forge/docs/MISSION_DESIGNER_GUIDE.md
Jacob Schmidt b7f7ae3a01 Add mission designer guide and Eden assets
- Document Eden object, garage, and task setup for playable missions
- Add the new getting-started page and update navigation links
- Rename store actor variable to `isStore` in the docs
2026-05-16 19:19:51 -05:00

15 KiB

Mission Designer Guide

Build playable Forge missions in Eden with the required interaction objects, garage markers, and CAD-compatible task modules.

This guide focuses on editor placement and mission validation. Framework internals, extension commands, and persistence details are covered in the developer-oriented module guides.

Core Rule

Most Forge systems become available to players through nearby Eden objects. Place the object, give it the correct variable name in Eden, and the server initializer marks it with the runtime variable the actor menu scans for.

Players must be within 5 meters of the object for the actor menu to offer the action.

Interaction Objects

Use the object's Eden variable name, not its display name. The matching is case-sensitive in some initializers, so use lower-case names.

Bank object variable name field

System Eden Object Variable Name Runtime Variable Player Action Notes
Bank name contains bank isBank = true Full bank UI Allows full banking workflows, including PIN changes.
ATM name contains atm isAtm = true ATM bank UI ATM mode requires PIN authorization and does not allow PIN changes.
Store name contains store isStore = true Store UI Store catalog and checkout behavior are configured server-side.
Garage name contains garage isGarage = true Garage UI and virtual garage Include a garage category in the name or set garageType manually.
Locker name contains locker local isLocker = true Virtual arsenal action The server hides the editor object; each client creates a local locker at the same position.

Recommended object names:

atm
bank
store
locker
garage_hq
garage_hq_2

The example mission uses short lower-case names. Keep single-use objects simple, add an index when there may be multiple copies, and include a site label for garage objects so related spawn markers can share the same prefix.

Avoid using forge_locker_box as an editor-placed locker variable name. That name is reserved by the client-side virtual arsenal box.

Manual Object Variables

The automatic initializers are the normal path. If a mission script creates interaction objects dynamically, set the same variables manually:

_bankLaptop setVariable ["isBank", true, true];
_atmTerminal setVariable ["isAtm", true, true];
_storeCounter setVariable ["isStore", true, true];
_garageTerminal setVariable ["isGarage", true, true];
_garageTerminal setVariable ["garageType", "cars", true];

Supported garage types are:

  • cars
  • armor
  • helis
  • planes
  • naval
  • other

Garage Markers

Garage interaction objects open the garage UI. Vehicle spawn positions come from Eden markers.

Garage object placement

Garage object variable name

Garage category spawn markers

Garage spawn marker variable name

Additional garage sites use the same pattern: place another garage interaction object, give it a garage variable name that identifies the site, then place matching category spawn markers near that garage.

Second garage object placement

Second garage object variable name

Second garage site spawn markers

Create empty markers near each garage site. Marker names must contain garage and one supported garage category:

garage_hq_cars
garage_hq_armor
garage_hq_helis
garage_hq_helis_1
garage_hq_planes
garage_hq_naval
garage_hq_other

This convention keeps the site and category visible in the marker name: garage_hq_planes is the planes spawn marker for garage_hq, while garage_hq_2 can use another nearby set of garage_hq_* category markers for the second HQ garage area. If two garage objects of the same category are close to each other, include the full object name in the marker prefix, such as garage_hq_2_planes.

Use these rules:

  1. Put the marker where the vehicle should spawn.
  2. Rotate the marker to control spawn heading.
  3. Keep the marker close to the matching garage object.
  4. Include the garage object's variable name when multiple garages exist at different sites.
  5. Do not allow parked vehicles to block the marker. If a vehicle is within 5 meters of the spawn position, the virtual garage blocks the session.

Vehicle spawning is strict by category. A garage without a matching category marker cannot spawn that vehicle category.

Store Setup

Store objects only unlock the store UI. The actual item catalog, prices, payment source handling, locker grants, and garage unlocks are server-owned.

Store object placement

Store object variable name

Minimum Eden setup:

  1. Place a terminal, table, NPC, or other object players can stand near.
  2. Set its Eden variable name to something containing store.
  3. Test that the actor menu shows the store action within 5 meters.

