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The Operation Editor is an in-game tool that allows custom Operations to be created.

Overview[]

The Operation Editor can be accessed from the Operations menu by clicking Operation Editor.

At the Operations menu, you can create a new missions, import an external file, or browse your downloaded Steam Workshop missions. Before we get started, let's get you to know tips and other handy advice so you'll have a better understanding of how things work behind the scenes:

Every object has three common characteristics - id, type, and position. Id is a fixed trait of numbers and strings that represent the object, Type refers to what type the object is, and Position consists of X and Y coordinates on the map. At the bottom right of the screen you can see where your cursor is currently pointing at as well as the scope of the Zoom.

List of object types in the game as of 1.6.9:

  • player (represented by a transparent gray square with slight thick edges)
  • character (Consists of Heroes and Pawns)
  • infestor (Consists of Infestors and King Infestor variant)
  • car (Consists of RC-XDs)
  • helicopter (Consists of all non-car Vehicles, such as Dragonfires and Cobras)
  • info
  • arrow_marker
  • spawner (Can spawn various types of Pawns, Infestors, or Randomized in-between)
  • crate (Can be assigned to contain either a weapon, perk, equipment, or killstreak - otherwise you can set it to function as a Store like the ones featured in non-Stakeout Survival games)
  • turret (Consist of Sentry, SAM, and Remote-controlled Turrets)
  • droppedWeapon (Can be assigned to be any weapon with the correct weaponId)
  • obstacles (Consist of sandbags and explosive barrels)
  • destructibleObjects (Physics based boxes that can be moved around slightly and be destroyed)

Other than the aforementioned traits which are common to find around every object, some traits are unique to certain types. The player and non-Infestor Pawns for example, can have equipment assigned to be whichever grenade you'd like for your hearts content, but this characteristic doesn't apply to Helicopters. When a trait is set to null, it resets to the default value.

List of unique object traits in the game as of 1.6.9:

Characters[]

  • team (Applies to Equipment and Vehicles, as well)
  • equipment
  • health
  • pawnName
  • melee
  • health
  • style (Zombies and non-Heroes only)
  • preset (Infestors only)

Equipment, Sandbags, Barrels, and Turrets[]

  • scale (Direction of which the object is facing towards) - A negative value will point the object left, and a positive value will point the object right.

Beware that enemy equipment, with the exception of Claymores, are completely invisible. SitRep obviously mitigates this by displaying a red indicator over said equipment, most likely a bug.

Dropped Weapons[]

  • options (From here you can add attachments to said weapon)

Note that even if you do end up attaching mods to a weapon, it won't actually show in-game, most likely a bug.

Map[]

  • messageData (Info messages only)
  • spawnerId (Spawners only)
  • rotation (Arrow markers only)


By creating a new Operation, you'll be greeted with the following user interface:

EditorInterface

Getting Started[]

The editor might seem complex to use, but it's user-friendly interface couples everything together nicely intact, that way it'll be easier for you to understand what controls which. As you can see there is a Toolbar included - with it, you can navigate to several types of categories that house certain objects, utilities, and/or NPCs.

I'm currently viewing the Operation aka "General" tab, which displays the filename, description, settings and other noteworthy features that are related to your operation. Notice that the two blue/red buttons at the bottom have different functionalities:


Export File is self explanatory, it exports the operation file to your computer. (Operations have a .ds3 file format) Pressing Share will request you to select an image thumbnail for the operation, and will upload it to the Steam Workshop, of which you can access through here. Above the "Save" button there's another one that directs you to the operation on the Workshop page.

Revert Changes will revert to the last saved version of the operation, whilst Remove Objects, as the name implies, completely deletes all objects present in-game.


There are several key shortcuts available that improve quality-of-life:

* G - Shows/hides the Map Grid accordingly.

* D - Creates an identical clone of the object you've clicked on.

* DEL - Deletes this particular object.

* SHIFT - Zooms in and out based on scroll wheel input.

Artificial Intelligence[]

The in-game AI can be customized to behave in various ways. Here are several attributes that affect their behavior:

  • bCamp = Determines whether or not the bot will stick to its position.
  • bCampUntilLOS = LOS is an abbreviation of "Line of Sight". Essentially, the bot will camp in a certain spot until they encounter an enemy.
  • bInvestigate = Allows the AI to investigate after the player, whether they're spotted directly or a loud noise is heard nearby. (explosives, unsuppressed weapons, and doors, but the latter appears to work only on Veteran)
  • bIgnoreOutOfSight = Determines should the AI not target enemies outside its vision range.
  • patrolPoints = A set array of fixed X and Y coordinates on the map. The AI will travel from it's current position to the one included in the array.

[!] You can add several arrays to patrolPoints.

Steam Workshop[]

The Operation Editor is integrated with the Steam Workshop, allowing players to share or download Operations.

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