#General Thread
1 messages · Page 9 of 1
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.
For a first custom mission, this is gonna be gooooood 
im just gonna tell you now i think spring in boscali is the only one (because i made it)
breakthrough and primevan spring specifically have dynamic objectives and multiple endings
they are completable solo or in pvp
Well done! I’d love to play it when I get the chance
DO NOT ATTEMPT TO 100% PRIMEVAN SPRING I DONT EVEN KNOW IF ITS COMPLETABLE
IT TOOK 9 MONTHS TO MAKE
WE COULDNT PLAYTEST ALL OF IT
My guy, I don’t even think I’ll survive five minutes. 
you dont understand
the shortest ending takes like an hour solo
the longest ending takes 4
there are 6 different endings
most of which are over 2 hours
Strange... I complete them solo(even operation endgame)
I would love a mission where
You are the only friendly air craft
The only ground forces on your team are those you spawn by donating
Racing to get money and put up a defense against the enemy would be so fun
Hey, fun fact I've tried that one
It's a pain in the ass to get right
It's not fun!
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
a very cool feature would be the ability to buy defence positions but id imagine not possible with the current tools
Capturing
I gotta ask, testing AI behavior it feels like a single Spearhead MBT can hold off an undetermined number of other ground units, (i.e. two independently attacking convoys of IFVs and Type-21 MBTs). When playing multiplayer or otherwise, why deploy any other ground vehicle (besides AA)?
Cause you can't deploy spearheads from a plane first
Second because APCs capture higher capture value bases
Ifvs are cheaper and deployable
The at units are surprisingly competent at holding their own
And buying ground forces through donations includes a list of things, not just tanks or ifvs or what not
With the most expensive one, even containing a bolt strike
Ah, only 6x6 can be deployed. 8x8s are tougher but I was surprised by the imbalance. Should have taken screenshots of the sheer firepower that MBT was shrugging off
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.
Disable allow respawn
Oh sorry that won't work
I forgot there wasn't a way to enable it
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
Dang really? It seems like such a fun concept
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
Is player aircraft pre-spawned or not ?
you can tie destroy unit objective to a player aircraft and when he captures a base stop that objective
In my testing 2 spearhead almost reliably failed against 3 Type-12, even in cover from hulldown
not to mention there were few AFV8
Ok the rts dream is possible
so technically artillery, carpet bombs vehicles drops etc are all possible
finally, we can kill carriers by throwing munition trucks at them
in a brand new way
you see this is why input is important mach 10 munition pallets being added now
I already tried that. Destroy aircraft didn’t work unless the default values are actually +1 rather than the one aircraft?
Could have been the situation. MBT was partially protected by one enemy convoy by being at the back of its own destroyed convoy, and the second enemy convoy didn’t have the clearest of shots from an underpass, but on top of that it was able to shrug off a AGM-48.
Actually, it was two AGMs
So, player choses aircraft before the mission ?
because this setup works like a charm and goes neatly if player has pre-placed aircraft for him to chose
No, they start in one
What are the engame values? As I said, that might be where I messed up
I made that objective for Primeva, so its a victory for that side
Ah, I’ll playtest that instead of Defeat for Boscali
I made that objective from the enemy side because that way AI would have objective to try and destroy player aircraft whenever it got spotted, instead of doing whatever they would do otherwise
Then it may not work if the player were to crash their own aircraft. And crash air raft was the objective that didn’t seem to work when tested
Hello, can you recommend a tool to speed up time? I need to test who wins in a custom mission to balance the sides.
you can long press L to bring up camera menu and there you can speed up or slow time
Thanks a lot
No problem Admiral Daud 🫡
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?
Based on someone else’s issue it seems to hide it. I’m certain changing the name back will make it work again.
Yeah, you should avoid renaming mission like that
no worries i just deleted it and started over
does anyone know exactly how these sliders work?
i want to give the enemy max planes and give myself zero allied planes. How can that be done?
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)
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.
literally just make objectives reactivatable and units respawnable via outcomes and we would make our own assembly code at this point
🥺 🥺 🥺 🥺 🥺 🥺 🥺 🥺
and add a "fraglimit reached" objective so we can make proper dogfight duel missions ❤️
AIRQUAKE OPTION

we already have memory read/write and conditional branching we just need arbitrary iteration and then the objective system will be fully turing complete
This thread has been used for sharing custom missions, but what about the final play-testing phase?
thank you for reminding me i need to make a comprehensive list of things i would really like to have in the editor
The joys of having a hidden objective work in game, but not in the shortcut obj for testing
I'd really like it if units could spawn more than once. I need this feature for a really silly mission
Best I could do was tie it to obj completion. But I have an idea…
What if you designate an kill unit objective to the enemy team, and assign the unit in question.
Then you put a wait obj on completion of that objective.
THEN after that is complete you have that unit spawn again?
In theory it should work at least once.
no, currently outcomes can only be used once and same goes for objectives, once something is complete or spawned it stays that way
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
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.
Any way to fix that single error or load a previous save/revision?
Don’t tell me I threw away weeks of work over a simple mistake.
Game objective dont like loops, if they are looped - objective just not work.
All another must be work
Now the real question is how to fix such an issue when the editor cannot load the mission due to the error?
i could take a look at the file if you want
When loading stuck on 40%?
Would you like me to share the file itself or publish it and submit through Steam?
Just the mission json file, feel free to dm it if you don't want to share it publicly here
Oh I don’t mind, its getting published if its salvagable
Looks like the assets are intact but the objectives are unable to load. That should be an easy fix compared to starting from scratch
The file itself looks lacking. Maybe it deleted all the objectives?
this one should be working, an outcome had an invalid value "Beachhead" which made the mission loader freak out. any ideas if this bug can be reproduced? the more info we can get to the devs the better they can fix it
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.
And thank you so much for fixing that issue! Is it a good idea to rename the original file to ‘disable’ it before adding this revision to the save files?
i only deleted a broken outcome related to the deleted airbase, you can override the mission file
Awesome, thanks again!
Everything works perfectly, you’re a lifesaver 
Dare you climb the tower?
Wanna share/stream our respective Feldspar missions?
