Mission data (level editor)

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

## Syntax

Mission files use a syntax called YAML.
Comments start with `#` and continue to the end of the line.

## Default Mission File

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

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

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

```

## Levels

The levels in a mission are listed in order. Many properties are available and described below. 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

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

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

**Example**

```
scene: outpost

```

### Music

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

**Example**

```
music: outer_01

```

### Boss Music

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). Uses names from Music (level editor).

**Example**

```
bossmusic: outer_boss

```

### Secret

Associates this level with a secret level. This value should match the `scene` name of a Secret Level entry from the same mission file. The player will be able to access the secret level by activating an appropriately configured Box Warper trigger.

**Example**

```
secret: caverns

```

### Date

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

**Example**

```
date: 1234-01-21

```

### Weapons

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

**Example**

```
weapons: [impulse, cyclone]

```

### Missiles

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

**Example**

```
missiles: [falcon, missile_pod]

```

### Robots

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

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

**Example**

```
upgrade_points: 20

```

### Super Upgrade Points

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

**Example**

```
super_upgrade_points: 5

```

### Ammo

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

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 or upgraded 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

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

Secret levels can be listed after the main levels in a mission file.
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

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

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

### Music

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

## Template

Here is a template and reference for mission data. Overload *.mission* files can be opened in any text editor.

```
# Mission File Template

display\_name: # Mission's name as it appears in Mission Select
 EN: THE OUTPOST
 FR: L’AVANT-POSTE
 ES: EL PUESTO AVANZADO
 DE: DER AUSSENPOSTEN
 RU: АВАНПОСТ

levels:
 - name: # Level's name as it appears on level select
 EN: THE OUTPOST
 FR: L’AVANT-POSTE
 ES: EL PUESTO AVANZADO
 DE: DER AUSSENPOSTEN
 RU: АВАНПОСТ

 scene: theoutpost # Level's filename without extension

 music: outer\_01

 #bossmusic: outer\_boss # Optional, plays during boss lockdown ("Massive Incoming Threat Detected")

# credits Revival Credits

 #secret: secretlevelalpha # Optional, associates this level with a secret level

 #date: 1234-01-21 # Optional, displays a date during the briefing

 #weapons: [impulse, cyclone] # Optional, displays these screens during the briefing.

 #missiles: [falcon, missile\_pod] # Optional, displays these screens during the briefing.

 #robots: [grunta, recoila] # Optional, displays these screens during the briefing.

# Guidebot guidebot

 upgrade\_points: 0 # Optional, defines player's weapons, upgrades, etc.
 super\_upgrade\_points: 0
 ammo: 400

 #loadout: # Upgrade 1... Upgrade 2a... Upgrade 2b...
 #impulse: 0 # +20% dmg/impact Q quad lasers RF rapid fire
 #cyclone: 0 # shoots farther X4 extra wider shot F faster shots
 #reflex: 0 # bounced shots home RF faster ROF L more range, better tracking
 #crusher: 0 # +10% ROF DX more damage AF faster weaker shots
 #driller: 0 # +20% ROF DX much more damage M much weaker faster shots
 #flak: 0 # +20% ROF DX more damage VK faster & longer range
 #thunderbolt: 0 # overpenetrates bots MX better charging RT shots track targets
 #lancer: 1 # (base version) C better RF & energy SF full auto one side at a time
 #falcon: [0, 0] # better dmg & ammo MX better dmg & speed T tracks targets
 #missile\_pod: [0, 0] # tracks targets XS more dmg & ammo ST better tracking
 #hunter: [0, 0] # more dmg W 3-missile volleys XT better tracking & ammo
 #creeper: [0, 0] # +50% fuse time XS more damage & ammo ST much better tracking
 #nova: [0, 0] # Better dmg & tracking XB more & better blobs CL better detonation & ammo
 #devastator: [0, 0] # manual detonation PT hull-pierce & faster XS better detonation & ammo
 #timebomb: [0, 0] # stuns nearby bots LT longer duration XS better speed & dmg
 #vortex: [1, 0] # (base version) XG better dmg & ammo LP longer duration & more ammo

 #upgrades: # Upgrade 1... Upgrade 2 (if any)...
 #ARMOR: 1 # -20% dmg -35% dmg
 #ENERGY: 1 # -20% energy use -35% energy use
 #AMMO: 1 # max ammo 400 to 500 max ammo 500 to 600
 #MOVE\_SPEED: 1 # +10% speed +20% speed
 #SMASH\_DAMAGE: 1 # +50% smash dmg
 #SELF\_REDUCTION: 1 # -50% self blast damage
 #BOOST\_SPEED: 1 # +10% boost speed
 #BOOST\_HEATSINK: 1 # boost time from 5s to 10s
 #ACCESSORY\_ENERGY: 1 # accessories use no energy
 #ITEM\_DURATION: 1 # powerups from 20s to 30s

 #- name: # Example of a second level in sequence.
 #EN: THE OUTPOST 2
 #FR: L’AVANT-POSTE 2
 #ES: EL PUESTO AVANZADO 2
 #DE: DER AUSSENPOSTEN 2
 #RU: АВАНПОСТ 2
 #scene: theoutpost2
 #music: outer\_02
 #bossmusic: titan\_boss
 #secret: secretlevelbeta
 #date: 1234-01-25
 #weapons: [impulse]
 #missiles: [falcon]
 #robots: [grunta]
 #upgrade\_points: 0
 #super\_upgrade\_points: 0
 #ammo: 400
 #loadout:
 #impulse: 1
 #falcon: [1,24]
 #upgrades:
 #ARMOR: 1
 #ENERGY: 1

 # ADDITIONAL LEVELS GO HERE...

#secrets:
 #- name:
 #EN: SECRET LEVEL ALPHA
 #FR: NIVEAU SECRET ALPHA
 #ES: NIVEL SECRETO ALFA
 #DE: GEHEIMLEVEL ALPHA
 #RU: СЕКРЕТНЫЙ УРОВЕНЬ «АЛЬФА»
 #scene: secretlevelalpha # Level's filename without extension
 #music: secret\_01 # Music track to play during secret level

 # ADDITIONAL SECRET LEVELS GO HERE...

```