Wing Editor

Opens via Editors › Wings.

Creates and configures wings. A wing groups ships that share arrival and departure cues and can receive collective AI goals. Wings support multiple waves and each wave is a fresh copy of the wing that spawns when the previous wave drops below the threshold.

General fields

FieldDescription
NameWing name shown on the HUD and used in SEXPs (e.g. Alpha, Gamma).
Display NameOptional name shown to the player in place of the internal name. Useful for localisation — the display name can be translated while the internal name stays stable for SEXPs and scripting. Leave blank to use the internal name.
Wing leaderWhich ship in the wing acts as leader. Other members form up on the leader.
Number of wavesHow many waves of this wing will arrive over the course of the mission. Each wave is a full copy of the wing's ships. The first wave is included in this count.
Wave thresholdWhen the number of surviving ships in the current wave drops to this value or below, the next wave spawns. Set to 0 to require the entire wave to be destroyed before the next arrives.
HotkeyFunction key (F5–F12) that selects this wing during play.
FormationThe flight formation wing members use relative to the leader.
Formation scaleScales the formation spacing up or down.
Squad logoLogo displayed on the ships in this wing. Choose from the gallery of available insignia.

Buttons

ButtonDescription
Align FormationRepositions all ships in the wing in the editor viewport to match the currently selected formation. Has no effect at runtime.
Prev / NextMoves the selection to the previous or next wing, allowing sequential editing without switching back to the viewport.
Delete WingRemoves the wing and all of its ships from the mission.
Disband WingDissolves the wing without deleting its ships. Each ship becomes an independent, unassociated object in the mission.
Initial OrdersAI orders all ships in the wing follow at mission start.
Wing FlagsOpens a checklist of per-wing behavior flags. Each flag has a tooltip describing its effect.

Arrival & Departure

Controls when and where the wing enters and leaves the mission. The cue SEXP must evaluate to true before arrival or departure can occur. Most arrival locations require a target ship or wing 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 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 or wing 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 wing arrives or departs.
Delay between waves (min / max)After a new wave is triggered by the threshold, the engine waits a random number of seconds between these two values before the wave actually spawns. Applies to all waves after the first.
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 wing appears or leaves without the visual warp effect.
Don't Adjust Warp When DockedBy default, ships that are docked together warp in or out with an enlarged effect sized to cover the combined formation. When checked, each ship instead uses its individual warp effect size, ignoring the docked aggregate.