Ehhh im gonna wait until 0.33 to start releasing more missions
I definitely want to make a mission involving this somehow
Best I could do was outrunning a few pre-determined nukes in an ibis, but this is a map-wide threat 
I love those lights, tho what or who is emitting them ? 👀
erm i think thats an awful bit of overkill
love it though
Maybe if the player doesn’t win in a certain time the whole map gets deleted?
Maybe something like they did an emergency blow after being hit but not killed by a late ship, and are doing damage control to be able to do a last-ditch firing of nuclear TBMs?
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!
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.
Thanks for the reply! I figured out that you can do the inventory thing just now and it's been working somewhat okay. The only issue I've found out is that if the Annex is on Hold Position, it won't release the OTBs regardless even within 10km of a capture location
ah I didn't know that either
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
so if youre gonna use them, my best advice is “i hope you have an exorcist at the ready”
as for making them deploy from annexes, its so unreliable i genuinely just dont have advice
like it somehow makes even less sense than the landing behavior
i see i see, thanks for the advice lmao
a shame i can't pull off a cool amphibious landing scene
you can somewhat
its all about theatrics
you can have otbs spawn but dont actually make them carry units
their whole point should just be to go to the vicinity of the shore
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
once that timer goes off, it spawns all of the units and you can just pretend they came from the otbs
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
you might think you could just stop the wait seconds objective if the landing craft are destroyed
well uh you might be able to do that but also it doesnt ever stop the objective from running
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
i dont know what the effects of this are but i assume theyre not good
anyways i previously demonstrated a method of bypassing this let me see if i can find it
you can just do that to achieve the same effect as stopping a wait seconds objective
read down from here, im also gonna get the example mission i made
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
interesting... i'll dig around and play with it to see what i can learn
the problem is that i'm dumb as a rock lmao
Very huge sub....
Too huge... 200 meters+
I will think about it...
IRL missiles launching from underwater... But... Maybe in this case... Lets think it damaged and to make shoot it need move to surface...
But to make this really interesting lack of ability spawn them randomly....
Possibly a crane asset
they have lights ?
dont radar towers have red 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.
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?
Hm... 88 Objectives for mission - good? Even if 10-20 of them - briefing and debriefing?🤔
If it runs, it runs 
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...
It runs. And no matter how many i spent to create this mission😭 .
But its palying really cool.
Main objectives. Secondary objectives... And... And...
Oh... Maybe i should make dynamic weather?🤔
OH... I absolutely forgot about one feature... Evil feature! Secret feature!💀 
I hope nobody will gonna reach this feature...
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.
YES! Unfortunately...
But you can fix it! Manually....🥺
You just need add waypoints(In unit info) and click hold position for each ground unit or naval unit will be they are ignore any objectives.
I sometimes use it in my missions
Funny thing - ground AI can complete it (if I remember correctly)
yet air units would also try to go there
I may do that for a few convoy units, the ones close by are already rolling out and look cool despite one or two IFVs going off-roading to slam into the target vehicle 
Trust me, seeing an AI Tarantula land on top of a building to grab scripted downed pilots is cool, but takes the fun out of the player having to do it. Maybe its a bit of a reward for keeping them alive?
I’d love to show you all this, but alas I’m preoccupied with work today
Quite possbile i know what can help you
https://discord.com/channels/909034158205059082/1481321465876975810
Control and radar towers have lights at night
that is definitely something new
I realized that after making this:
How did you program the missile launch?
damn
by the looks its all buildings that have a light
why Im discovering this only now 😭
it is cool looking
I need to make more night missions
I feel like light on buildings was added recently, maybe in some patches
TBM fire when the strategic threshold is reached. So you can just have them launch by playing the game, or use "give score" setting for completing objective
Ah that makes sense. If I want a scripted missile can spawn missile activate TBMs? Or does it fall like a dumb bomb?
Most spawned missiles just seem to explode after some time since they have no target.
Best to stick with my current setup. Spawn bomb at 10,000m. Unless a ballistic launcher can be made to prioritize airbases? Not sure it would be reliable with naval assets in the area.
I shortened it a bit. Its now merely Typhoon sized and not Scinfaxi sized
Now looks much closer to real submarine sizes👍.
Now i really belive in this sub
i like my sub 1km long
Sorry I missed this comment, but I agree OTBs are really just set dressing. I think they can help capture airbases and handle light defenses, but they are at least capable of reaching open waypoints, but less so if it’s upriver.
In that case, for a scripted scene, I just despawned group A, then spawned in a stationary group B along with ground units in the designated area.
I see there is high beach evaluation. You can fix otb stuck by placing there flat platforms
Not necessary. Those were placed there deliberately, thus they can be fixed easily
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?
Maybe i better place this link for mission
you can embed a youtube video into the images gallery of the workshop by linking it
I assumed so, I just wanted to verify if there were other methods.
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
No idea about wave defense...
But what about... Island defense with counteratack from naval assets. Coop avalible...
Added it to my list! Will play it with friends and give you my review
What about vanilla 13. Reprisal?
Not sure if I have tried that one
I find some missions...
https://steamcommunity.com/sharedfiles/filedetails/?id=3589664836&searchtext=+a+good+day
https://steamcommunity.com/sharedfiles/filedetails/?id=3183249961&searchtext=carrier+defense
https://steamcommunity.com/sharedfiles/filedetails/?id=3598102431&searchtext=carrier+defense
Pretty fun mission. and hard. Automaton defense.
https://steamcommunity.com/sharedfiles/filedetails/?id=3359841326&searchtext=carrier+defense
So... Only this.
Also exist escort mission, where you need defend someone, but im not sure is it good as for DEFENSE mission
Im doing one, tho I think this one wont be any time soon
because I overshot my goal and wanted to make whole 20 waves sooo, yeah
not to mention AI is quite dumb
That is awesome! Please let me know when you finish it. Sounds super fun.
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?
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
Yeah it was pretty challenging! I liked it
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?
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
Main problem with this - this restrictions for player, not for AI and this is have sense to play as pilot of one aircraft only. And if you wanna restrict them properly also for AI you need remove all factories with them and remove all airframes from faction inventory. And you also need remove aircrafts on map what spawning by some script and etc in editor. Aaaand, thats all
Definitely good idea for mission and for editor
Will try that ty!
