Docs rework (#21)

* wip

* docs reworked

* reworked docs

* updated docs and pipeline

---------

Co-authored-by: ex61wi <tim.rorije@ing.com>
Co-authored-by: dutchie032 <dutchie032>
This commit is contained in:
2025-04-25 14:44:19 +02:00
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co-authored by ex61wi dutchie032 <dutchie032>
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<!DOCTYPE html>
<html lang="en" data-theme="dark">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Spearhead Persistence</title>
<link rel="stylesheet" href="../style/style.css">
<script src="../js/site.js"></script>
</head>
<body>
<header>
<div class="header-box">
<a class="logo" href="../index.html">Spearhead</a>
<div class="header-right">
<nav>
<a href="../index.html">Home</a>
<a href="../pages/tutorials.html">Tutorials</a>
<a href="../pages/persistence.html">Persistence</a>
<a href="../pages/reference.html">Reference</a>
<a href="../pages/spearheadapi.html">API</a>
</nav>
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</header>
<main>
<div class="reference-container">
<div class="side-nav">
<h4>Contents</h4>
<ul>
<li><a href="#settings" class="side-nav-h2">Settings</a></li>
<li><a href="#feedback" class="side-nav-h2">Feedback</a></li>
<li><a href="#basic-behavior" class="side-nav-h2">Basic Behavior</a></li>
<li><a href="#misc-units" class="side-nav-h2">Misc Units</a></li>
<li><a href="#missions" class="side-nav-h2">Missions</a></li>
<li><a href="#blue-sams" class="side-nav-h2">Blue SAMs</a></li>
<li><a href="#airbases" class="side-nav-h2">Airbases</a></li>
<li><a href="#warehouses" class="side-nav-h2">Warehouses</a></li>
</ul>
</div>
<div class="content-wrapper">
<h1>Spearhead Persistence</h1>
<p>
Spearhead comes with a custom Persistence option. <br/>
It will even save burned out vehicles to give players a consistent battlefield even after the restart. <br/>
</p>
<p>
Most is pretty straightforward, however, some zones are somewhat special. <br/>
Underneath you'll see all special zones listed.
</p>
<h2 id="settings">Settings</h2>
<p>
To see the full config check: <a href="./Reference.html#Configuration">Reference</a>
</p>
<h2 id="feedback">Feedback</h2>
<p>
Since this feature is still very much in development, please let any issues be known as soon as possible and as concise as possible so a fix can be made quickly. <br/>
Currently implemented is local file storage. <br/>
If enough interest is expressed, cloud-based persistence would be possible. <br/>
</p>
<pre>
<span class="lua-comment">... Rest of config</span>
<span class="lua-variable">Persistence</span> <span class="lua-operator">=</span> {
<span class="lua-comment">--- io and lfs cannot be sanitized in the MissionScripting.lua</span>
<span class="lua-comment">--- enables or disables the persistence logic in spearhead</span>
<span class="lua-variable">enabled</span> <span class="lua-operator">=</span> <span class="lua-keyword">false</span>,
<span class="lua-comment">--- sets the directory where the persistence file is stored
--- if nil then lfs.writedir() will be used.</span>
<span class="lua-variable">directory</span> <span class="lua-operator">=</span> <span class="lua-keyword">nil</span>,
<span class="lua-comment">--- the filename of the persistence file. Should end with .json for convention, but any text extension should do.</span>
<span class="lua-variable">fileName</span> <span class="lua-operator">=</span> <span class="lua-string">"Spearhead_Persistence.json"</span>
}
<span class="lua-comment">... Rest of config</span>
</pre>
<h2 id="basic-behavior">Basic Behavior</h2>
<p>
While playing the mission, Spearhead is keeping track of all units killed. <br/>
These units are stored in memory internally and written to file. <br/>
This happens every 2 minutes AND during the "onMissionStop" event to make sure the mission is as up-to-date as possible without having to call IO methods on each event.<br/>
</p>
<h2 id="misc-units">Misc Units</h2>
<p>
Miscellaneous units will follow basic behavior. <br/>
These are units that are part of a stage but are not in a mission or airbase. <br/>
These units will be replaced by a static "DEAD" unit after a mission restart at the location it was killed. <br/>
Due to blue units spawning afterwards, it's generally best to not have these units move through or over areas where BLUESAMS and Airbase units will spawn after a stage completion.
