posted 06-12- 05:17 PM
It actually isn't the mission editor that needs the work, although it still needs to support it. The game needs to be changed to allow it. Plus, since the damage modelling is on a per part basis, then the specification could get a little complex. I thought about this stuff before I had the code, with a view to providing some sort of mechanisim for people to develop 3rd party campaign engines.
The theory is that the 3rd party app has an interface to set the states of the objects (probably the mission editor) and also a interface to get the state of the objects after a game was played (maybe a text file).
The 3rd part app then just makes a mission dynamically and then runs SDOE with the option to launch straight into the mission to make it nice and seamless. AFter the mission is reads the "State" file and does its campaign thing.
Of course now I'm too busy with WWW etc
, but if I see a point in my travels where I can dump an object state, or make a object start with a damaage state easily, then I will probably add something. This is the stumble across it development priority system 
WWW won't really use a mission file orientated concept so there is not much overlap, although I will probably have to find some way to make object states persistant somehow, but thats a ways down the track.
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Wings with Wires
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