The TBMs will spawn with their engines ignited and begin their arming timer, but since nothing is targeted they will likely just arm and detonate in the sky before coming back down
I’m debating just spawning a few darkreaches (or the new bomber after update) to throw the kitchen sink at the target area, but the more scripted approach has way more control and timing.
Yes. This is good feature to be able copy some installations to another missions and maps.
But anyway you can copy and past them with this mod.
https://discord.com/channels/909034158205059082/1476939487228465354
Or this mod.
https://discord.com/channels/909034158205059082/1481321465876975810
@halcyon solstice
Okay. The most unique mission in game released.
Time to continue work on my big mission about logistical things.
Right?
I...
Find wave defense!
https://steamcommunity.com/sharedfiles/filedetails/?id=3654843389&searchtext=
Oh yeah this one is my favorite! I've played it like 5 times
As you should, mine is as good as I can get it, but I’m not 100% certain about its pacing and AI behavior
A good attempt at a first mission, but not perfect
@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.
Wait 2-5 minutes. i end objectives
No rush, I’m asking well in advance
Yep. Of course. Why not 🙂 I glad test missions, especially if i know they are potentially good
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.
Hm...
Victory(mission accomplished) or losing(mission failed) conditions are automatically applied to the faction for which the task is configured in which it is located
what that mission about ?
for the beginning you could make "destroy unit" objective and tie end game outcome to it
for the end probably too
Ibis attack/capture mission. There is no starting airbase, thus if the player is shot down or crashes before capturing one its a softlock.
End of mission involves outrunning the blast radius of preset munitions, thus if they kill the player or if the player crashes/ejects, there are no airbases to respawn from; resulting in another softlock.
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
I’ll try it again. For whatever reason a crash/eject failed to work the first time, and I now I think it is because an enemy destroy player doesn’t count as a crash/eject?
I didnt use it that often (because its tricky to do), but there is few checkmarks, like ejection/destruction
I guess first one is for when player ejects either airborn or on ground, and second one is when he is shot down or pilot is killed
I could attempt to use both simultaneously if they don’t override eachother
Thanks!
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.
Therefore if the player screws up themselves, it still triggers the outcome regardless of faction.
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
I predicted as such. Perhaps if I left the name default, any new aircraft of the same type would carry over the name? Impossible to know without testing, but I’m content with it working in the first phase.
@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.
Units naming system consist now next pattern: "Name" or "Name_number"
Yep! Of course!
I glad to test your mission. It seems will be quite good! And i can give some advices after testing to improve some moments. Just send mission link in PM
I could play it to test too, but doubt that I could do it with stream
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?
I guess you could spawn a tarantula carrying nothing but an ammo shipment and the AI would be smart enough to drop it?
there were some works on pala supply ship, but its kinda uncertain when it would be and if its role would be the same
Is there an easy way to give a destroyer infinite ammo when making a mission?
Can’t you edit the mission file?
probably not, because naval containers are one use and hlt trucks are not able to ressuply them, munition bunkers wont work too I think
sadly there is no option for this
Not infinite. But a lot.
Place wait second. In their outcomes spawn near ship munition containters.
Of course ship must hold position
He then should almost manually time it at the moment when destroyer would have low ammo
and it still is limited, to how many times he is eager to make such objective
Thanks! Everything should be ready in an hour or so
Are you sure? I’ve seen people do some funny stuff with the mission files
Yeah, that is basically all you can edit for unit
Can’t naval containers be dropped off by friendly transport aircraft? I once saw a video featuring an Ibis dropping a container into the sea next to a naval ship
AI has a behavior for ressuplying ships, tho idk how to force it manually
you can try to play around and place it or spawn it mid game later on and see what AI will do
They can if pre-spawned with the container in their cargo bay, but they'll never select the containers themselves afaik
Something about the ai not having routines for supply runs like they do for cas
they do it sometimes
at least tarantula has loadout with munition container and naval too
only ibis is not able to do it themselfs, because they have only one loadout
but you can give them containers and they should work normally, thankfully AI behavior is not tied to airframe but rather to the weapon
Oh huh
I mean, you could place naval crates along their route, but that doesn't work if someone orders the ship to move
ah fair enough
Hmm ok I'm getting ideas
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?
with long press and hold of L will open camera options for cinematics and there you can fast forward time
tho, on you place I would for example "simulate" that by placing destroyer nearby and shorten a wait seconds objective
@steep dagger @astral helm Soon…
Conduct a daring night raid in a UH-90 Ibis, secure key objectives, and support a joint operation to retake Feldspar city/airport.
Alpha trailer featuring gameplay from a custom singleplayer mission, made within the early-access game: Nuclear Option.
Music by Jónsi
Thanks!
Those building lights are so beautiful, I like that they were recently included
Damn, making final revisions is mind numbing. So many gameplay sessions just to identify what is going on.
With so many NPCs, the engagements are slightly different, but unpredictable.
But it is ALMOST done.
Yeah, that the neat part
playtesting 
I’m burnt out for now, but it’ll require at least one more session.
Your best bet is to place a Naval Container in water at a predetermined location where it’ll end up, or have it spawn on an objective trigger (wait or completion of a mission)
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.
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
nevermind, I found what causes this issue and will soon'ish make a bug report on it
quite nasty bug
loose flaps and radomes it may be the future but it would seem structural bolts have NOT improved
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.
Can published missions be updated through the Workshop mode, or do they require an entire resubmission?
They can be updated, but if you change the name it won't work until you fiddle around with the file
2 ways.
1 way - find your mission in ingame workshop and update.
2 way - click upload(yes) and choose mission what need to update
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?
do that another waypoint flight is a separate objective ?
yes its supposed to be a seperate objective. but the problem i am encountering is that after the first set of waypoints, i am unsure if the target destruction objective is loading properly, which in turn, leads to the second set of waypoints not loading
Double check the start/stop objectives in your list. Sometimes there is a broken link.
ive tried all that already...
if you have a minute or two, do you mind hopping into a vc, and taking a look at my screen to see what i am dealing with?
