public void Clear() { // If the default template is found, load it. if (File.Exists(DEFAULT_TEMPLATE_FILEPATH)) { LoadFromFile(DEFAULT_TEMPLATE_FILEPATH); return; } BriefingCampaignName = ""; ContextCoalitionBlue = "USA"; ContextPlayerCoalition = Coalition.Blue; ContextCoalitionRed = "Russia"; ContextDecade = Decade.Decade2000; ContextTheater = "Caucasus"; ContextSituation = ""; EnvironmentBadWeatherChance = Amount.VeryLow; EnvironmentNightMissionChance = Amount.VeryLow; MissionsCount = 5; MissionsDifficultyVariation = CampaignDifficultyVariation.Random; MissionsFeatures = new List <string>(); MissionsObjectives = BriefingRoom.GetDatabaseEntriesIDs(DatabaseEntryType.ObjectivePreset).ToList(); MissionsObjectiveCount = Amount.Average; MissionsObjectiveDistance = Amount.Average; OptionsFogOfWar = FogOfWar.All; OptionsMods = new List <string>(); OptionsMission = new List <string> { "ImperialUnitsForBriefing" }; OptionsRealism = new RealismOption[] { RealismOption.DisableDCSRadioAssists, RealismOption.NoBDA }.ToList(); Player = new MissionTemplateFlightGroup(); PlayerStartingAirbase = ""; SituationEnemySkill = AmountNR.Random; SituationEnemyAirDefense = AmountNR.Random; SituationEnemyAirForce = AmountNR.Random; SituationFriendlySkill = AmountNR.Random; SituationFriendlyAirDefense = AmountNR.Random; SituationFriendlyAirForce = AmountNR.Random; }