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Reprise Eagle Mission Studio Tools · build 0.7.0Discord oficial
Reprise Roleplay REPRISE ROLEPLAYMISSION STUDIO
REPRISE EAGLE MISSION STUDIO TOOLS
BUILD 0.7.0 · PROPRIETARY PROJECT EAGLE TOOLING

BUILD STORIES.
ORCHESTRATE MISSIONS.
TEST IN GAME.

An internal development suite designed to turn Project Eagle narrative-content production into a structured pipeline: campaigns, story missions, side missions, NPCs, dialogue, objectives, cutscenes, routes, markers, rewards, conditions, GXT text and in-game runtime integration inside the same environment.

PUBLIC PAGE · TEAM-RESTRICTED ACCESS
C# · .NET 10Windows desktop
WinForms · WPFEditor + 3D viewport
JS RuntimeIn-game integration
35Mission step types
TECHNICAL DEFINITION

More than a mission
script editor.

Mission Studio is designed as an authoring and integration layer for Project Eagle’s mission system. Instead of assembling each mission manually across separate files and scripts, the Studio keeps narrative structure, entities, objectives, dependencies, dialogue, text, assets, world placement, campaign rules and runtime data inside one coherent and validatable project.

Plan → assemble → connect → validate → visualize → test → publish.

The tool reduces repetitive implementation work and keeps content creation separate from runtime infrastructure, allowing the team to build new stories and missions on top of one common technical foundation.
ARCHITECTURE

Editor, data and runtime
separated by responsibility.

Build 0.7.0 uses a Windows desktop application in C#/.NET, combines WinForms with WPF components for the visual workspace, reuses the Reprise Eagle Map Editor Core for world data/assets, and integrates an embedded JavaScript runtime for execution and preview in GTA San Andreas.

01

Mission Authoring Core

Versioned data model for missions, campaigns, NPCs, dialogue, requirements, rewards, markers, respawn, states and gameplay steps.

02

Desktop Editing Layer

C#/.NET editing interface with mission timeline, step palette, contextual properties, validators and dedicated campaign, dialogue, GXT and route tools.

03

3D World Workspace

WPF viewport tied to map context for placing mission starts, entities, objectives, cutscenes, teleports, explosions and other spatial elements directly in world coordinates.

04

Compilation & Preview

Preview compiler that validates the project and creates temporary builds for Global Stream or Test in Game while keeping testing separate from final publication.

05

In-Game Runtime

Embedded JavaScript runtime that executes exported structures in game, interprets objectives and connects Studio-authored content to GTA San Andreas.

06

Safe Project Workflow

Atomic saves, fingerprints, .bak backups, conflict validation, SHA-256 team bundles and explicit publishing to reduce accidental overwrites of the main project or game installation.

CAMPAIGNS & PROGRESSION

Multiple stories inside
the same Project Eagle.

The campaign model organizes independent or connected content by character, city, faction, event or narrative arc. Campaigns can require previous missions/campaigns, define an entry mission, protagonist, map, region, timeline, rewards and a return-to-free-roam point.

StoryMain campaigns and complete narrative arcs.
SideSecondary stories independent from or connected to story mode.
CharacterCampaigns centered around specific characters.
CityStorylines associated with cities, maps or regions.
FactionContent tied to factions and contextual progression.
Hidden / EventHidden, conditional or event-triggered campaigns.
TECHNICAL SYSTEMS

From narrative to
runtime execution.

The modules below represent verifiable capabilities in the 0.7.0 suite. This page describes what the tool does; source code, internal algorithms, builds and private infrastructure are not publicly distributed.

01

Mission Timeline & Step Palette

Visual timeline and palette with 35 step types covering narrative, entities, objectives, behavior, world flow, camera, audio, rewards and custom scripts.

TIMELINE
02

Story / Side Mission Framework

Categories for Story, Side, Stranger, Random Encounter, Character, Faction, Job, Hunting, GameMode, Event, Repeatable, Hidden, Optional and Custom.

MISSION
03

Campaign Framework

Story, Side, Character, City, Faction, Hidden and Event campaigns with prerequisites, entry mission, protagonist, map, region, narrative order, completion and free-roam return.

CAMPAIGN
04

NPC Framework

Persistent/contextual NPCs with model, position, heading, interaction radius, faction, portrait, default dialogue, mission links, conditions and mission indicators.

NPC
05

Dialogue Trees

Dialogue trees with nodes, speaker, text, portrait, audio, subtitles, auto-advance, choices, conditions, actions, camera and character animation.

DIALOG
06

Objectives & Conditions

Chained, optional, progressive and conditional objectives with success/failure paths and rules based on variables, location, time, faction, completed missions and other state.

LOGIC
07

Markers & Minimap

Configurable marker type, shape, color and scale, radar sprite and custom PNG minimap icons, including !, ?, ✓ mission indicators on NPCs.

MARKER
08

Cutscene & Camera Tools

Cutscene steps with camera position, look target, orientation, duration and action/animation integration for mission scene composition.

CAMERA
09

Actor Routes & Animation

Route editor with XYZ points and per-waypoint wait time, plus animation library/name data and actions linked to mission flow.

ROUTE
10

World Control

Steps for time, weather, wanted level, teleport, respawn, countdowns, timed sections, waits, explosions and audio during missions.

WORLD
11

GXT Text Pipeline

San Andreas GXT reading, editing, import, merge and export with conflict preview and support for SA 8-bit and 16-bit formats.

GXT
12

3D Placement Workspace

Integrated 3D map/camera/picking workspace to inspect and place mission points, spawns, objectives and spatial elements using Eagle Map Editor ecosystem assets.

