The Basic panel of the object editor allows you to set the objects name, its picture portrait (if any) and its special status.
The short name is the version of the object's name which will appear in the auxilliary and target screens if the object is selected. It also the version of the name for devices (weapons) which will be displayed in the auxilliary and target screens.
The short name should be in all capitals (LIKE THIS) and must be eight characters or less. Use standard conventions for abbreviation if necessary.
The long name is the version of the object's name which will appear in the event notices during a level (for example, "Cruiser destroyed. 9 remaining"). It is also the version of the name which will appear in the target and auxilliary screens when the object is the target of the player's selection.
The dev note for an object is never seen by the player. It is for the developer's use only. Use it to annotate your objects; often you will have objects with identical names but different functions. The only way to tell them apart easily is with the dev note field.
The portrait PICT res ID is the resouce ID of a PICT resource which you will use to represent the object in mission briefings.
Ares needs to know which PICT illustrates which object so it can provide additional information when the player clicks on the object's portrait in the mission brefing.
There can only be one of each of the four special "blessed" objects. Clicking on one of the four radio buttons flags the current object as "blessed."
There must be one of each type of special object in every scenario file.
If another object has already been so flagged, it will lose its special status. For example, if you click on the Player body radio button for an object, any other object which has been designated as the player body will lose its designation.