Bank and ATM Setup

Bank and ATM objects intentionally expose different workflows.

Bank object placement

Bank object variable name

ATM object placement

ATM object variable name

Use a bank object for the full bank interface:

  • account view
  • transfers
  • earnings deposit
  • PIN change

Use an atm object for ATM access:

  • PIN-gated account access
  • ATM-mode banking actions
  • no PIN change

Minimum Eden setup:

  1. Place one or more bank laptops or terminals with variable names containing bank.
  2. Place one or more ATM objects with variable names containing atm.
  3. Keep the object accessible so players can stand within 5 meters.

Locker Setup

Locker objects are slightly different from other interaction objects. The server finds editor-placed objects whose variable names contain locker, hides those global objects, and each client creates a local locker object at the same position.

Locker object placement

Locker object variable name

Minimum Eden setup:

  1. Place a container object where the locker should appear.
  2. Set its Eden variable name to something containing locker.
  3. Do not use forge_locker_box.
  4. Test that the local locker appears and opens the virtual arsenal action.

Medical Spawn Setup

The medical economy store discovers up to eleven medical spawn objects by exact mission namespace variable name:

  • med_spawn
  • med_spawn_1
  • med_spawn_2
  • continuing through med_spawn_10

These objects are used for medical respawn placement and occupancy checks.

Medical spawn object placement

Medical spawn object variable name

Minimum Eden setup:

  1. Place an object at each medical respawn position.
  2. Set the first object's Eden variable name to med_spawn.
  3. Set additional medical spawns to med_spawn_1, med_spawn_2, and so on.
  4. Keep each spawn position clear enough for a revived player to occupy.

CAD Access

The CAD UI is currently opened from the actor menu action path, but there is no server initializer that marks Eden objects as dedicated CAD terminals. If a mission needs a CAD terminal object, wire it through mission script or a custom interaction that calls:

[] spawn forge_client_cad_fnc_openUI;

Tasks show in CAD only when they are created through a CAD-compatible task creation path.

CEO and Dispatch Slots

Forge grants dispatch-board permissions from the player's Eden unit variable name when that player belongs to the default organization.

Use these exact lower-case variable names:

Slot Eden Unit Variable Name Permissions
CEO ceo Can administer the default organization, use default organization funds where supported, and use the CAD dispatch board.
Dispatch dispatch Can use the CAD dispatch board.

CEO unit placement

CEO unit variable name

Dispatch unit placement

Dispatch unit variable name

The CEO slot is intentionally broader than the dispatch slot. Use it for the player who should administrate the default organization. Use the dispatch slot for players who need dispatcher tools without default organization administration rights.

Task and CAD Setup

Mission designers should use Forge Eden task modules for CAD-visible work. Those modules delegate to forge_server_task_fnc_startTask, which creates the BIS task, registers the Forge task catalog entry, sets active task state, and dispatches the task handler.

Create task module placement

Create task module parameters

Attack task module placement

Attack task module parameters

Attack task target sync

CAD visible task

CAD-compatible task creation paths:

Path CAD Compatible Use When
Forge Eden task modules Yes Normal mission-designer workflow.
forge_server_task_fnc_startTask Yes Scripted or generated mission content.
Dynamic mission manager attack tasks Yes Server-generated attack missions.
forge_server_task_fnc_handler directly Only if catalog and BIS task already exist Advanced scripted flows.
Direct task function calls No by default Custom server-owned flows that do not need CAD assignment.

General task rules:

  1. Give every task a unique TaskID.
  2. Set success and fail limits explicitly.
  3. Use area markers for zone fields.
  4. Use Forge grouping modules where required.
  5. Sync task modules to real world objects, units, vehicles, or grouping modules.
  6. Test that the task appears in CAD before relying on dispatch assignment.

Zone fields that must reference area markers:

Task marker fields

Field Used By Marker Requirement
DefenseZone Defend Task Rectangle or ellipse area marker.
DeliveryZone Delivery Task Rectangle or ellipse area marker.
ExtZone Hostage and HVT capture tasks Rectangle or ellipse area marker.
CBRNZone Hostage CBRN variant Rectangle or ellipse area marker.

