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General FreeSpace => FreeSpace Discussion => Topic started by: Arnav on June 03, 2001, 07:41:00 am

Title: Campaign Editor: HELP!
Post by: Arnav on June 03, 2001, 07:41:00 am
Okay I feel really stupid asking this:

I was stringing together the first six missions of TS for testing as a campaign unit - so I went to the campaign editor (which I've never used), figured it out, and put them together using proper links with goals completed etc. Then I play the first mission, then the problems start:

1) I have 9% health, but I'd set Alpha1 at 62%. The mission is a red-alert one, so I change it to a normal one. Fine, 62% health. but...
2) I find I have no weapons/missiles available to use in-mission! So I play the mission after moving the .FC2 file. Weapons are back.

What am I doing wrong? I checked all the ships and weapons in the campaign editor as being "available".


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Title: Campaign Editor: HELP!
Post by: DragonClaw on June 03, 2001, 08:19:00 am
   First mission should NEVER be a red-alert one.
Red-alert missions are for missions that take stats out of previous missions, in this case your first mission was taking stats out of a previous mission which didn't exist.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

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Title: Campaign Editor: HELP!
Post by: DragonClaw on June 03, 2001, 08:23:00 am
  And if you were saying that the first mission was fine but the second had problems, then here's the problem...

I'm not sure but I think it subtracts the remaining hull from 62%, like it would subtract 38% hull from your last mission...  hmmm horrible theory, but still...
Title: Campaign Editor: HELP!
Post by: Shrike on June 03, 2001, 04:37:00 pm
Do a scramble then, not RA.
Title: Campaign Editor: HELP!
Post by: QXMX on June 04, 2001, 01:29:00 pm
Depending on the nature of the mission, you might want to set the player's arrival to several seconds after the mission starts.

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