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Knowledge BaseMission Editor

Mission Editor

A mission is one playable scenario: a map, some objects in it, some objectives, and the events that make things happen. It is the unit a Game Master launches.

The sections

GroupSectionWhat it is for
CoreGeneralId, name, category, map, mode, description. The minimum.
MarqueeHow the mission presents itself in the list.
Prologue / EpilogueThe briefing before and the wrap‑up after.
OptionsSettings the GM chooses before launch.
CollectionsPlayersThe player vessels and the roles on them.
Spawn PointsWhere things enter.
ObjectivesWhat the crew is trying to do.
ObjectsEverything placed in the mission.
EncountersPrepared groups the mission can bring in.
EventsThe logic. Conditions and actions.
VariablesMission state your events read and write.
WaypointsNamed places, which is what Flight navigates by.
Comm ChannelsWho can be talked to.
CommoditiesCargo and trade goods in play.
GroupsCollections of objects addressed together.
EncyclopediaReference articles the crew can read in‑game.
CollectionsWidgetsExtra panels pushed onto consoles for this mission.
AdvancedScriptingCode, for what events cannot express.

The smallest useful mission

General, one entry in Players, a map, and one objective. That will launch and play. Everything else is elaboration, and building up from a mission that runs beats building down from one that will not.

Options are worth the effort

Options are the settings a GM sees before launching, and they turn one mission into several. They can be lists, numbers or toggles, each with its own description, and they can be marked admin‑only or hidden.

The base game's training mission is the example to copy: a single option switches it between five consoles training independently in a loop and five consoles that have to finish together. Same content, two quite different sessions.

Events are where missions actually live

An event is conditions plus actions. The conditions are checked against the running game — a property reaching a value, an object destroyed, a shield hit, a variable changing — and when they match, the actions fire.

Two things follow from that:

  • Variables are how events talk to each other. One event sets a variable, another waits on it. That is how you get sequence out of a system that is otherwise all reacting at once.
  • Conditions are evaluated against live state, so they can fire more than once unless you gate them. A variable set by the event itself is the usual gate.

Reach for Scripting only when events genuinely cannot express something. Events survive the mission being edited by someone else; script tends not to.

Objects and encounters

Objects are placed and present from the start. Encounters are prepared and brought in later — by an event, or by the GM during play. If something should appear when the crew does a thing, it is an encounter, not an object.

Testing

Launch it. There is a script test action in the editor for the scripting section, but for everything else the fast loop is a second browser window on the Game Master station, launching and ending the mission repeatedly.

Take Flight alongside the GM console for that. Most mission bugs are geometry — something spawned in the wrong place, a waypoint nobody can reach — and you see those from the helm immediately.

Compatibility warning

The mission XML element reference in the older entries of this knowledge base describes a 2016 schema and is wrong. The elements it documents (difficulty, players, respawn, spawnpoints, stations) do not match current mission files. Author through the editor, or copy the structure of a mission that works.

Last updated 5 September 2026