Mission data (level editor)

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The mission data defines a Single Player mission, including levels, Secret Levels, and starting loadouts.

Syntax[edit | edit source]

Comments start with # and continue to the end of the line.

Default Mission File[edit | edit source]

The Overload Level Editor can generate a default mission file. Use the File -> Create SP mission file... menu option to create a sample mission data file in your custom level folder (where .sp and .cm files should also be placed).

Display Name[edit | edit source]

The display name of a mission is the name it has in menus, in multiple languages. Supported languages are English (EN), French (FR), Spanish (ES), German (DE), and Russian (RU)

Example[edit | edit source]

display_name: 
 EN: THE OUTPOST
 FR: L’AVANT-POSTE
 ES: EL PUESTO AVANZADO
 DE: DER AUSSENPOSTEN
 RU: АВАНПОСТ

Levels[edit | edit source]

The levels in a mission are listed in order. Many properties are available. Each line should be indented by 3 spaces, but the first line of each listed level should instead start with

 - 

The list of levels should also start with the line

levels:

Name[edit | edit source]

The name of the level as it appears in level selection, in multiple languages.
Example

name: 
 EN: THE OUTPOST
 FR: L’AVANT-POSTE
 ES: EL PUESTO AVANZADO
 DE: DER AUSSENPOSTEN
 RU: АВАНПОСТ

Scene[edit | edit source]

The name of the .sp file to use for this level, without the .sp extension.
Example

scene: outpost

Music[edit | edit source]

The name of a music track to use for this level. Refer to Music (level editor) for a list.
Example

music: outer_01

Boss Music[edit | edit source]

The name of the boss music track to use for this level. It will start playing when the boss lock down begins (MASSIVE INCOMING THREAT). Refer to Music (level editor) for a list.
Example

bossmusic: outer_boss

Secret[edit | edit source]

Associates this level with a secret level. This value should match the scene name of a secret level from this mission.
Example

secret: caverns

Date[edit | edit source]

The date on which the story of this level is set. Appears on briefing screens.
Example

date: 1234-01-21

Weapons[edit | edit source]

A list of primary weapons for which to show information screens during briefings. Can be empty.
Example

weapons: [impulse, cyclone]

Missiles[edit | edit source]

A list of secondary weapons for which to show information screens during briefings. Can be empty.
Example

missiles: [falcon, missile_pod]

Robots[edit | edit source]

A list of editor names of Auto-Ops for which to show information screens during briefings. Can be empty.
Example

robots: [grunta, gruntb, recoila]

Upgrade Points[edit | edit source]

The number of Upgrade Points the player receives when starting a new game on this level.
Example

upgrade_points: 20

Super Upgrade Points[edit | edit source]

The number of Super Upgrade Points the player receives when starting a new game on this level.
Example

super_upgrade_points: 5

Ammo[edit | edit source]

The player's Ammo will be increased to this value when either starting a new game on this level or reaching this level with less Ammo.
Example

ammo: 200

Loadout[edit | edit source]

The set of weapons the player receives when starting a new game on this level. If the player reaches this level but hasn't unlocked all of the included weapons or has fewer than the listed amounts of missiles, the player will receive whatever is missing. For each weapon an unlock level is specified. Possible values are

  • 0: Base version
  • 1: Plus version
  • 2a or 2b: Second tier upgrades


Example

loadout:
 impulse: 2a    # Impulse++ [Q]
 cyclone: 1     # Cyclone+
 driller: 0     # base Driller
 falcon: [0, 8] # base Falcon (8 of them)
 hunter: [0, 8]

Upgrades[edit | edit source]

The set of ship upgrades the player receives when starting a new game on this level. These are not given when continuing from the previous level.
For each upgrade an unlock level is specified. Possible values are 0 (no upgrade), 1 (first tier), 2 (second tier).
Example

upgrades:
 ARMOR: 1            # Armor Toughness
 ENERGY: 0           # Energy Efficiency
 AMMO: 0             # Maximum Ammo
 MOVE_SPEED: 2       # Flight Speed
 SMASH_DAMAGE: 1     
 SELF_REDUCTION: 0   # Blast Protection
 BOOST_SPEED: 0      
 BOOST_HEATSINK: 1   # Boost Cooling
 ACCESSORY_ENERGY: 0
 ITEM_DURATION: 1

Secret Levels[edit | edit source]

Each line should be indented by 3 spaces, but the first line of each listed secret level should instead start with

 - 

The list of secret levels should also start with the line

secrets:

Name[edit | edit source]

The name of the secret level as it appears in loading screens and menus, in multiple languages.
Example

name:
 EN: SECRET LEVEL ALPHA
 FR: NIVEAU SECRET ALPHA   
 ES: NIVEL SECRETO ALFA
 DE: GEHEIMLEVEL ALPHA   
 RU: СЕКРЕТНЫЙ УРОВЕНЬ «АЛЬФА»   

Scene[edit | edit source]

The name of the .sp file to use for this level. Normal levels reference secret levels by this name.

Music[edit | edit source]

The name of a music track to use for this level.