appeal to players who want to test themselves and their equipment.
A significant number of interesting and engaging locations.
The mission with the most tasks ever created. Over ||50||.
Enough content to complete the mission with a few players in roughly an hour. Solo play can take 2-4 hours, so you won't get bored!

Approximately ||one month|| of continuous work was spent on the mission.
Over ||150|| subtasks to ensure the mission works as intended and multiplayer progression is available.
Know difficulties - Could be need move lower than expected to reach objective. It will fix it with time if it will be too bad.

Mission will get more objectives with time.
Enjoy!❤️‍🔥

https://steamcommunity.com/sharedfiles/filedetails/?id=3735467604

hazy barn
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how do sea lanes work? Do ships just follow the nearest one there is? If I place a big loop around the ocean in my map will the ships just follow it?

rocky gorge
violet vine
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Ok, you know the escalation mission where the entire map is a big battle? Does anyone know how I can edit this mission so that there are no darkreaches at all on either team?

halcyon solstice
oblique crow
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I am assuming this is not possible, but I thought I’d check: For a simple airbase with a couple of helipads, is it possible to restrict a helipad to not be available to AI spawns? I have been experimenting with indestructible scenery elements (flat platforms etc.) around them, but it looks like AI pathfinding does not detect scenery elements. For example, I’d like to place one helipad in a good, exposed location, useable by AI, and the other enclosed in an indestructible “cave” made from flat platforms, that only players can spawn from.

lusty wigeon
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Hi, I'm looking for a mission that would have most of the map be 'neutral' territory, with both sides starting from a single airbase on far edges of the map, with objective being to capture POI's to bring economy online and to get more forward airbases. Does this sound like a mission someone has already made?

halcyon solstice
halcyon solstice
# lusty wigeon Hi, I'm looking for a mission that would have most of the map be 'neutral' terri...

Sound familiar, someone must have done it. But if not, it should be very easy to make in principle. All built-in airbases start as neutral and capturable, so all the editor would need to do is assign which airbases go to which faction, and ensure they have the funds, factories, and reserves to begin.

Then each neutral airbase can have assigned assets like vehicle depots and factories to reward their capture.

Not sure if every airbase would need a Capture Airbase objective for both factions or not, they might need at least one to prevent premature ejection when aircraft loiter for too long without any objectives or enemies to engage.

lusty wigeon
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That's what I was thinking, but I'm having so much trouble with the mission editor I wanted to ask if anyone had already made it so I wouldn't have to 😄

violet vine
frank thicket
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closest mission i can think of is [sib] naval skirmish redux by me

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it involves both teams starting off with only carriers and having to advance up through the suburbs of feldspar and eventually feldspar itself

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also, opal and bifurca are optional capturable objectives along with two oil rigs

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its probably not exactly what you had in mind but it is the closest thing i can think of

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sadly factories are currently broken in that they dont respawn when an airbase is captured, making it so that the 6 sectors of feldspar are only economically relevant to the first team to capture them

oblique crow
halcyon solstice
lusty wigeon
oak oriole
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whats the best place for ballistic missile launchers? i added my silos in place of the vanilla launchers but ai never get near them and when i move them closer they get heavily targeted

distant echo
oak oriole