</p>
<h2 id="missions">Missions</h2>
<p>
Missions follow the same logic as Misc Units. <br/>
</p>
<h2 id="blue-sams">Blue SAMs</h2>
<p>
For Blue SAMs, due to placements easily overlapping between red and blue units within a BLUESAM trigger zone, red units that overlap with blue units will be deleted. <br/>
This will ensure that the blue units are placed as needed. <br/>
</p>
<h2 id="airbases">Airbases</h2>
<p>
Airbase units will also be checked for overlap. As the blue units will be spawned after the RED unit. <br/>
Units that were alive when the stage was completed will be removed. Units that died will have corpses spawned. <br/>
</p>
<h2 id="warehouses">Warehouses</h2>
<p>
Currently, warehouses are not implemented and therefore warehouses are not persisted. <br/>
When supply missions and logistics get implemented, warehouses will be persisted as well. <br/>
</p>
</div>
</div>
</main>
<footer>
<p>&copy; 2025 Spearhead Project</p>
</footer>
</body>
</html>
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<!DOCTYPE html>
<html lang="en" data-theme="dark">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Spearhead Reference</title>
<link rel="stylesheet" href="../style/style.css">
<script src="../js/site.js"></script>
</head>
<body>
<header>
<div class="header-box">
<a class="logo" href="../index.html">Spearhead</a>
<div class="header-right">
<nav>
<a href="../index.html">Home</a>
<a href="../pages/tutorials.html">Tutorials</a>
<a href="../pages/persistence.html">Persistence</a>
<a href="../pages/reference.html">Reference</a>
<a href="../pages/spearheadapi.html">API</a>
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<main>
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<h4>Contents</h4>
<ul>
<li><a href="#configuration" class="side-nav-h2">Configuration</a></li>
<li><a href="#general-naming-conventions" class="side-nav-h2">General Naming Conventions</a>
<ul>
<li><a href="#stage-zones" class="side-nav-h3">Stage Zones</a></li>
<li><a href="#waiting-stages" class="side-nav-h3">Waiting Stages</a></li>
<li><a href="#mission-zones" class="side-nav-h3">Mission Zones</a></li>
<li><a href="#cap-routes" class="side-nav-h3">CAP Routes</a></li>
<li><a href="#cap-zones" class="side-nav-h3">CAP Zones</a></li>
</ul>
</li>
<li><a href="#mission-types" class="side-nav-h2">Mission Types</a>
<ul>
<li><a href="#sam" class="side-nav-h3">SAM</a></li>
<li><a href="#dead" class="side-nav-h3">DEAD</a></li>
<li><a href="#bai" class="side-nav-h3">BAI</a></li>
<li><a href="#strike" class="side-nav-h3">STRIKE</a></li>
</ul>
</li>
<li><a href="#cap-configuration" class="side-nav-h2">CAP Configuration</a>
<ul>
<li><a href="#cap-group-naming" class="side-nav-h3">CAP Group Naming</a></li>
<li><a href="#cap-group-config" class="side-nav-h3">CAP Group Config</a></li>
<li><a href="#active-and-backup-cap" class="side-nav-h3">Active and Backup CAP</a></li>
</ul>
</li>
<li><a href="#randomization" class="side-nav-h2">Randomization</a></li>
</ul>
</div>
<div class="content-wrapper">
<h1>Spearhead Reference</h1>
<p>
This page provides a detailed overview of all settings, naming conventions, and logic used in
Spearhead. <br />
For a quick start guide, visit the <a href="./tutorials.html">Tutorials</a> page.
