Broken Arrow

Broken Arrow

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How to use the Scenario Editor (Basics)
By Comrade
Covers all core editor tools: placing units/objects, configuring teams and objectives, using scripts, and testing missions. Ideal for beginners who want to build scenarios without losing their mind.

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New Unit
In the top left corner of the editor from top to bottom you will see the NEW UNIT button, clicking this will open a sub-menu that allows you to pick from every unit in the game.

These units can be filtered by the following areas by

- Name
- Type (Recon, Infantry, Logistics, etc)
- Nation (By clicking on the flag of the country)
- Specialization (By clicking on the specialization(s) of the country
- Whether they have infantry slots
- Whether they have cargo slots (for supply)

In order to place a unit down, after filtering with your desired settings, click on the unit you wish to place and left click on the screen where you want them placed.
You can modify the height of the placement by holding shift, however to my knowledge this does not matter for most units.
You can rotate a unit after placing it down by left clicking it and the right clicking and dragging in the direction you want it to face.
New Object
In the top left corner of the editor from top to bottom you will see the NEW OBJECT button, clicking this will open a sub-menu that allows you to pick from a variety of entities used for missiong flow and scripting.

These can be

- Trigger zone (Area that will detect when something is inside it or not inside it)
- Playable zone (Area that the players are restricted to)
- Objective zone (Area that can be captured should a force be inside with no opposing force.)
- Tag (Not fully sure, used for marking logic locations for things like airdrops, artillery and anything requiring a point in order to function.)
- Spawn location (Point where units from player deck will spawn, has four options, multiple can be placed to spawn helicopters, planes, boats, and ground units.)
- Waypoint (Allows units to move, secure buildings, or change aggression distance for ground, helicopter, and air based units at each point)
- CameraPath Origin (For cinematic rendered in mission)
- CameraPath Waypoint (For cinematic rendered in mission)
- Marker (Visual indicator for player)
- Props
Scenario Config
You’ll find the Scenario Config tool in the left toolbar of the Broken Arrow editor—click it to define core mission settings. It’s where you name your mission, assign authorship, write a description, and toggle gameplay rules that affect how players experience your scenario.

- Scenario Name – Sets the title shown in menus and mission selection.
- Author – Your tag or handle. Pure vanity.
- Description – Optional mission briefing or background story.
- Enemies Has One Color – Forces all enemy factions to share the same color for clarity.
- Difficulty Selection – Enables a difficulty menu for the editor before mission start.
- Disable Non-Mission Editor Spawn Points – Ensures only editor-defined spawn locations are used.
- Day Time Preset – Sets lighting and weather (e.g., Overcast, Night).
- Game Mode – Defines mode type (e.g., Singleplayer or Multiplayer mainly).
- Started Playable Zone – Selects which zone is under player control at mission start. Leave empty if handled via scripting.
- Music Engine – Sets the soundtrack logic. Choose Random for variety or tie music to player actions in scripts.
- Start Difficulty (debug) – Forces the mission to launch with a specific difficulty setting for testing purposes. Doesn't affect final player selection if Difficulty Selection is enabled.
Team Manager
The Team Manager sets up which factions, players, and AI participate in your mission. Found on the left toolbar, it lets you define team composition, assign player slots, and apply restrictions.

- Player Deck – Lets the player pick a deck at scenario start. You can override this with a pre-built deck (must be made or imported in the editor).
- Lock Icon – Disables that player slot entirely. Use this for empty positions or to force only specific players.
- Mandatory – Mission won’t start unless a player (or AI) is assigned to this slot.
- Deck Restrictions – Opens a menu where you limit what countries/specializations a player can use (e.g. only Russia, only Naval).
- AI Toggle – Intended to let the AI control the deck. Not fully functional yet, so don’t rely on it unless it’s patched.
Task Manager
The Task Manager is where you create and organize mission objectives. Found on the left panel, it’s used to define goals like "Capture Point A" or "Defend Base" and tie them to scripting logic.

- New Task – Adds an objective entry to your mission.
- Title Text – Name shown to the player (e.g. “Destroy the Convoy”).
- Type – Sets whether it’s a Primary, Secondary, or Bonus objective.
- Status – Controls visibility: Hidden, Revealed, Succeeded, or Failed.
- Hint – Optional description or tip shown to the player under the objective.
Medal Manager
The Medal Manager is used to define optional challenges tied to your mission—complete them to earn medals at the end. Think of them as mini-achievements for players to unlock during a scenario.

- New Medal – Adds a new reward to the mission.
- Title Text – The name of the medal (e.g. “No Losses” or “Speed Run”).
- Medal Image – Choose one of three preset visuals to represent the award.
- Condition Text (1–3) – Describe what needs to be done. These are just labels—logic must be enforced through the Script Editor.
- Status (1–3) – Determines when a condition is met: Success, Fail, or Ignore.
Public Options
Dunno
Script Editor
The Script Editor (aka Node Editor) is the heart of mission logic in Broken Arrow. Found on the left toolbar, this is where you build conditions, triggers, and effects using a visual node system. If you want anything to happen beyond units just sitting there, it starts here.

