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Mission patterns
This guide describes encounter-building patterns supported by Luna Tools' current native-script recipes. It does not claim that inserting the recipes registers a complete game mission.
Plan the sequence first
Write down the entry condition, setup, active objective, completion condition, failure path, and cleanup. Identify which actor handles and assets must exist before each step begins.
A useful first encounter is: start trigger → instructions → spawn → wait for the required outcome → clear UI and stop listeners. Keep the first version small enough to trace every signal.
Available mission blocks
In Logic, use the Library or the canvas context menu's Add mission block entry.
| Block | What it provides | What you still supply |
|---|---|---|
| Objective checklist | Up to three label/completion pairs, display duration, Show/Update | Completion logic and existing localization tags; mission registration is separate |
| Spawn actor | A template, live location, spawner, and output actor variable | Valid actor assets and encounter-specific setup |
| Reach waypoint | Marker plus a player-distance trigger | An existing live destination and arrival radius |
| Mission timer | Duration, remaining-time value, Start/Stop and timeout | HUD countdown display, if needed |
| Hero voice line | Existing Peter/Miles dialogue tags and playback action | Valid tags and separate handling of Finished and Interrupted |
| Objective message | Configured instruction text | Show and Clear signals at the correct lifecycle points |
Spawning
The spawn recipe distinguishes a template actor from a live location marker. SpawnerScriptAction binds Template, Location, and LastSpawn. Use the handle written through LastSpawn for actions targeting the new actor.
OnSpawned confirms creation; it is not a defeat signal. Choose a completion condition that matches the actor and encounter. Boss phase completion, ordinary enemy death, and a mission objective completing are distinct events.
Objective displays
Changing an objective's completion boolean and refreshing the display are separate responsibilities. Signal Show or Update as required by your design. The checklist does not discover completion conditions or register the encounter with a mission system.
Cleanup and retries
Decide what happens on success, player death, restart, and zone unload. Stop listeners and timers that should no longer run, clear markers and messages, and handle actors according to the encounter's lifecycle. Test repeated entry so old listeners do not complete a new attempt unexpectedly.
