Updated Custom campaigns (markdown)

Starfire13 2025-09-01 11:27:37 +10:00
parent 0cfa3f3cd2
commit 2fa79d81df

@ -413,6 +413,18 @@ Shipping lanes define routes for transporting units between control points via c
To define a shipping lane, place a CJTF Blue Bulker Handy Wind. Shipping lanes should begin in port areas that are navigable by ships and have a route to another port area. DCS ships *will not* avoid driving into islands, so ensure that their waypoints plot a navigable route.
### Air Assault Landing Zones
While campaigns will technically work without defined Air Assault Landing Zones (LZs), this means that the pick up and drop off locations for troops are picked randomly within a radius of the control point, and it is quite likely that your air assault choppers are going to try landing amongst trees or on a building and crash. One can manually shift the landing zone in the mission editor prior to playing the mission, but it is much more ideal if campaign designers simply define appropriate landing zones for each control point when designing their campaign.
Here is an example of a control point where two LZs have been defined. While one is sufficient, if there is more than one LZ, the closest LZ to the direction of ingress will be used. This can be handy for large airfields.
![Landing Zones](https://github.com/user-attachments/assets/176a5ac7-c373-4946-a8f5-c5810237d6dc)
The LZs are defined using a trigger zone named with the control point's name followed by CTLD. Colour of the trigger zone should be left white (which is the default). The size is variable, and the actual landing waypoint is selected randomly somewhere within the circle. The ones in the example image are 500 metres across. Remember that the precise landing point can be anywhere within that circle, potentially right on the edge, so pick a location and radius that allows unimpeded approach and landing.
If you want more than a single LZ for that control point, you can copy-paste the first one after naming it and the new ones will be automatically named in the appropriate manner (with an appended -1, -2, etc). When selecting these LZs, it is important to pick locations that do not have trees or buildings, and that there is a clear path for the dropped infantry to move to the control point they are capturing (they will move automatically, and the centre of the control point is used as a target destination). This means there should ideally not be thick forest, rivers, dense urban structures, fences, or walls along that path.
### Objective locations
Objective locations define the various locations for ground objectives in the campaign. Objective locations are automatically associated with their closest control point.