Thanks David! :salute:
That seems to be an easy way!
Do you have any tips how to get the frontline Lat and Lon values?
<FrontLine>
<Point Lat="N64*13'41.9998"" Lon="E6*41'49.9999""/>
<Point Lat="N53*51'53.9998"" Lon="E6*41'49.9999""/>
<Point Lat="N53*17'54.9999"" Lon="E7*4'52.0000""/>
Is there any information about spawn file editing?
If you make a new campaign what should be edited in the spawn files?
Cheers
Hi von Oben,
All this is from memory so please forgive slight inaccuracies, I'm not on my CFS3 computer.
Aren't the lat and long values also displayed as you move around the campaign map? Or is that just in the mission builder?
As for spawn files, the main thing to remember is that the 12 or so different campaign missions are each supported by specific spawn files. Hence you get a series of spawn files around "Strike" campaign missions, CAS missions, etc. The more complex one is attack production center. The basic mission involves attacking a factory but the production center is well beyond the frontline normally, so there is a bit going on in the exe file not accessible in the xml files.
All the campaign missions are listed in the root campaign.xml file, from memory (under <Missiontypes>). I have "tweaked" the missions by adding "isFactory" to airbase facility xmls, because for Axis BoB missions, there really needs be a strike_airbase option but unfortunately the mission selections seems to be hard coded in CFS3. I did try writing some pseudo campaign strike_airbase missions, and wrote that missiontype into a campaign.xml file, but it does not work. It may be that a Dialogue file needs to be amended also, but it is likely that the addition of a strike_airbase campaign mission is not possible by simple xml editing alone.
So it is possible to use strike_factory option, and attack airbases by editing the airbase facility to read "isAirbase,isFactory", as a work-around. You could probably also create some new options for campaign missions by editing other facility files. However, remember your problem with ammodepots? The same problem of difficulty in completing the mission goal arises when you attack an airbase which is a campaign goal. Your flight is busy machine-gunning the runway and it is difficult to reach the desired damage percent level specified in the strike_factory spawn file.
Hence the need to reduce the damage percent for the strike_factory spawn file to a very low number.
Otherwise editing the campaign spawn files is pretty straightforward. One of my favourite things to do is to have a number of armored formations in the ground.spawns and frontline.spawns use Groundtype="direct". In the second waypoint I specify "frontline" location so the armored formations appear to attack the frontline. However that is not strictly a campaign mission, just something that adds flavour to the campaign. These days I normally get shot down simply rubbernecking around the frontline, rather than in fulfilling mission target objectives