I can temporarily
If anyone new here hasn't already. You have to play the top mission in the Nuclear Option Workshop:
Especially with the theme soundtrack cued up.
hm, weird
what target is for the destruction ?
I guess you "hide" it from player view
nah, turned out i didnt have it set to activate in the sub-objectives upon completion of the prior objective. got it all sorted there now
@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?
You probably should do it from .json file, didnt ever deleted objectives that way but it may work
It can, as @pliant gate had done for me, the only problem is with my lack of coding skills, I can't seem to find the outcomes in question (two errors pertaining to the deleted airbase). Even though I know where I made those outcomes in the objectives list.
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
Ahhhh there is where I messed up, I was looking in Ctrl + T, thanks again!
Just have a residual space (38531) after deleting the outcomes. will something as small as that requre deletion or resolve itself? I made sure to delete the correct brackets according to the highlighted lines.
I deleted the entries with the unique name within the { }, brackets. I thought I'd ask just about empty lines just in case.
@pliant gate Thanks again for teaching me how to fix it myself this time!

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!
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
i dont think thats possible
maybe through json editing?
nope
looking at the json files theres no place to specify ammo
i think so
or you could spawn a comical amount of aircraft so it uses all the sam missiles
but that uh
that would get really laggy
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
:P

Look like a biblical swarm of cricket
Anyone know if there anyway to delete portions of the default placed road systems (either in the editor or .json file itself)?
I second this. Is it possible to remove existing airfield structures? They may not be functional when disabled but they are targeted by NPCs regardless.
I doubt honestly, they are "baked" into the map itself
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.
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).
reach waypoint is only meant for players
npcs cannot activate it
iirc ground units can also activate them
you can try to set waypoints for each ship in their info tab at the bottom, but something like waypoints that are looping im aware that you cant do that
damn 🤣
Repeating objectives is not a function that the game supports, once an objective is stopped or completed, it cannot be reactivated
Afaik only players can complete reachwaypoint objectives, for ai you'll need to just manually set waypoints within their own settings tab
Interesting that unit types that can't meet the objective still respond though
begging for a smaller factory bc this is ridiculous.. like, vertical exists, but
maybe im just not factorypilled, i need to open factorio again
try two verticals on their sides or something
looks like that how objectives for AI generally works naval air ground will try to get there but only player could trigger them
grounds unit cant yeah, altho I had some moments where by the looks of it they were able to do it
is there a way to remove trees from an area?
i tried spawning demo bombs as daisy cutters but it didnt work lol
they are baked into the map i believe
unfortunate
oh yeah
for custom runways, do you guys usually make two facing opposite directions (even if theyre the same runway) or do you just make one
@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.
One
If you want it omnidirectional there is a toggle
tried fiddling with runways and uh, AI is not liking 2 runways that would be close together and its seems if you for example have start/end handles close to another runway start/end handle, AI would bugs a little
thinking that both lanes are "busy"
so it is best to try and make X shape runways or something like that
what do the service points do?
is that like where the tanker/munitions truck would park?
almost, its where AI aircrafts after they taxi would got to safely "eject"
so they wont eject on the runway right away
ah
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
respawn and drive back to wherever they were
They will respond placing multiple and setting them to respawn after capture
Otherwise they were moved
Manually
oh, does that mean there was only a limited supply of them?
i know they weren't since it was just me and my friend in the lobby and i don't think they know how to do it lol
Yea
i see
is the runway width width in meters
probably yes
there's a couple floating around with preset waypoints, but there's also a factory that produces them (when produced, they will spawn at a vehicle depot nearest to an objective and drive to that objective) and the largest purchasable convoys in the donate menu come with a support element which will do the same
escalation also has a couple convoys set up to spawn with the objectives system from each main base*
in the future hopefully all this would coalesce into a single system where the HQ deploys as needed
is it like a specific factory?
like, does it need to produce, say, hlt-munitions specifically?
and are these objectives specifically hidden?
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
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
i'll have some experiments with it when i get around to that part of mission designing. do the prespawned ones go to specific places, or can they "dynamically" choose which one to go to (ie. if they're set to one place but a different place is missing a truck, can they go to that different place?)
waypoints (specifically on units) can be given when an objective starts (but they dont work after the fact, like if an objective starts before the unit is spawned)
or, they can either hold position/chase the nearest active objective
so they can just spawn and go to an open spot?
hmm
maybe i can look at the escalation in mission editor and see what it looks like
Aliens everywhere! Oh... Stop.
We are aliens for them...
HUMANS every where!
Eliminate!
||You are alien and trying to do some bad stuff||
https://steamcommunity.com/sharedfiles/filedetails/?id=3697060747
Wanna unique experience in nuclear option?
Carrier command 3 mission is for you!
Control hyperion class carrier. Control weapons. Launch aircrafts to reach targets.
Feel yourself as carrier commander.
For KAR and BOTE mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=3697896228
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?
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?).
Pretty interesting idea.
Because i also have similar problem.
No idea why.
One way which also help me - renaming of mission name in files
I opted to redo everything. Easier that way considering the existing was already published.
https://cdn.discordapp.com/attachments/1240673511740149762/1489711157085212953/3645621.MP4?ex=69d16921&is=69d017a1&hm=956f41e95498aff0d9aae97a1c6b2ee843b846ac76602b7bc84a0230bf1ca500& semi realistic ammo depot cookoff for a mission im doing for offiry, timings have since been tweaked to feel more sporadic
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)
using a disabled carrier for its trapping wires as indoor runway.. works fine and even re-arms the player! https://www.youtube.com/watch?v=NlH33p2jNH0
I can't wait for the day we can copy/paste in totality.
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...
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?
I think so
In the editor there's a factions button iirc
Might be called something else
Where you can allow/disallow players joining a certain team
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
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
The only way to move them is by a human pilot to lift them up with the Tarantula slingloading hook.
Perhaps in the future there will be a way for HLT tractors to tow them somewhere else, or order AI Tarantula's to do that, but right now there's no way
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
Soon'ish
towing by trucks would be implemented eventually
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)?
i have a medium hangar that i don't want darkreaches to be able to spawn in but everything else is fair game
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
yeah i basically wanted to recreate that but elsewhere
maybe someday we would get something like airbase specific restriction 
Anyone know the name of the mission file where you invade the Vanilla map from the West into the island?
