'''How to add a level to the Campaign Menu:'''[[BR]][[BR]] There are severel steps you have to follow, if you want to add a level to the campaign menu: * Create a button for the level in !CampaignMenu.layout * Add the level to !CampaignMenu.lua * Add the level to the LevelManager: * The LevelManager only knows the level listed in config/orxonox.ini. Therefore you have to add your level to this file. Search for [LevelManager] and enter campaignMissions_[i]="yourlevelname".[[BR]] * Next step is to include your level into the structure of the campaign.[[BR]] When you know where you want to include the level, you go to the LevelManager, search for the function buildallLevelStatus() and include your level into the structure of the campaign.[[BR]] * How to include it:[[BR]] You have to make a new v={1,0,2,....} (This says, what happens with the jth-levels when your level is allready won: activated(1), not activated(0), or only visible(2). With this vector you include your level into the campaign mode) and then allLevelStatus_[i]->nextLevels=v; (as it is done for all the others). [[BR]] You also have to think at what point of the mission your level should be shown or not. To implement that, you have to add a 0/1/2 to all the other v's.(same principle as for your own v)[[BR]] At the end all v's (also the one used to initilize) should have the length of your campaignMission_ (=number of levels).