diff --git a/.docs/web/js/components/sidebar.js b/.docs/web/js/components/sidebar.js
index c4b685a..a786af7 100644
--- a/.docs/web/js/components/sidebar.js
+++ b/.docs/web/js/components/sidebar.js
@@ -169,7 +169,7 @@ class Sidebar extends HTMLElement {
render() {
var betaHtml = '';
- if (true || window.location.hostname.toLowerCase() == 'beta.spearhead.rocks') {
+ if (window.location.hostname.toLowerCase() == 'beta.spearhead.rocks') {
betaHtml = '
- Naming: MISSION_STRIKE_[Name]
-
TBD
+
+ Naming:
+
TBD
+
+ Bridges, buildings or other type of targets that are baked into the map are awesome targets.
+ We wanted to make sure they were easily integrated in Spearhead.
+
- Bridges, buildings or other type of targets that are baked into the map are awesome targets.
- We wanted to make sure they were easily integrated in Spearhead.
-
- Scenery targets are treated like mission targets: they are included in the mission completion calculation - (their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or resume. -
- -Here's two images showing how a bridge is added to a mission.
-
+ + Scenery targets are treated like mission targets: they are included in the mission completion + calculation + (their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or + resume. +
+ +Here's two images showing how a bridge is added to a mission.
+
+
+ Naming:
+
TBD
+
+ Naming:
+ Naming:
+
TBD
+
+ Naming:
+
+ Naming:
+
+ When you, as a mission editor, want to create a mission that's further away from the current front-line you can use the Deep Strike mission type.
+ This allows you to plan missions that require more strategic positioning and timing.
+
+ Deep Strike missions are activated when the Stage in which they are located becomes "PreActive" or "Active".
+ "PreActive" is when either the current active StageNumber is a certain number of stages away OR the stage has "CAP" airbases active .
+
+
+ For example:
+ If the current active stage is
+ Then both
+ By default DEEPSTRIKE missions are "Secondary" missions when spawned as a pre-activated stage.
+ Then when the stage they are in is "Active", the mission becomes a "Primary" mission.
+
+ If you want to make it a "Primary" mission from the start, you can overwrite it.
+ Click the mission's trigger zone. Add a property named
+
+ If you want it to "Secondary" even when its stage is the active stage, you can set "primary" to false.
+
+ If you want to have it be "Secondary" when its stage is "Pre-Active" and "primary" when its stage is "Active" you don't have to do anything.
+
+ In the future we're thinking it would be cool to make the Deep Strike missions
+ be more integrated with the CAP airbases and/or logistics.
+ Eg. Completing a DEEPSTRIKE mission would disable CAP for X amount of minutes after completion.
+ This still needs to be refined, but we've already have ideas.
+