Originally posted by TrashMan
@karajorma - yes, do talk me trough it. I want to modify the original FS2 campaign a bit...
Adding a new ship or weapons to the existing campaign is a pretty simple process although it may be a little time consuming.
The first step is to add the ship/weapon to the tables. I'm assuming that you already know how to do this
The second step is to add the new ship to the ships Alpha 1 is allowed to fly in the campaign. You can do this in two ways.
a. Go to the campaign editor in FRED. Load in the main FS2 campaign file. From the initial status menu choose either ships or weapons and tick the box corresponding to the new ship or weapon you're adding.
b. A more controlled way is to use the allow-ship/allow-weapon SEXP's. If you do this the ship will only be available in missions following the one you just edited. This is how [V] did in FS2 with every ship except for the Myrm (Which you fly in the first mission and therefore had to be enabled in the way described above).
The third and most time consuming step (although even this shouldn't take too long) is to open each mission that you want the player to be able to use the new ship/weapon in. Go to the Team Loadout editor and tick the boxes for the new weapons/ships.
That's pretty much it. If you did step 2b rather than 2a you should probably also add the tech-add-ship/tech-add-weapons SEXPs so that the ship appears in the techroom.
NB. The tech-add-x SEXPs (and maybe the allow-x ones) are NOT visible in FRED2 retail. You have to type them in manually. FRED2_Open doesn't suffer from this problem.