When you add a Spawn object, it tells the mission where to start, and how to set up the flight.
Objectives are messages that show on the HUD. They tell the player what to do. But they're also a way to structure your mission (see Building Detailed Missions: Objectives, Triggers, and Activities).
If you fire one of the end mission actions, a message is displayed on the HUD, and all mission execution is stopped. The objects placed in the world remain.
A trigger based on a rectangular area in the world. You can set it to trigger when the player enters, is inside, or exits the area.
A trigger based on a circular area in the world. You can set it to trigger when the player enters, is inside, or exits the area.
A trigger based on a variable such as speed or altitude. You use a trigger value to determine when it fires.
A trigger based on a countdown. Can also be displayed in the HUD.
A trigger based on a counter.
Triggers when the aircraft goes from flying to wheels on ground (or ship).
Triggers when the aircraft wheels leave the ground.
Triggers when the aircraft is stationary on the ground (or ship). It's also possible to wait for the engines to be shut down as well.
You can place a POI marker in the world.
You can place landable moving ships in the world. You can choose the heading and speed. You can also use the ship as spawn point.
If you have the Supercarrier Pro addon, you can place the carriers in the world. You can also use the carrier as spawn point.
If you have the addon, you can place the carriers in the world. You can also use the carrier as spawn point.
You can add a rescue scene in the world, complete with objectives and rescue logic.
You can add fires that can be extinguished. The player will get objectives and be prompted to (re)fill their water bucket.
You can spawn a submarine in the world that the player will have to find and intercept.
You can spawn a submarine in the world that the player will have to find, intercept, and disable.
You can place cargo in the world that can be picked up as a sling load. You need to connect this to a Sling Load End.
Specifies an area where the sling load has to be delivered. You need to connect this to the Sling Load Start.