</p>
<h2 id="configuration">Configuration</h2>
<p>
For the configuration you can reference the configuration as it is below:
</p>
<pre>
<span class="lua-variable">SpearheadConfig</span> <span class="lua-operator">=</span> {
<span class="lua-variable">CapConfig</span> <span class="lua-operator">=</span> {
<span class="lua-comment">--quickly enable of disable the entire CAP Logic</span>
<span class="lua-comment">--(you can also just rename all units to not be named "CAP_")</span>
<span class="lua-variable">enabled</span> <span class="lua-operator">=</span> <span class="lua-keyword">true</span>, <span class="lua-comment">-- default true</span>
<span class="lua-comment">--min ground speed for CAP aircraft during patrol</span>
<span class="lua-comment">-- unit: knots</span>
<span class="lua-variable">minSpeed</span> <span class="lua-operator">=</span> <span class="lua-variable">400</span>, <span class="lua-comment">-- default 400</span>
<span class="lua-comment">--max speed for CAP aircraft during patrol</span>
<span class="lua-comment">-- unit: knots</span>
<span class="lua-variable">maxSpeed</span> <span class="lua-operator">=</span> <span class="lua-variable">500</span>, <span class="lua-comment">-- default 500</span>
<span class="lua-comment">--minAlt for aircraft on patrol</span>
<span class="lua-comment">-- unit: feet</span>
<span class="lua-variable">minAlt</span> <span class="lua-operator">=</span> <span class="lua-variable">18000</span>, <span class="lua-comment">-- default 18000</span>
<span class="lua-comment">--maxAlt for aircraft on patrol</span>
<span class="lua-comment">-- unit: feet</span>
<span class="lua-variable">maxAlt</span> <span class="lua-operator">=</span> <span class="lua-variable">28000</span>, <span class="lua-comment">-- default 28000</span>
<span class="lua-comment">--Delay for aircraft from touchdown to off the chocks.</span>
<span class="lua-comment">-- unit: seconds</span>
<span class="lua-variable">rearmDelay</span> <span class="lua-operator">=</span> <span class="lua-variable">600</span>, <span class="lua-comment">-- default 600</span>
<span class="lua-comment">--Delay for aircraft from death to takeoff.</span>
<span class="lua-comment">--When the seconds remaining is the same at the rearmDelay it will be spawned on the ramp and follow the rearm logic.</span>
<span class="lua-comment">-- !! Can not be lower than rearmDelay</span>
<span class="lua-comment">-- unit: seconds</span>
<span class="lua-variable">deathDelay</span> <span class="lua-operator">=</span> <span class="lua-variable">1800</span>, <span class="lua-comment">-- default 1800</span>
},
<span class="lua-variable">StageConfig</span> <span class="lua-operator">=</span> {
<span class="lua-comment">-- management of stages and its missions.</span>
<span class="lua-comment">-- This is not related to CAP managers which will continue to work even if stage management is disabled</span>
<span class="lua-variable">enabled</span> <span class="lua-operator">=</span> <span class="lua-keyword">true</span>, <span class="lua-comment">-- default true</span>
<span class="lua-comment">--Will draw the active and the next stage</span>
<span class="lua-variable">drawStages</span> <span class="lua-operator">=</span> <span class="lua-keyword">true</span>, <span class="lua-comment">-- default true</span>
<span class="lua-comment">--AutoStages will continue to the next stage automatically on completion of the missions within the stage.</span>
<span class="lua-comment">-- If you want to make it so the next stage triggers only when you want to disable it here and manually implement the actions needed.</span>
<span class="lua-comment">--[
TODO: Add manual stage transition documentation
]]</span>
<span class="lua-variable">autoStages</span> <span class="lua-operator">=</span> <span class="lua-keyword">true</span>, <span class="lua-comment">--default true</span>
<span class="lua-comment">--Maximum missions per stage (includes all types of missions)</span>
<span class="lua-variable">maxMissionStage</span> <span class="lua-operator">=</span> <span class="lua-variable">10</span>,
<span class="lua-comment">--Stage starting number</span>
<span class="lua-variable">startingStage</span> <span class="lua-operator">=</span> <span class="lua-variable">1</span>,
<span class="lua-comment">---DEBUG logging. Consider keeping this disabled</span>
<span class="lua-variable">debugEnabled</span> <span class="lua-operator">=</span> <span class="lua-keyword">false</span>
},
<span class="lua-variable">Persistence</span> <span class="lua-operator">=</span> {
<span class="lua-comment">--- io and lfs cannot be sanitized in the MissionScripting.lua</span>
<span class="lua-comment">--- enables or disables the persistence logic in spearhead</span>
<span class="lua-variable">enabled</span> <span class="lua-operator">=</span> <span class="lua-keyword">false</span>,
<span class="lua-comment">--- sets the directory where the persistence file is stored</span>
<span class="lua-comment">--- if nil then lfs.writedir() will be used.</span>
<span class="lua-comment">--- which will</span>
<span class="lua-variable">directory</span> <span class="lua-operator">=</span> <span class="lua-keyword">nil</span>,
<span class="lua-comment">--- the filename of the persistence file. Should end with .json for convention, but any text extension should do.</span>
<span class="lua-variable">fileName</span> <span class="lua-operator">=</span> <span class="lua-string">"Spearhead_Persistence.json"</span>
}
}</pre>
<h2 id="general-naming-conventions">General Naming Conventions</h2>
<p>
Spearhead uses specific naming conventions for zones, missions, and CAP configurations. These
conventions are critical for the framework to function correctly.
</p>
<h3 id="stage-zones">Stage Zones</h3>
<p>
<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_[OrderNumber]_[FreeForm]</span></span>
<br />
<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1_EAST</span></span>
</p>
<p>
Stages are logical parts of a mission. They encapsulate multiple missions, airbases, and other
objects. <br />
Secondary stages can be defined using the format: <span
class="inline-lua"><span class="lua-variable">MISSIONSTAGE_x[OrderNumber]</span></span>.
