Opens via File › Campaign Editor. The Campaign Editor opens as its own window rather than a modal dialog.
Links individual missions into a branching campaign. Each mission is a node in a graph; directed edges between nodes carry SEXP conditions that determine which mission the player flies next.
Use retail campaign file format - saves the campaign in the older retail-compatible format. Leave unchecked for new campaigns. Check campaign runs the error checker against the current campaign. Both controls are available on both tabs.
| Field | Description |
|---|---|
| Name | Campaign name shown in the campaign selection screen. |
| Type | Single player, multiplayer co-op, or multiplayer team vs. team. |
| Description | Long-form campaign description shown in the selection screen. |
| Reset tech room | When checked, the player's tech room is cleared at the start of the campaign and only ships and weapons unlocked during play are available. |
| Custom data | Opens the Custom Data dialog for attaching arbitrary key-value pairs to the campaign file, used by scripting and mods. |
Check which ships and weapons are available to the player at the very start of the campaign, before any missions have been completed.
Lists all .fs2 mission files available to add to the campaign.
Select a mission from the list then right-click in the graph view to add it as a
node.
Select a mission node in the graph to edit its properties:
| Field | Description |
|---|---|
| Briefing cutscene | Video played before the briefing for this mission. |
| Debriefing persona | Index of the debriefing persona used after this mission. |
| Mainhall | Which main hall is shown between missions. |
| Substitute mainhall | Preferred main hall to use if present in the currently loaded mod, analogous to alt music. |
Shows all outgoing branches from the selected mission. Each branch has a
SEXP condition; the first branch whose condition
is true is the one taken. New branches are automatically given a true
formula. Use the up/down arrows to reorder branch priority.
| Branch type | Description |
|---|---|
| Branch to Mission | Proceeds to another mission in the campaign. The SEXP dot is black. |
| Branch to Campaign Loop | An optional loop the player can accept or skip. The SEXP dot is blue. |
| Repeat Mission | Loops back to the current mission, allowing the player to retry it. The SEXP dot is black. |
| End Campaign | Ends the campaign. The SEXP dot is black. |
Selecting a loop branch reveals additional fields:
| Field | Description |
|---|---|
| Loop description | Text shown on the loop accept/skip screen in-game. |
| Animation | Animation played on the loop screen. |
| Voice file | Narration audio for the loop screen. |
Missions appear as boxes; drag connectors between them to create branches:
| Connector | Creates |
|---|---|
| Blue → Green | A normal branch. The SEXP condition determines whether this path is taken. |
| Orange → Green | A loop branch. The player is given the option to accept or skip the loop before it executes. |
| Blue → End Campaign node | An end-of-campaign branch. The campaign ends when this branch is taken. The same SEXP priority rules apply. |
The End Campaign node is created automatically. Right-click a node in the graph for additional options, including Add Repeat Mission, which creates a branch that loops back to the same mission, the standard way to let the player retry a mission after failure.