3D
13

Game Preview & Runtime

Runtime install/repair, Global Stream, Test in Game, preview bridge and explicit Project Eagle export without treating temporary testing as final publishing.

RUNTIME
14

Team Packages

.eagleteam.zip bundles containing project, campaigns, missions, NPCs, dialogue, GXT and referenced assets with SHA-256 integrity verification.

TEAM
15

Campaign Pack Exchange

Scoped campaign packages with conflict checks and protection against IDs that would overwrite content owned by other campaigns.

PACK
16

In-Game Edit Import

Import of overlay/runtime edits into a validated project copy with confirmation before editor data is replaced.

SYNC
GAMEPLAY STEPS

35 combinable
mission blocks.

Steps are structured building blocks for mission flow. They can be ordered on the timeline and receive properties, conditions, start/completion actions and references to entities created earlier.

Narrative

Message, TalkToNpc, Cutscene, Sound.

Entities

SpawnActor, SpawnVehicle, SpawnObject, SpawnPickup.

Objectives

GoTo, Kill, KillMultipleTargets, EnterVehicle, CollectPickup, DestroyVehicle, FollowNpc, EscortNpc, StealVehicle, DeliverVehicle, PickupItem, DeliverItem, Survive, EscapeArea, ReachLocation, Interact.

Behavior

ActorRoute, ActorAnimation, CustomScript.

Flow

Countdown, TimedSection, Wait, Reward.

World

World, Teleport, Wanted, Explosion.

PRODUCTION WORKFLOW

Editable content without
accidental publication.

Version 0.7.0 clearly separates editing, preview, team transfer and game publication. Installing the runtime or running Test in Game no longer publishes the main project automatically.

01
CREATE
Define campaign/mission metadata, start point, requirements, category, giver NPC and respawn behavior.
02
ASSEMBLE
Add timeline steps and configure spawns, objectives, routes, camera, audio, world state, rewards and scripts where needed.
03
CONNECT
Link dialogue, GXT text, NPCs, previous/next missions, conditions, actions and campaigns.
04
PLACE
Use the 3D viewport to review coordinates, camera, markers and spatial elements in map context.
05
VALIDATE
Run checks for IDs, dependencies, campaigns, assets, requirements and references before compiling/exporting.
06
TEST
Create a temporary Global Stream or Test in Game preview without turning the development copy into a final publication.
07
REVIEW
Import in-game edits when needed, review GXT conflicts and validate results on a copy.
08
PUBLISH
Only the explicit Export to Project Eagle action writes mission content intended for the runtime, with confirmation and backup when content already exists.
TEAM WORKFLOW

Controlled handoff.
Verifiable integrity.

The Studio does not treat collaboration as manual folder copying. Build 0.7.0 includes dedicated bundles, asset verification, overwrite protection and text-specific merge mechanisms.

.eagleteam.zip

Complete project handoff with campaigns, missions, NPCs, dialogue, GXT and referenced assets.

SHA-256

Assets and project data are hash-verified; missing or corrupted content blocks import/export.

Atomic Write + .bak

Critical saves/exports use temporary atomic writes and preserve a backup when replacing an existing file.

Conflict Guard

If the open project changed on disk, Studio blocks saving to reduce the risk of overwriting another team member’s work.

Scoped Campaign Pack

Partial campaign transfer without unrelated content, rejecting IDs that could replace another scope.

GXT Merge Preview

Text import shows added, identical and conflicting entries before merge or replace.

ADVANTAGES

More content.
Less repetitive implementation.

The goal is not to replace designers or writers with automation. It is to provide infrastructure that allows the team to create more content while maintaining technical consistency, traceability and game integration.

01

Extensible campaigns

New story modes, character arcs, cities, events and side missions can be added as organized content without rebuilding infrastructure for each update.

02

Visual authoring

Timeline, contextual properties and the 3D map reduce reliance on manual data editing for recurring production tasks.

03

Integrated narrative

NPCs, dialogue, conditions, actions, camera, animation, GXT and objectives remain connected to the same project.

04

Fast testing

Preview and Test in Game shorten the loop between configuration and GTA execution without automatically publishing the main project.

05

Scalable teamwork

Full bundles, campaign packs, hashes, backups and conflict guards make it safer to divide production across multiple team members.

06

Living content

The architecture allows Project Eagle to receive new campaigns and missions through updates rather than being limited to one static storyline.

ACCESS & CONFIDENTIALITY

Technology shown publicly.
Tool reserved for the team.

This page exists to show the public the development infrastructure used by Project Eagle. Reprise Eagle Mission Studio Tools has no public download. Executables, source code, development runtime, internal documentation, projects, presets and implementation details are provided only to authorized Project Eagle team members.

PUBLIC TECH OVERVIEW · TEAM-ONLY DOWNLOAD
PagePublic — capabilities and technical overview may be presented.
DownloadRestricted — authorized Project Eagle team only.
Source codePrivate — not publicly distributed.
Projects & contentInternal — campaigns, missions and production assets remain confidential.
Algorithms / runtimeInternal implementation — details are not published on this page.
CURRENT BUILD

Reprise Eagle Studio 0.7.0

Desktop build 0.7.0 targets Windows on .NET 10, uses WinForms + WPF and integrates with the Eagle Map Editor Core. In the analyzed source package, the bundled in-game runtime remains on the 0.6.0 line while 0.7.0 focuses on desktop-editor and safe file-workflow changes.

Editor0.7.0
Bundled runtime0.6.0
PlatformWindows · .NET 10
UIWinForms + WPF
DevelopmentDev Frikmano
DistributionProject Eagle Team Only