Buildable (#36)
- Buildable missions now working. - FARPS and BLUESAM zones are now buildable. - Secondary Logistics missions are created as buildables become available. - Logistic missions can be "marked" with a MAP marker. - Supplies can only be picked up in a SUPPLYHUB zone. - SUPPLYHUB zones are active once their parents are active. A supplyhub parent can be oneof: FARP, AIRBASE, STAGE. - Required supplies for a zone can be configured in kilos. - Crates can be picked up with 1000 or 2000 kilo per crate. - Max load for a helicopter is set based on public data. - TO COME: Sling load options
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@@ -78,6 +78,8 @@
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</ul>
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</li>
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<li><a href="#randomization" class="side-nav-h2">Randomization</a></li>
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<li><a href="#in-stage-dependencies" class="side-nav-h2">In stage dependencies</a></li>
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<li><a href="#buildable" class="side-nav-h2">Buildables</a></li>
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<li><a href="#runway-bombing" class="side-nav-h2">Runway Bombing</a></li>
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</ul>
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</div>
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@@ -164,6 +166,22 @@
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</p>
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<h3 id="supply-hub">Supply Hub</h3>
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<p>
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<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">SUPPLYHUB_[Name]</span></span> <br />
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<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">SUPPLYHUB_A_[Name]</span></span> <br />
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<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">SUPPLYHUB_HOUSTON</span></span> <br/> <br/>
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Supply hubs are used as zones to pick up logistics for logistic missions. <br/>
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They are activated when their parent is activated. <br/>
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Activated depends on what it's parent is. <br/>
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If it's a stage. It can be SUPPLYHUB_A_[name] when you want it to be active when the stage is initiated. (red state) or SUPPLYHUB_B_ it you want it activated when it's BLUE only. <br/>
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If you place the Supply Hub trigger zone inside of a FARP zone the supply hub will activate when the FARP zone is activated. <br/>
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If the FARP needs to be built first, then that means the supply hub also is activated later. <br/>
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NOTE: The supply hub does not spawn anything, but merely give options to pick up logistics.
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</p>
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<h2 id="mission-types">Mission Types</h2>
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<p>
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@@ -258,6 +276,28 @@
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The mission will be "pre-activated" (spawned) but won't have a f10 mission menu until the mission(s) it depends on is completed. <br/>
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</p>
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<h2 id="buildable">Buildables</h2>
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<p>
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Current buildables: <br/>
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<span class="inline-lua"><span class="lua-variable">FARP_</span></span> <br/>
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<span class="inline-lua"><span class="lua-variable">BLUESAM_</span></span> <br/>
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<br/>
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Buildables are zones or objects that first require logistics. <br/>
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Eg. A forward SAM site or FARP requires logistic crates before it can be built. <br/>
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To make an item buildable add a text box inside of the trigger zone and name it: <span class="inline-lua"><span class="lua-variable">buildable_[freeform]</span></span> <br/>
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Then in the text box type amount of kilo's you want to be transfered before the logistisc mission is complete. <br/>
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The base will slowly build up with each crate giving both a nice view of it happening AND it's good for performance as there's not a big addition of objects at once. <br/>
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Right now a crate takes 15 seconds to unpack per 500kg. Meaning 2 crates of 1000kg will be faster than 1 crate of 2000kg. <br/>
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All helicopters have a max limit set based on quick google searches and cannot be changed but the ME at this point: <br/>
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UH-1H : 2000kg <br/>
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Mi-8 : 4000kg <br/>
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CH-47 : 10000kg <br/>
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MI-24 : 2000kg <br/>
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</p>
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<h2>Runway Bombing</h2>
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<p>
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Runway bombing can be a very effective OCA tactic. With Spearhead we've tried adding as much logic and detail to it so it will feel as engaging as possible. <br/>
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