Task Module Quick Reference

Task Module Sync Target Required Marker
FORGE_Module_Attack Target units or vehicles None
FORGE_Module_Destroy Target objects, vehicles, or units None
FORGE_Module_Defuse FORGE_Module_Explosives, optionally FORGE_Module_Protected None
FORGE_Module_Delivery FORGE_Module_Cargo DeliveryZone
FORGE_Module_Hostage FORGE_Module_Hostages and FORGE_Module_Shooters ExtZone, optional CBRNZone
FORGE_Module_HVT HVT units ExtZone when capture mode is enabled
FORGE_Module_Defend Optional enemy units as wave templates DefenseZone

Mission Manager Blacklist Markers

The dynamic mission generator avoids rectangle and ellipse area markers whose marker name or marker text starts with blklist.

Use blacklist area markers to keep generated missions out of bases, spawn areas, training zones, or protected set pieces.

Blacklist marker placement

Blacklist marker variable name

Setup:

  1. Create a rectangle or ellipse area marker over the area to exclude.
  2. Set the marker variable name or marker text to start with blklist.
  3. Give the marker real size so the generator can test candidate positions against the area.

Task Setup Checklist

Before publishing a mission, verify:

  • Every task has a unique TaskID.
  • Every configured marker name exists in Eden.
  • Zone markers are area markers, not icon-only markers.
  • Grouping modules are synced in the correct direction.
  • Success and fail limits match the number of required entities.
  • Reward funds and rating changes are intentional.
  • The task appears in CAD when created.
  • Assigned CAD tasks can be acknowledged, declined, and completed.

Mission Validation Checklist

Run this checklist in a local multiplayer test:

  • Stand within 5 meters of each bank object and verify the full bank action.
  • Stand within 5 meters of each ATM and verify ATM mode.
  • Confirm PIN changes are only available from the full bank interface.
  • Stand near each store object and complete a test checkout.
  • Stand near each locker and verify the local locker/arsenal opens.
  • Open each garage and retrieve/store a vehicle.
  • Open each virtual garage category and confirm the correct spawn marker is used.
  • Block a garage spawn marker with a vehicle and confirm the warning appears.
  • Create each mission task and confirm CAD visibility.
  • Assign a task in CAD and verify the player flow through completion or failure.

Eden Screenshot Set

The live docs should include real Eden screenshots for mission designers. When capturing them, save the images under docus/public/images/eden/ and use these filenames so the docs can reference stable assets:

File Capture
bank_obj.jpg, bank_obj_var.jpg Bank object placement and variable name.
atm_obj.jpg, atm_obj_var.jpg ATM object placement and variable name.
store_obj.jpg, store_obj_var.jpg Store object placement and variable name.
locker_obj.jpg, locker_obj_var.jpg Locker container placement and variable name.
garage_obj.jpg, garage_obj_var.jpg Garage interaction object placement and variable name.
garage_spawn_mrkrs.jpg, garage_spawn_1_mrkr_var.jpg Garage category spawn markers and marker variable naming.
garage_obj_2.jpg, garage_obj_2_var.jpg, garage_spawn_2_mrkrs.jpg Additional garage site placement, variable name, and spawn markers.
med_spawn_obj.jpg, med_spawn_obj_var.jpg Medical spawn object placement and variable name.
ceo_unit.jpg, ceo_unit_var.jpg CEO playable unit placement and variable name.
dispatch_unit.jpg, dispatch_unit_var.jpg Dispatch playable unit placement and variable name.
blacklist_mrkr.jpg, blacklist_mrkr_var.jpg Mission-manager blacklist marker placement and marker variable naming.
create_task_mod.jpg, create_task_mod_params.jpg Generic Forge task module placement and parameters.
attack_task_mod.jpg, attack_task_mod_params.jpg, attack_task_tgts.jpg Attack task module placement, parameters, and target sync.
cad-visible-task.jpg In-game CAD showing a task created from the Eden module.

Use screenshots that show the Eden left-side entity list, the selected object's attributes panel, and the map placement where possible. Crop only enough to remove unrelated mission content.