Greetings, Captains!

Ever wonder what a particular editor field does?  (such as “Map Mission”)  Look no further, here I will attempt to show the Editor dialog followed by definitions followed by the result for ease of viewing and use.

This Page is still under construction.


Library of “Story Points”

These are the basic things that move the story along.  Each will create a ‘Story Point’ box that will allow you to define the event you wish the player to experience.  Below are examples of the use of each of these points.

NOTE: You will need to place one of these after the Grant Mission Dialogin order to create the Leaving Sector Space dialog.  I recommend using Reach Marker as the first objective after the Grant Mission Dialog.

NOTE: You will usually want to build your first map and place objects and NPCs before you complete the Story editor, although there is nothing wrong with building the story first you will have to come back here to adjust things.

Grant Mission Dialog

Grant Mission Dialog

This is the dialog players will read after they find your mission but before they accept it. I like to think of this as a Popup Dialog that you must have and the editor creates for you.

Costume: This is the NPC that gives the player the mission.
Style: This gives the NPC an emotional expression.
Text: This is where you can give the player a mission brief and they choose whether to accept it.

Leaving Sector Space (or whatever map leads to your mission’s first map)

Leaving Sector Space dialog options

This is what your bridge officer will say at the Sector-to-Mission-map transision.

Leave from […]: Click the […] button and pick the system where the first map will take place.
Costume: Choose which type of bridge officer will say the dialog.
Style: The bridge officer’s emotional state.
Text: This is what this bridge officer will “say”.  See the result below.
Button: This is the player’s response, treat it like a Continue button.
Spawn at […]: Click the […] button and choose the spawn point on your first map.  Note that you need to create your map and place the spawn point before you can finish this.
Map Mission: The mission tracker will update with this message and all objectives on this map will go under this heading.


A pre-dialog box interaction as you get close enough to the system.

As you approach the system, the "Button" we defined that was intended as a response to the bridge officer also appear here.

Leaving Sector Space Dialog Box with Bridge Officer

Notice that "Take us in." ends up appearing twice, I wonder if they will let us change that.


Reach Marker in the Story editor

Reach Marker

This is one of 4 basic tasks you can give the player, which is essentially simply "go to this place".

Mission Text: This is what the player’s mission tracker will say.
Waypoints: None or Automatic (not sure what this does)
Marker […]: Click the […] button and select the object placed on your map (or go to Map view and place it).
Reached Text: System message yellow chat text appears in chat log when you arrive at the marker.


Notice the Rank wildcard leads to Ensign since this was my test character, and apparently I capitalized the T in They right after it. See the mission tracker's text on the right?

Multiple Objectives Example

Talk to Contact, Interact with Object, and Popup Dialog

These were separate objectives that I placed in order, first the Talk to Contact on the left, then I placed the Interact with Object (seen on the right) directly on top of the first, which puts them side-by-side or in parallel (instead of in series). Both objectives must be completed before moving on.

Mission Text: What the player’s mission tracker will read.
Waypoints: Marks the place on the map where the player will need to talk to them.
Actor […]: Click the […] button and select the NPC who will do the talking from the Map.
Style: Emotional state of NPC doing the talking.
Text: What the NPC says.
Button: Player’s response.


This is the result of the Talk to Contact editor box shown above.

Mission Text: What the player’s mission tracker will read.
Object […]: Click the […] button and select the object involved on the Map. Click Add Object to add additional objects to be interacted with (such as “scan 5 things”).
Interact Text: The button that the player must click to complete the objective.
Animation: What the player’s character or ship will /emote as it interacts with the object in question (such as holding a tricorder, having the main deflector emit a flash of purple, etc).
Duration: Duration of interact action, Short, Medium or Long.


This is what the player would see if they get close enough to interact, but haven't interacted yet. Note: My object is a beacon that happens to be located right on top of the alien ship, apparently you cannot treat an 'Actor' as an 'Object' to be interacted with, so the beacon is the object the player actually 'click's in this example mission.

Costume: Select the NPC on your map.
Style: The emotional state of the NPC.
Text: What the NPC will say.
Button: The player’s response.
My Notes: This screen behaves strangely when preceding or following a Talk to Contact objective, because the tracker needs to update for Talk to Contact but not for Popup Dialog.


This is a Popup Dialog, be wary that the dialog boxes act strangly (you will see what I mean) when you put them between objectives.

Kill Enemies objective

Kill Enemies Story view

Mission Text: What the player’s mission tracker will read.
Waypoints: Marks the location on the player’s map.
Encounter […]: Click the […] button and specify the encounter in the Map view (or place it if you have not already done that).

Setting up a Transition

First place your objective (Kill, Click, Talk or Move) that points to something on the new map. Then a new dialog box will appear between the last objective of the first map and the first objective of the next map.  This dialog box will not appear in the story tab until you have placed a new objective that takes place on a different map.

Leaving Rashana Space is an auto-generated box created between two objectives on different maps. I put Confirmation Text because at the time I had no idea what the Mission Text is for (if is for the mission tracker text).

Leave from […]: (not sure if you need to worry about this, normally you don’t need to make the player move anywhere after they complete the preceding objective and do the map transfer, so leave it at Whole Map unless someone gives you a good reason not to.)
Costume: The Bridge Officer who will speak a short dialog about transferring maps, this will appear before the Pick Away Team window appears.
Style: Their emotional state.
Text: What they say.
Button: the player captain’s response.
Spawn at […]: Click the […] button and select the spawn point on the map you are trying to transfer to.
Map Mission: This will be the gold name of the current mission in the player’s mission tracker.


This will appear right before the Pick Away Team window.


There are finishing touches to make in the Map Editor, in addition to picking and placing an Object, Marker, Contact or Enemy Group.  Objects and markers are relatively straightforward but will be explored in a future update.

TalktoContact Map view

Name: Editor’s name for the contact (not what you see in game).
Contact: Gold text name for the Contact visible in the dialog boxes involving them.
Ship: The ship (for space maps).
Costume: The Captain of that ship.
Default Text: (Not sure what this does in space, but on the ground creates a dialog that is used if you talk ot the contact outside of an objective.  This is not unlike talking to Admiral Quinn when he doesn’t have any missions or anything to really say to you.)


TalktoContact name shown

Notice the gold text in the upper left, that's what the 'Contact' field fills in in the Map Editor.

Kill Enemies objective

Kill Enemies Map view

This is super complicated and buggy at the moment, but the idea is that you can determine their ‘wandering’ behavior instead of them just standing still waiting for you to kill them.  I will update this upon further research and investigation, as you can see it is quite complicated.

Additional Reference Tips:

You can use the following brackets in dialogues and pop-ups:

[NickName] : Prints the character’s nickname.
[LastName] : Prints the formal last name of the character.
[FirstName] : Prints the formal first name of the character.
[Rank] : Prints the player’s current Starfleet or Klingon Rank. (Vice Admiral)
[ShipName] : Prints the informal name of the player’s ship. (Enterprise)
[ShipFullName] : Prints the formal name of the player’s ship. (U.S.S. Enterprise)
[ShipRegistry] : Prints the full registry number of the player’s ship (N.C.C. 1701)
[ShipType] : Prints the type of the player’s ship. (Galaxy Class Cruiser)