... What 😭
"Vanilla map" do you mean heartland????
There's like seven different missions that do that
Both maps are technically vanilla this whole statement vexes me
It's called total escalation I think, the big PVE online mission
rising tsunami?
or the default terminal control mission
Thank you
Yeah found that one, love them
im trying to decide if i should hold off on this new mission till the new update given its in the next week lol
its nowhere near finished, hence the hesitaton
its better to wait for the update, it may include something new that you may find useful to use
BRAVO TWO FIVE MITCHELL, GIVE ME BOX SELECT AND SUBASSEMBLIES IN THE MISSION EDITOR, AND MY LIFE IS YOURS!!!!!

Oh holy Juliet Alpha Mike Echo Sierra, give us box select and subassemblies, and the community's lives are all yours.
if the editor doesnt get these im turning evil
Oh...
Holy...
How many life's Mitch already looted?
Somebody count?
I need it too.

I like building oil rigs https://www.youtube.com/watch?v=vvTPDKBcVJI
for workshop mission id=3698979067
next sib mission is in development 
Always awesome to see people take the time to make actual SAM batteries!
i wish trees had collision ir emplacement would blow the whole thing sky high hahaha. Nice setup looks great
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
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
or i might try making something on the new map, acutally
that seems fun
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
nvm got help
thnx though
hey just a quick question is there anyway to copy paste whole setups like sam sites or bases etc?
I definitely saw mod for this...
But can not find it
#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
ill ask
Its allow copy any units.
You also can install editor plus to easy select units. https://discord.com/channels/909034158205059082/1481321465876975810
ah i see i might see if they are ok with me just adding a patch that adds the saving and sharing part of my old mod it would let people share custom setups etc
according to squeegy, this is in fact not coming in the next update
unit coopy and paste is never
interesting i figured out the editor mod can
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
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.
Im really want to polish up some of my older missions, they are a couple updates behind and could use a re-release.
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
Even with the tweaking players can force buy boltstriker convoys and such so theres always some gaps. I love the korea or cricket vs ibis style missions you see around though.
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
Hopefully they add it. St one point i remember hearing they wanted to add adjusting the starting ammo for the boats in the editor which would help accomplish the same thing.
wondering if a cricket can land on the new heli carrier, probably easily could if into a strong enough wind.
funny you say that, im revamping my oldest public mission for the update from the ground up to be a pvp deathmatch across ignus with a naval landing
oh boy i cant wait to spend 3 weeks in the editor again
You can! I just followed this flow and it worked for me. Sorry for long message everyone.
-
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.
-
Find workshop mission you wish to edit, and do a fresh unsubscribe/resubscribe of it. You'll see why soon.
-
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)
-
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.
-
Do the same again for the next set of folders.
-
Open top folder and ensure it is the mission you want.
-
If it is, copy the entire folder and paste it into your local missions folder we opened in step 1.
-
Rename folder AND the json within the folder so they are exactly the same.
-
Open nuclear option and see if mission is now loadable within mission editor.
Hope this helps and works for you too
Thx
Has anyone figured out how the multiselect works?
Shift clicking, double clicking, and dragging all seem to act the same
as well as various other binds
I AM ADDING SO MANY BOATS IT'S CONSIDERED A VIOLATION OF INTERNATIONAL MARITIME LAW!!!!!
still waiting for box select and subassemblies tho 😔
the fishing fleet..
OH......MY....GOD
This IS a real blessing 🙏
we might be so back
Aw, no new props 😭
munitions dump tho
Well, its more a building tho I will find some uses for it too
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
I'm having same issue, both my missions still seem to run fine but have undescribed warnings
I think I figured it out (unless it did this before and I'm dumb). But if I hold shift, mouse over an area and spam my target select button, which for me is space, it starts hopping around selecting units within a pretty large range around the mouse
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.
huh
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.)
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.
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.
I lied, crashed again. Not a big deal, just gonna delete them. Wanted to make them taras anyways.
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
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
The Dynamo has a significant advantage at very long range. As it can fire on the Argus 10km further than the Argus can fire on it.
Once they get in range though, the Argus is pretty deadly.
I believe this functionality already existed because holding shift I was able to previously select multiple units at a time before the update
It just wasn't drag select
Perhaps it's done via shift selecting in Objectives>Units
Mission for new aircraft and new weapons is here! 
https://steamcommunity.com/sharedfiles/filedetails/?id=3706823837
@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
I made a single thread for a couple of reasons. Mostly to have everything in one place, at least the campaign missions itself. But with over a dozen missions in total, I also wanted to not totally take up the forum every time I made an update 😛
I think it depends on if people are mostly interested in learning about your missions as a single product, or as a package / campaign.
eh ill see
got a lot of stuff planned ever since the update
we are turning the alkyon into an eldritch black project that materializes out of nowhere
anyone know how to prevent ships from attacking eachother at all
or aircraft
im making a mission that uses ships as spawns and i dont want them blowing eachother up
Not really possible, but the Hyperion and Cursor only have ciws, so it would be quite short range.
ig its just not possible then
i feel if we have "hold position", "hold fire" is a logical next
You could spawn a 76m shell on each weapon station at the start of the match
IIRC that is where the AI will taxi once they land to disembark.
they refuse to actually strike them
ah arming distance
is there a way to make partially submerged but still visible shipwrecks not despawn
WE (MIGHT) HAVE FOUND THE CAUSE OF THE BROKEN MAP OBJECTS
GOOD NEWS! IT'S WORSE THAN PREVIOUSLY THOUGHT
ALL OF THEM ARE BROKEN
building under the carrier holding it up?
increase disabledDespawnDelay with a mod, or don't kill it outright
Make them as neutral. - One way to prevent atacking each other...
Try a kingpin?
only works if the carrier counts as still alive (ie: just damaged) else it will de-spawn
Another day.
Another update.
Another New mission.
Feature: civilian ships
https://steamcommunity.com/sharedfiles/filedetails/?id=3707353615
this is entirely unironically cutting edge bug testing in nuclear option
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
as you can see, something tells me they might be
I also notice bug. When you place built(map objects) in objectives they are skipping or just not counting right way, thats why i find way avoid it. Just place small ground unit near them and this help avoid this bug.