- Events – Green nodes like On Unit Dead, On Trigger Entered, or Once. These fire when something happens in-game.
- Actions – Purple/blue nodes like Spawn Unit, Move Unit, Set Income, Update Task. These do stuff when an event is triggered.
- Conditions – Light green/yellow logic nodes like Count Units, Equal, AND, Get Difficulty. Use these to check if something is true before doing something else.
- Delays – Add wait time between actions.
- Comments – Gray blocks for keeping your logic readable (you’ll need it).
- Variables – Store mission data to check/set later (e.g., track unit deaths, timers, flags).
- Flow Lines – Yellow lines show event flow; white lines usually carry data/variables.
This doesn't answer my question/You forgot this
If you're stuck, confused, or just wondering "how the hell do I make X happen?" — drop a comment. Ask how to set up triggers, win conditions, unit spawns, or anything else. This guide’s still growing, and your questions help what gets added.
How do I support this?
Questions Answered
Q: Hello, may I ask how you managed to open the official campaign files with the editor? I know the campaign files are in *broken_arrow/BrokenArrow_Data/StreamingAssets/sharedmissions*, but I can't seem to read these files with the editor.

A: You have to go into the meta file for the mission located in that same directory and remove the entire line with devid and the string of numbers, after this you should be able to edit it in the editor.
looks like "devid": 769464694, , delete the entire line so there is no gap




Q: I've friend requested you and I need to ask you a question about the editor by way of a screenshot of the game. Currently I can generate units through the Script Editor, but I don't know how to get all the generated units killed and regenerated again! The On Unit Dead trigger condition doesn't handle this very well

A: Yeah, just use “On Unit Dead” with , then wire it back into your Spawn Unit node. That’ll fully respawn the unit every time they all die — like in my screenshot.


Q: I took a look at your script and it's basically the same as mine, but what I'm hoping for is that the first wave that spawns two soldiers is repeated when all two soldiers are killed in action before refreshing the second wave. The current situation is that every time a soldier is killed it refreshes two soldiers at the same time!

A: Create the group of units, ensure they all have the same group name, in this case AAVP is five AAVPs, this will respawn all five only after all five have been destroyed.


Q: How to delete something?
A: Do a double backflip

Q: hey i got a problem with airdroped unite like a T-90 i want to know how to make it move and take a objective after being landed?
A: so use cargo name to set a callable tag for it, then create a trigger that checks for that name (where the unit lands) that leads into a follow waypoint for the cargo name you set to send it to desired waypoint(s)
47 Comments
Comrade  [author] 20 Jul @ 10:36am 
make the next playable zone big enough to encompass the prior playable zone, you can only have one playable zone active at a time.
InsaneIII 16 Jul @ 11:37pm 
How do I keep previously activated Playable Zones open when unlocking the next one?


Hi everyone,
I’m working on a mission in the Broken Arrow Editor with 4 Playable Zones, each containing 3 objectives (12 total).
My goal is:

The player must capture all 3 objectives in a Playable Zone to unlock the next one.

Previously unlocked Playable Zones should remain active (units should still be able to move there).

The problem:
When I use the "Activate Playable Zone" node to unlock the next zone, the previous zone becomes inactive, and I can no longer move units there.

Even though I only use the "Activate Playable Zone" node for the next zone, it seems to disable the previous one.
I've made sure I don't deactivate anything manually.

Am I missing something?
Do I need to activate multiple zones at once? If so, how?

Any help or a simple example setup would be much appreciated!

Thanks!
Comrade  [author] 9 Jul @ 10:20pm 
so use cargo name to set a callable tag for it, then create a trigger that checks for that name (where the unit lands) that leads into a follow waypoint for the cargo name you set to send it to desired waypoint(s)
JOTARO 9 Jul @ 4:05pm 
hey i got a problem with airdroped unite like a T-90 i want to know how to make it move and take a objective after being landed?
zld 3 Jul @ 4:31am 
"Hey everyone,

I've noticed there's a "LuaNode" function in the Node Editor. From what I can tell, it allows for multiple custom inputs and outputs, which I believe could be a powerful way to break past many of the editor's limitations and implement complex features—or just make things more convenient.

However, I can't seem to open the official documentation for it. The 'More Info' link under the help section is broken for me (not sure if it's a bug or maybe a regional restriction).

Could anyone please provide me with the URL for the official documentation on the LuaNode? Thanks in advance!"
Comrade  [author] 2 Jul @ 5:05pm 
modifying meta deta (player info) can sometimes cause issues, but ive never had issues try modifying directly in mission file

No idea how to fix infinite load on script editor not seen that

set marker position should probs be used with a tag and then log the position
marseu 2 Jul @ 6:11am 
Is it only me, but the script editor always get stuck on loading screen forcinge me to shutdown the game
Hello, I tried to change the default deck of another player's custom map, but it didn't take effect after saving. However, when I did the same thing in a newly created map, it worked fine. How can I solve this problem? Much appreciate.
Nova 29 Jun @ 2:17am 
I have another question, how do i use the "set marker position" node?
NIE PAMIĘTAM 28 Jun @ 12:04pm 
THANKS BRO FOR THIS GUIDE!!!:steamthumbsup::steamthis: