Ship Editor

Opens by double-clicking a ship in the viewport, or via Editors › Ships.

The Ship Editor configures individual ships. When multiple ships are selected in the viewport, editing a field applies the change to all of them simultaneously; some fields are disabled during multi-ship editing (such as Name, which must be unique). Some fields also behave differently or are unavailable when the selected ship is a Player Start.

General fields

FieldDescription
NameUnique identifier used to reference this ship in SEXPs and mission log entries. Often visible to the player in the targeting HUD.
Display nameIf set, shown to the player instead of the ship name in the targeting HUD and other player-facing contexts.
Ship classThe ship class from the game tables, defining the model, stats, and weapon hardpoints.
CallsignShort identifier appended to the ship name in HUD target boxes (e.g. the ship name may read "Alpha 1 (Braveheart)" if a callsign is set).
Alt nameIf set, replaces the ship's class name in HUD target boxes. Use this to display a different class name to the player without changing the actual ship class.
AI classOverrides the AI skill level for this ship, independent of the mission's global AI profile.
TeamIFF team (Friendly, Hostile, Neutral, etc.) determining which ships treat this one as ally or enemy.
CargoText displayed to the player when the ship is scanned. Use Nothing for ships with no cargo.
Cargo TitleText title displayed to the player when the ship is scanned. This is the text before the ":" and defaults to "Cargo:" if not set.
WingRead-only. Shows which wing this ship belongs to, if any.
HotkeyFunction key (F5–F12) that selects this ship during play.
PersonaVoice persona used when this ship sends messages and when auto-selecting a wingmate sender for messages with a matching persona assigned.
Kill scorePoints awarded to the player for destroying this ship.
Assist %Percentage of the kill score awarded to players who earn an assist on this ship. For example, a value of 50 with a kill score of 100 gives assisters 50 points.
Respawn priorityIn multiplayer, ships with higher values are prioritized when the engine selects which ship a player respawns into.
Player shipRead-only indicator. Use Set Player Ship to change this.

Buttons

ButtonDescription
Set Player ShipConverts the selected ship between a Player Start and a regular ship. This changes the ship's internal object type and updates the player start count, affecting how the engine handles spawning and player-specific logic.
Prev / NextMoves the selection to the previous or next ship in the mission, allowing quick sequential editing without switching back to the viewport.
LayerThe layer the ship is assigned to.
Delete ShipRemoves the selected ship from the mission.
ResetResets the selected ship(s) to their ship class defaults, including cargo, AI class, goals, hull and shield percentages, and weapon loadout.

Subdialogs

DialogDescription
WeaponsPrimary and secondary weapon bank loadout.
Player OrdersConfigures which comm menu orders the player can issue to this ship.
Texture ReplacementOverrides specific textures on this ship instance.
Initial StatusStarting hull, shields, subsystem damage, and weapon ammo.
Initial OrdersAI orders this ship follows at mission start.
Special StatsPer-instance overrides for ship statistics.
FlagsPer-ship behavior flags.
Alt Ship ClassFallback ship classes used if the primary class is unavailable at mission load.

Arrival & Departure

Controls when and where this ship enters and leaves the mission. The cue SEXP must evaluate to true before the arrival or departure can occur. Most arrival locations require a target ship to be selected. Departure location options are limited to Hyperspace or To Dock Bay.

Arrival locations

LocationNotes
HyperspaceWarps in from hyperspace. No target required.
Near ShipAppears near the target ship at the specified distance.
In Front of ShipAppears in front of the target at the specified distance.
In Back of ShipAppears behind the target at the specified distance.
Above ShipAppears above the target at the specified distance.
Below ShipAppears below the target at the specified distance.
To Left of ShipAppears to the left of the target at the specified distance.
To Right of ShipAppears to the right of the target at the specified distance.
From Dock BayLaunches from the target ship's dock bay. Use Restrict Paths to limit which bay paths are used.

Fields

FieldDescription
TargetThe ship this arrival or departure is relative to. Required for all locations except Hyperspace.
DistanceDistance from the target in meters. Arrival only; available for positional locations (Near Ship, In Front of Ship, etc.).
DelaySeconds after the cue becomes true before the ship arrives or departs.
Restrict PathsSelects which dock bay paths to use. Only available when the location is From Dock Bay or To Dock Bay.
Custom Warp ParamsOpens a sub-dialog to configure custom warp appearance and behavior.
CueSEXP that must evaluate to true for arrival or departure to occur.
No warp effectWhen checked, the ship appears or leaves without the visual warp effect.