If not mistake. In previous update it works properly, without bug
that doesnt work for everything
additionally the reason there's errors now is they added better logging to find the source of it
it never has worked
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
I have taken up a somewhat ambitious mission concept but it’s come fairly far along
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
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
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
While the players outside fight off waves of enemy aircraft and the player inside survives gradual waves of ground units
I've gotten a random number generator system set up so that its not scriptable and will have different outcomes every time
Idk if itll be fun but im hoping it turns out well
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
nvm found one
soon i will be finding out if scenery objects have a significant performance impact when theres like 2000 of them
This goes hard actually
oh wow
I will find the limit.
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
Well, Sea Lanes definitely seem to work now. Should be easier to make Landing Craft do what you want
Slightly annoyed the rivers on Ignus main are too narrow for anything to navigate
turns out the copy paste mod isnt breaking the game by placing too many objects
it just seems that when you copy paste the same scenery objects over and over they start getting duplicate unique names
which you can fix manually by changing the names but its insanely tedious
And thats why i not recommended anybody place there sea lanes
oh, thats cool
if it would work as intended in the end I definitely will complete it
what exactly is the threshold for the "complete some" objective option? How much is "some?"
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.
its probably not compatible much with 0.33 update, it was kinda tricky to use before and could potentially mess up your mission almost irreversibly
There should be a slider under the dropdown to set how much it is
it still breaks your mission but i think i figured out why
if you copy and paste a lot of units it gives them duplicate unique names which causes your mission to fail to load
if you manually rename them all it fixes it but its very tedious
It seems that the slider does not appear on the Spot Unit and Complete Other objective types, those two just happened to be the only ones i tried it on. Seems to work fine on the others, thanks.
just checked, its bugged for those 2, I'll try fix it for the next hot fix
@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.
TL;DR as of v0.33, the mission editor airbase issue has become easier to induce and harder to fix.
Thanks, I'll investigate
I'm about to run some more tests to identify what combination of effects leads to errors
@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.
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.
Thanks for the info!
Good news, going into the code is still a viable fix if done correctly.
defo having those around mine aswell
"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:
you joke but #1131013817011294249 message
Where do you see the log file for custom mission warnings?
one level up from the missions i believe
theres two log files, one for the current session and one for the previous session
Thank you
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! 
nah most of these are triggers or triggers for other triggers
only a couple actually run at the start
I can, but only around this time during the following days
i made a post about it if you want more info
what in the actual hell have you done
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?
wait now im curious how does the hydrogen plant look
Nothing exciting I just put a refinery in the water and connected it to a bunch of storage tanks with pipelines
ah
Maybe concealed bases or docks hidden in small valleys or inlets for smuggling? Best if they’re loosely organized and covered by camo nets.
A supply depot could be hidden on any of the small islands too.
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.
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
im gonna tell you now: abandon all hope
i have like 700 hours in the editor and im still not any closer to understanding how the hell they work
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
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
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
this is the most reliable you can get but its still pretty iffy
i wouldnt rely on it
The LCs are less mysterious than runway nodes sometimes.
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)
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.
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
If your mission has more than a dozen ships, just stop
the hell is this 😭
but I need my pc as a space heater
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?
at least spread them out a little 😭😭😭😭😭😭
I swear to god, every first mission I’ve seen with naval assets has them grouped up like Pearl Harbor 
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?
are the emplacements dead? dead buildings cant be removed.
When emplacements are destroyed, they become a wreck. When the building they are on gets destroyed, the wreck stays in place.
Best visual workaround you can do is put a flat column piece within the building and make it indestructible so it looks like a mostly damaged building? Idk
YOU CANT MAKE ME
1 BILLION VLS CELLS OF ALLAH BE UPON YOU
I thought about that, but I switched around the order of events to test it and they aren't removed even if alive
Perhaps
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.
had this bug for quite a long time, there isnt any reliable fix other than hoping that AI wont swirl, or maybe making shorter runways but then aircrafts like darkreach wont be able to takeoff
No
Have 3 dynamos and 3 argus
Thanks for at least clarifying that it's not really viable right now. At least I can still use flat roads as scramble strips.
if you mean sloped as in like a ski ramp it works 50% of the time every time, if there is even a slight curve in the runway abandon all hope
Cool vid. What I mean is on a downhill though. The hangers are at the top of the hill, the airstrip is the road that slopes downhill
It didnt work. I tried the opposite way which also didnt work
maybe there is a way, but I tried various stuff from changing width of the runway to eventually just place it elsewhere
Ai was still in some cases swirling with various intensity, often just going off the runway and crashing
when I tinkering with this ski jump, I found that setting the vertical pos for both ends seems to make it behave better
Basically the same thing here. or they don't stay aligned.
Setting it where? up high?
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.
We can assign arrestors, does it just add them in game automatically for short field landings?
pretty sure in your photo its reversed to the way you described
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
there is some cursed energy to this downhill, I suggest messing with the end point and see what works
Ohhh. I see your end point is way up in the air
No road? We can go straight from revetments to airstrip?
I'm having a problem where aircraft now wont leave a hanger
Why do 99% of mission makers think "bro you know what would be super cool? Lagging the user's computer down to 10 fps. That would make the mission super awesome"
That's only ever fun like once and only for pure shock factor
Go my 500 ALCMs
(They will do nothing except cause panic)
Oh i need to update my mission huh
Did they ever fix not being able to assign characteristics to mapobject factories yet?
or the ability to modify existing airbase roads?
INTERSTING
munitions pallets in place of the door guns on an ibis untouched since the update
and also
how does 3 preoccupied Argus Class Frigates vs a Dynamo jumping them sound
I mean currently my mission has 3 dynamos instead and they lose two without player intervention before the jumping dynamo sinks
12.7mm gunpod
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
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
Fun fact, darkreach can fit 4 ugv or munition pallet and be able to drop them without destroying itself 
If by "embedded" you mean "adding a new airbase inside vigil cay:" overlapping airbase capture zones tends to mess up the taxiway pathfinding, in my experience. If a taxiway node is encompassed by 2 cap zones, the ai will go stupid.
