Cap rework (#48)

- Refactored all CAP classes.
- Improved timing
- Zones are now not tied to MissionStages
  - CAPROUTE_<routeID>_<free>
  - routeID is now what is used in the naming convention.
- Units taxi back to their spawn parking space and rearm there.
  (Units destroyed while in the Rearming or Repairing state are not taken into account)
This commit is contained in:
2025-06-01 18:58:35 +02:00
committed by GitHub
parent 059081890d
commit 0233b9e2d7
21 changed files with 1519 additions and 832 deletions
+16 -3
View File
@@ -25,13 +25,26 @@ SpearheadConfig = {
-- unit: feet
maxAlt = 28000, -- default 28000
-- DELAYS.
-- Delays work as follow.
-- When an aircraft lands alive and well it will be rearmed and ready to go.
-- When part of the flight died it will be repaired and then rearmed. (both delays)
-- When the entire group dies it will first wait for the deathDelay, then it will be repaired and rearmed.
-- while rearming: Spawned on the ramp.
-- while repairing: Spawned on the ramp.
-- while deathDelay no unit is spawned.
--Delay for aircraft from touchdown to off the chocks.
-- unit: seconds
rearmDelay = 600, -- default 600
--Delay for aircraft from death to takeoff.
--When the seconds remaining is the same at the rearmDelay it will be spawned on the ramp and follow the rearm logic.
-- !! Can not be lower than rearmDelay
-- Delay for aircraft that has died to be repaired before rearming starts.
-- unit: seconds
repairDelay = 600, -- default 600
--Delay for aircraft before the repairing and rearming cycles begin.
-- applied when the whole group dies.
-- (see this as an additional bonus delay for destroying an entire group)
-- unit: seconds
deathDelay = 1800, -- default 1800
},