Originally Posted by
Daiwilletti
Spawns work differently for campaigns. Whilst air.spawns are generated by the order of countries listed in the country.xml file, and one Allied and one Axis nation will spawn for air spawns, facilities like an ammo_depot are different. All nationalities listed in the campaign need to be able to generate the facilities, otherwise the strike_ammodepot spawns will be glitchy. One missing vehicle type for an obscure nationality can cause the generation of targets to be patchy. On the frontline, where the strike ammo dump and strike dugintanks etc missions occur, the frontline facilities are generated for ALL participating nations in the campaign, at random.
For example if the Attack in the West campaign includes SCW as a nationality (which it probably doesn't), and SCW does not have a harborgunS or an armor_tank_light, then facilities which include these units will spawn less reliably.
So when I go though a large install like ETO or MAW, I do a lot of work to ensure that all nationalities have all the main vehicle types represented, that way the spawning environment will be lively. If a unit is missing for a nationality, you can tell because when flying over an invasion defence the aa guns might be missing. I install a flag into most facility xml files, so when I fly over a facility that is a bit lifeless, I know which country is trying to be represented in the ground facility.
One of the things about ETO is that a lot of spawns have been created that are nationality specific, so that at least for target spawns, the nationality is fixed. I tend to use random spawning for my campaign overlays, because I like it.
Sorry if this is all garbled, it takes quite a bit to get the complex issues communicated easily.
Bookmarks