But if this is just a modified vigil cay that's messing up then idk.
I actually managed to fix it by assigning the new airbase its own runway but no taxiways, which im surprised worked at all
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.
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
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.
yeah ive set up a thread for the series as a whole like a week ago loo
I'm gonna work on another raid mission designed for KAR
But i havent decided if i should include aircraft
My idea was to either to be for a party of ground vehicles, or a party of ground vehicles and 1 or 2 helis
This should be fun for an Edge of Tomorrow beach landing mission
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
I would still be afraid it totally breaks over time.. the AI is currently such an unpredictable thing that likes to change mind on a wim
Yeah, I got 3 spaced out Ibis for paradrops but they somehow manages to struck themselfs on takeoff
you know its a good mission when your game freezes for a few seconds every time you load into it
over 10k scenery objects 
no performance issues when you're loaded in though
C U B E
its bigger than the central landmass of ignus
i cant make it taller btw i hit the build limit
9.7 ish km tall
Has anyone figured out a method of creating artificial lighting?
Its pretty dark inside my mission area cause if i set it to full daytime you get super weird lighting artifacts
Spawn a 250kt every 0.1 seconds
i regret to inform you that you can
you have to edit the y position in text, not with the gui
if you click on it again with the offset selected, it’ll reset to the limit
but if you click on it with the rotation tool or the normal tool, it’ll stay there
This thing has like 10k scenery objects just to hit 9km height it would take a month to make it any taller 😭
sadly no
but I wait for it sooo long
how long did it take you to align that many platforms 😭
i used copy paste mod but it still took like 2 hours
hm, I guess with the use of AI you can try and ask it so it could "move" this whole structure on set altitude with the account of how they placed and that they should be that way relative to each other
I tried doing it that way and it worked flawlessly, tho on much smaller scale but still
Theres also not much practical reason to make it any taller
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?
The only way to influence your mission with more players is with the 'add AI per enemy player' and 'reduce AI per friendly player'. If you have enough planes in faction inventory and increase the 'add AI per enemy player' , more enemy AI will spawn when more friendly players enter the match.
Anyone know how many kilometer or miles across a single sub-grid square on the map is?
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?
Ahh. My plan is to work on a very strictly set up mission with no actual bases, but ai air craft that are spawned already flying. If I can't make the mission adjust based on player count, I will prolly just label it a two player mission and test/balance it with my friend before I release it
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
Uh, what mission do you want to make ?
editor itself is pretty user friendly, you have Objectives (basically "triggers" or "scripts") and Outcomes, what will happen after certain objective is reached/done
I want to create an escort mission
Escort a cargos plane for one air port to another
Those am planning on making the mission in series escort as the first defense as the second capture as the third and last destroy
definitely doable
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
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:
This is what I have so far:
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.
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
Intensity level and preset spawns yes/no would also be relevant
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
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.
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.
I wonder how it could be identify how long your mission could be, probably manually
it would have to manual, yeah, there's no way for the game know just by looking at the objectives.
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
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
i dont even think you can do it manually
mission time is so widely variable that i just straight up stopped giving estimates of it for the spring in boscali missions
plus with dedicated servers running them more often people are getting better and better at them and slowly bringing the time to complete down
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
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
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.
would really like this
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!!!
way too ambiguous
would hate
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
Oh yeah, something like "series" would be interesting
that mission maker could make such folders for his own missions in one series, like with RNG's mission pack
kid named steam collection
if only it was also in one collection ingame 
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
Are all these little buildings stuck here? Is there no way for me to delete them all and have a totally empty map?
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.
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
maybe a length estimate?
time brackets or just "short" and "long" tags could work
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.
Until we have official mod support, this will have to wait to avoid confusion.
like "30 minutes or less" and "1 hour or more"
maybe something like in Source browsers ? 
mainly tags system and maybe workshop map filter too
server tags would be incredible
maybe one for weather type? rainy, cloudy, etc.
option for dynamic weather? there's several on the workshop that change
'dynamic' itself, while vague, would be very interesting
honestly even if its just weather controlled by a randomized seed that'd be nice
Potentially change neutral to both for mission faction
I feel like that would clear things up
Is it possible to take a mission file I made and share it for someone to edit?
Yes you can get to the folder via a button in the game menu when selecting missions. Sharing the json file would be enough to simple make the additional required file and folder. Or just share the specific mission folder so someone else can put it in their missions folder.
whatever you do, dont overwrite a previously uploaded mission with a mission of the same name
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
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
Selfhost
You can host from your own computer yeah
@indigo valley on behalf of the spring in boscali dev team: im so sorry we have to do this to you
horrors of war will continue until the editor improves
why do my revokers keep ejecting? why are they suicidal?
I guess there are not any "suitable" airbases for them to land and AI in revoker needs quite a long runway
i fixed it! they just needed some objectives
or that yeah 
they are also eject when there is nothing to do for them and nowhere to return
is there a way to restrict and unrestrict weapons midway through a mission?
ok nvm it is back...i created 6 revokers, and gave primeva an objective to kill the two boscali player planes, they seem to work for a bit but then as soon as the fighting starts, they all eject and kill themselves....
I dont think so, sadly only before starting the mission
damn, do both sides have a vision on themselfs ?
AI is kinda silly and would eject if objective is there but there is no vision on it
I think they get content very easily after they have fired missiles at you; "Job done! Let's go home. Oh no home to land at? Let's just eject" They don't wait to see if their missiles actually did their job.
Probably gets worse if they use ARH compared to IR.
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
i remember how i fixed it was adding an airfield at where the ai needed to go
it was scuffed but it kinda worked
don't take my advice though idk what i'm doing
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.
If you put the AI to 0 and also put 'add AI per enemy player' (or something) to 0, then the AI will not spawn except via the planes placed in the mission editor.
But perhaps they will just be very eager to land and despawn 🙁
Dang so is there no way for them to re arm and refuel and launch again?
Also I swear I've done some "defense" missions where the ai don't eject as soon as missiles go out
I should check how those are built
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)
Yeah that makes sense.
