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+
+# Spearhead
+
+## For the Story tellers
+
+Spearhead. A framework created for the mission maker.
+For those who do want to create a mission with a story and progress, but do not want to get into scripting. Creating an engaging mission can be an incredible feat.
+
+
+
+
+## Stage
+
+
+## Mission
+
+A mission is a completable objective with a state and a continuous check to see if itself is completed.
+The delay between checks is quite big, but it also is checked on unit deaths and other events.
+
+### Placement
+The placement of MISSION trigger zones can be anywhere.
+The order of unit detection is `CAP` > `MISSION` > `AIRBASE` > `STAGE`
+This means that if a unit has a name that starts with `"CAP_"` it will not be included in a mission.
+But all other units in a `MISSION` trigger zone will be managed as part of that mission.
+
+Units inside a `MISSION` do not have to stay within the triggerzone.
+They just need to be inside the zone at the start of the mission.
+You can for example let a `BAI` mission drive back and forth between airbases. The `MISSIONZONE` only needs to be around the units that are part of the objective, not the waypoints.
+
+### Naming
+`MISSION__`
+`RANDOMMISSION___` (Read RANDOMISATION below)
+
+With:
+`name` = A name that is easy to remember and type. Like a codename. Exmaples: BYRON, PLUKE, etc.
+`type` = any of the below described types. Special types are marked with an *
+
+TIP: You can click on the type to get more details
+
+
+SAM*
+ SAM Sites are managed a little different. SAM Sites can be used to guide players and to protect airfields.
+ In the future when deepstrike missions might come into scope these SAM sites will also be more important.
+ SAM sites will be activated when a zone is "Pre-Active".
+ A stage is "Pre-Active" when there is a CAP base active, or there is other things to do that would need the SAM site to be live (OCA, DEEPSTRIKE, EXTRACTION \<= all feature development)
+ If you want a SAM site to become active ONLY when the stage is fully active, then `DEAD` is the type for you!
+
+ Completion logic
+ TODO: documentation: Completion logic
+
+
+
+
+DEAD
+
+ DEAD missions will be spawned on activation of the stage.
+ ALL DEAD missions will be activated right at the start of a stage.
+ This might be against the "randomisation" feel, but it is to make sure mission don't get activated randomly and players get ambushed by a random spawn.
+
+ Completion logic
+ TODO: documentation: Completion logic
+
+
+
+
+
+BAI
+
+
+
+STRIKE
+ STRIKE missions will be activated randomly until all of them are completed.
+ A strike mission can be placed anywhere, even on airbases
+
+ Completion logic
+ TODO: documentation: Completion logic
+
+
+
+### Randomisation
+
+You can randomize missions.
+Spearhead will pick up all mission zones that start with `"RANDOMMISSION_"`
+Then it will combine each `RANDOMMISSION` in a zone with the same `` and pick a random one.
+It will always pick 1 and only 1.
+
+This means you have some options for randomisation.
+For example, if you have 1 missionzone with name `RANDOMMISSION_SAM_PLUKE_1` that is filled with an SA-2 and another zone with `RANDOMMISSION_SAM_PLUKE_2` filled with an SA-3 then some runs of the mission it will spawn an SA-3 and sometimes spawn an SA-3. (works for any mission type)
+
+What you can also do is add empty `RANDOMMISSION_` zones next to the filled `RANDOMMISSION_` zone.
+For example. You have a `RANDOMMISSION_DEAD_BYRON_1` filled with an SA-19 driving around and 2 more `RANDOMMISSION_DEAD_BYRON_<2 & 3>` zones then it will have a 33% chance of being spawned.
+If a zone is empty it will not be briefed, activated or count towards completion of the `STAGE`
+
+## CAP
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