The Campaign Editor
The Campaign Editor allows you to organize and
manage your campaign's general options, loading screen interface, custom objects and
imported files.
Name - Here you can name your campaign.
Suggested Players - List what types of games and configurations your
campaign works best with.
Author - Give your name or your handle.
Description - Here you can tell players what to expect from your
campaign.
Use Difficulty Levels - When enabled, your
campaign can be modified to be easier or harder by referencing the condition
"Game Difficulty Comparison" in the Trigger Editor.
Map Files - Shows all maps that have been
added to your campaign in the loading screen tab.
Loading Screen
Here you can create the interface between your campaign maps. The background
screen and ambient sound are added here, as well as the buttons to represent
individual campaign maps.
ID - This is the number that can be referenced
by the action "Show/Hide Custom Campaign Button" in the Trigger
Editor.
Visible - Signifies whether or not the button will be visible when the
campaign is first accessed.
File Loaded - Name of the map that the button
references.
Chapter - Here you can name the chapter
heading (Prologue, Chapter 1, etc.).
Title - Here you can name the chapter title.
Background Screen - Choose what background to
have for your campaign screen.
Ambient Sound - Choose what sound to have for
your campaign screen.
Custom Data
Each of your campaign maps has access to all objects in this centralized
Object Editor. Any units, items, doodads, abilities or upgrades that are
here will be useable by your campaign maps. See the
Object Editor
documentation for more explicit details.
Imported Files
Each of your campaign maps has access to all imported files in this
centralized Import Manger. Any files that you have imported here will be
usable by any of your campaign maps. See the Import Manager for more
explicit details.