No I don't want them to respawn, just a set number of aircraft in the sky. It would be nice to be able to refuel them somehow if the battle drags out but that's not really a priority
I think it would be much more reliable to tie some of the spawns to either waypoint or destroy [the other aircraft] objectives then
That's the plan later down the line. For now I am just trying to get it working with 6 enemy revokers and no further spawns
You could just for example place airfield with runway and service points, with no hangers and such
AI will land and "exit", but if there is no hangers it wont respawn
do enemies have visual on player ?
Probably adding destroy target objective for enemy on player aircraft could fix it, but its quite crucial that players should be spotted, probably revokers could spot player with radar
what I really miss from NO is a little bit more options with AI, so you could aircraft "hold position" just being idle in the sky, idle, patrol and all that
they dont have visuals immediately, but the players do have an objective on them to kill the players to end the game. The AI primeva revokers seem to enjoy this, but once the fighting actually starts they will all suddenly get scared and kill themselves in a mass suicide
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
new sib mission confirmed 🔥 🗣️
also in case this didnt make it clear, heads up to any mission makers, the hovercrafts are bugged and spam the log file with errors, lagging the hell out of the game
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
huh. neat
no
welcome to the agonizing pain
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?
Quite possible
from my testing yes
i have a mission with kestrel and i uninstalle it and it just doesnt spawn in
mission loads fine otherwise
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?
So according to the wiki (https://nuclearoption.wiki.gg/wiki/Game_Mechanics#Capture_mechanics:~:text=How capture works), "Buildings can also be linked to airfields, which will force them into the same faction as the airfield." So... possibly not?
This page includes several mechanics of the game and provide some instructions on how to use them.
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.
When a vanilla airfield is captured, only the default buildings linked to it change hands afaik
But with custom ones, it should be everything thats included in the airfield's "buildings" list
The "capturable" checkbox for individual buildings is for standalone buildings
Like custom placed factories.
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
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
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.
Place it not so close to road
the only reason that one tank got moved to a diferent spot is because it got flung there from the traffic jam
the first tank to get off the ramp turns 90 degrees and then parks there
you have no active objectives
Also could be case why it happens. Right.
Check objectives
how do you color the text message for a mission?
I've seen some workshop missions color their in-game prompted messages
Hm...
I personally not tried it.
But i read somewhere people doing it by manually editing mission file
I visualized the escalation objectives.
Diagram: https://9138noms.github.io/no-mission-analysis/escalation/triggers.html
Repo: https://github.com/9138noms/no-mission-analysis
Cool.
Exist any way use it for any missions?
I cannot find NOMissionDumper if i move to link to download it
It comes out like this.
hmm..
wait
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
Now see. Seems fixed👍
@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-
Big thanks for manual about how to works with not vanilla missions! 👍
Tutorial Episode 4 is out: https://www.youtube.com/watch?v=E1CN9RlxG-k&t=4s
Basic tutorial on fixed assets like buildings, scenery, missiles, and custom airbases within the mission editor for Nuclear Option. #nuclearoption #missioneditor
Oddly enough it covers your exact issue @violet vine
Special thanks to @pliant gate for the load error fix method
Omg ty!
Wait which one? I've posted a few haha
The revoker ejecting due to short runways
Oh!
Yo guys...
What do you think about logistical missions in coop.
Is it good enough to build it?
A coop logistics mission would be pretty sick if you combine both logistics and escort aircraft? Both the ibis and tarantula are suited for hubrid combat/logi roles
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.||
Does anyone know how to build a functional ship dock
does NO's Mission Editor support voice lines at all?
Functional how? Ships and cranes have no interactions with one another, and there are no tugs to help with berthing
Best you can do is have a ship parralel with a pier, and have it sail straight out into open seas
LMFAO
Does nuclear options mission editor support? The answer is almost always automatically no
tbh there's probably tugs that we just can't see (haven't been added because they aren't that important)
So far there are no spawners, hangers, vehicle depots, etc. for ships. But the BOTE mod which adds playable ships includes a dock. It works like a hanger, so it must be tied to an airbase in order to function.
any props people would like to see ingame? barbed wire etc
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
thanks shimp
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.
ive been looking into making smaller building and cloning the textures with blueprinter so definitley possible
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.
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
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.
purely aesthetics
hi chat
dumb idea for a dogfight map, a normal dogfight map, but you can only use the AIR 2 Genie
no other missiles, no bombs, no guns, just nuclear rocket dogfighting
Should be easy to make yourself. If Genies are available in the settings (allow event content)?, all you need to do is either set up a handful of aircraft with them, or restrict every other weapon type except them 
This is happy day for mission makers!
https://discord.com/channels/909034158205059082/1481321465876975810
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
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
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?
unsure if custom sea lines work currently, but they must be connected to the greater network in some way, and ships will just use them as pathfinding to get to the closest objective or their waypoint
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?
The settings tab in the mission editor has a ‘restrict aircraft’ list you can create for either or both factions. Should be easy to find
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.
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?
Well the problem is that helipads are both a faction spawn and landing point, so helis will naturally want to land on them. You might be able to mess with the vertical landing and service points on a custom airbase, but you’re better off just adding more helipads for the time being.
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.
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 😄
I did find and try this, but then I saw the enemy flying darkreaches? I could have done something wrong though, will try it again.
I ACTUALLY GET AN OPPORTUNITY TO PLUG MY SHIT
closest mission i can think of is [sib] naval skirmish redux by me
it involves both teams starting off with only carriers and having to advance up through the suburbs of feldspar and eventually feldspar itself
also, opal and bifurca are optional capturable objectives along with two oil rigs
its probably not exactly what you had in mind but it is the closest thing i can think of
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
Yeah, the landing location and service points can be placed somewhere the AI can easily use, clear of obstructions, but I’d like to prevent AI helicopters from spawning from a specific pad that will absolutely cause them to run into adjacent scenery objects as soon as they take off. It would have to be some flag that prevents this, but I don’t think that exists.
Best you can do is make a separate airbase that is closer. Placing a vertical service point too high will cause pilots to eject instead of attempt a landing.
Sounds good, I'll give it a look
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
Wouldn't it be near the base?
thats my main issue is the ai never close before the silos fire so there is no reason to defend them