Opens via Editors › Team Loadout.
Defines the pool of ships and weapons players can choose from at the loadout screen before a mission. The dialog has two tabs: Static Loadout for fixed class selections and Variable Loadout for runtime-dynamic selections driven by SEXP variables.
| Control | Description |
|---|---|
| Team selector | Switches which team's loadout is being edited. |
| Copy to other team | Copies the current team's loadout to all other teams. |
| Skip FRED's Weapon Loadout Validation | Bypasses FRED's internal validation of the weapon loadout across all teams. Applied globally regardless of which team is selected. Required when using the Variable Loadout tab. Enabling this marks the mission as requiring FSO 23.3 or later. |
The left pane lists all player-flyable ships available in the current mod; the right pane lists all player-usable weapons. Both panes can be filtered by name. The Clear, Select All, and Multi-select controls are UI conveniences for selecting list entries and have no effect on the mission itself.
| Control | Description |
|---|---|
| Enabled (checkbox) | Adds or removes the ship or weapon from the loadout pool. Items already present in the mission's starting wings (defined in Mission Specs › Custom Wing Names) are automatically enabled and shown with a partial check. They cannot be removed from the pool since they are already committed to those wings. |
| In wings | Read-only count of how many of this ship or weapon are already accounted for in the mission's starting wings. |
| Extra | Additional quantity made available beyond what is already in wings. |
| Extra from variable | A number variable whose value is added to the available quantity at runtime. Useful for adjusting pool sizes dynamically via SEXPs during the mission. |
| Required (weapons only) | When checked, the mission requires that this weapon be loaded onto a player or allied ship before the player is allowed to launch. |
Variable loadout entries use SEXP string variables to define which ship or weapon class is available, allowing the class itself to change at runtime. This is useful for missions where the available ships or weapons depend on earlier mission choices or campaign state.
Each entry works as follows: a string variable's value is the name of the ship or weapon class to offer. Because SEXPs can change that variable's value during the mission (or in a previous mission if the variable is persistent), the class offered to players can vary dynamically. An additional number variable can optionally control the quantity available.
| Control | Description |
|---|---|
| Enabled (checkbox) | Includes this variable entry in the loadout. |
| Variable | The string variable whose value names the ship or weapon class to offer. |
| Value | Shows the variable's current default value (i.e. the class it resolves to at mission start). |
| Extra | Static quantity available in addition to any count variable. |
| Extra variable | A number variable controlling the available quantity at runtime. |