Spatial data
Scripts never need raw coordinates for the important things in your world. You give each one a name in game, and the /mission commands save it to spatial.json. Scripts then use the name.
The commands need permission level 3, which you have in a folder pack’s world. Select the mission first:
/mission list/mission select <mission>/mission debug/mission debug draws everything in the world while you work.
What you can place
Section titled “What you can place”| Type | What it is | Used for |
|---|---|---|
| Trigger | A box | Knowing when players arrive somewhere |
| Zone | An area | The mission area players must stay inside |
| Marker | A position and facing | Spawn points, walk targets, waypoints |
| Marker set | An ordered list of markers | Patrols and routes |
| Character | A name, rank, team, colour and voice | Who is speaking |
| Actor | A person placed in the world | Squad mates and enemies |
| Sequence | A recorded performance | Cutscenes acted out by you |
| Structure | Swappable block variants | A wall that is intact, then blown open |
Commands
Section titled “Commands”Triggers and zones
Section titled “Triggers and zones”/mission trigger add <name>/mission trigger remove <name>/mission trigger rename <name> <newName>/mission trigger listzone takes the same commands. Triggers and zones are drawn with the region wand first.
Markers
Section titled “Markers”/mission marker set <name>/mission marker set <name> eye/mission marker remove <name>/mission marker rename <name> <newName>/mission marker list
/mission markerset add <name> <markers>/mission markerset remove <name>/mission markerset listCharacters
Section titled “Characters”/mission character add <id> <name>/mission character rank <id> <value>/mission character team <id> <value>/mission character color <id> <value>/mission character voice <id> <value>/mission character remove <id>/mission character listActors
Section titled “Actors”/mission actor place <id>/mission actor edit <id> character <value>/mission actor edit <id> skin <value>/mission actor edit <id> item <value>/mission actor edit <id> crouch/mission actor edit <id> hostile/mission actor edit <id> invincible/mission actor move <id>/mission actor remove <id>/mission actor listSequences
Section titled “Sequences”Record yourself playing a part, and an actor will perform it. You must be in the running mission to record.
/mission sequence record <name> <actorId>/mission sequence stop/mission sequence abort/mission sequence list/mission sequence remove <name>/mission sequence rebind <name> <trackIndex> <actorId>Play a recording from a script with sequence.playAndWait.
Structures
Section titled “Structures”/mission structure list/mission structure remove <id>Each structure has an anchor block and named variants, each copied from a region of the map. Swap them from a script with structure.set.
Using them in a script
Section titled “Using them in a script”trigger.wait("barn_door")actor.moveToAndWait("spencer", "barn_inside")objective.add("find_maps", "Find the flak maps", { waypoint = "barn_inside" })/mission pos copies your position to the clipboard, ready to paste into a script, for the times you do want coordinates.