</p>
<h3 id="waiting-stages">Waiting Stages</h3>
<p>
<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">WAITINGSTAGE_[Order]_[Seconds]</span></span> <br />
<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">WAITINGSTAGE_2_180</span></span>
</p>
<p>
Waiting stages introduce delays between stages. They activate only after the previous stage is
completed.
</p>
<h3 id="mission-zones">Mission Zones</h3>
<p>
<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">MISSION_[Type]_[Name]</span></span> <br />
<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">MISSION_DEAD_BYRON</span></span>
</p>
<p>
Missions are completable objectives with specific types, such as DEAD, BAI, STRIKE, or SAM. <br />
Randomized missions can be defined using the format: <span
class="inline-lua"><span class="lua-variable">RANDOMMISSION_[Type]_[Name]_[Index]</span></span>.
</p>
<h3 id="cap-routes">CAP Routes</h3>
<p>
<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">CAPROUTE_[Name]</span></span> <br />
<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">CAPROUTE_ALPHA</span></span>
</p>
<p>
CAP routes define the patrol paths for CAP units. They are tied to specific stages and zones.
</p>
<h3 id="cap-zones">CAP Zones</h3>
<p>
<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">CAPZONE_[Name]</span></span> <br />
<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">CAPZONE_BRAVO</span></span>
</p>
<p>
CAP zones are areas where CAP units operate. They are linked to CAP routes and stages.
</p>
<h2 id="mission-types">Mission Types</h2>
<p>
Each mission type has specific logic and completion criteria. Below are the supported types:
</p>
<h3 id="sam">SAM</h3>
<p>
SAM missions involve surface-to-air missile sites. These missions are activated when a stage is
"Pre-Active." <br />
<strong>Completion Logic:</strong> Destroy all air defenses in the zone.
</p>
<h3 id="dead">DEAD</h3>
<p>
DEAD missions target enemy air defenses. They are activated at the start of a stage. <br />
<strong>Completion Logic:</strong> Destroy all designated targets in the zone.
</p>
<h3 id="bai">BAI</h3>
<p>
BAI missions involve battlefield air interdiction. These missions target enemy ground forces.
</p>
<h3 id="strike">STRIKE</h3>
<p>
STRIKE missions target strategic objectives, such as supply depots or command centers. <br />
<strong>Completion Logic:</strong> Destroy all designated targets in the zone.
</p>
<h2 id="cap-configuration">CAP Configuration</h2>
<p>
CAP (Combat Air Patrol) units are managed using specific naming conventions and configurations.
</p>
<h3 id="cap-group-naming">CAP Group Naming</h3>
<p>
<strong>Format:</strong> <span class="inline-lua"><span class="lua-variable">CAP_[A|B][Config]_[FreeForm]</span></span> <br />
<strong>Example:</strong> <span class="inline-lua"><span class="lua-variable">CAP_A[1-4]5_SomeName</span></span>
</p>
<h3 id="cap-group-config">CAP Group Config</h3>
<pre>
<span class="lua-comment">1 at x:</span> <span class="lua-variable">[&lt;activeStage&gt;]&lt;capStage&gt;</span>
<span class="lua-comment">n and n at x:</span> <span class="lua-variable">[&lt;activeStage&gt;,&lt;activeStage&gt;]&lt;capStage&gt;</span>
<span class="lua-comment">n till n at x:</span> <span class="lua-variable">[&lt;activeStage&gt;-&lt;activeStage&gt;]&lt;capStage&gt;</span>
<span class="lua-comment">n till n and n at x:</span> <span class="lua-variable">[&lt;activeStage&gt;-&lt;activeStage&gt;,&lt;activeStage&gt;]&lt;capStage&gt;</span>
<span class="lua-comment">n till n at Active:</span> <span class="lua-variable">[&lt;activeStage&gt;-&lt;activeStage&gt;]A</span>
<span class="lua-comment">Divider: |</span>
<span class="lua-comment">Examples:</span>
<span class="lua-variable">CAP_A[1-4,6]7|[5,7]8_SomeName</span> <span class="lua-comment">=&gt; Will fly CAP at stage 7 when stages 1 through 4 and 6 are active and will fly CAP at 8 when 5 and 7 are active.</span>
<span class="lua-variable">CAP_A[2-5]5|[6]6_SomeName</span> <span class="lua-comment">=&gt; Will fly CAP at stage 5 when stages 2 through 5 are active and will fly CAP at 6 when 6 is active.</span>
<span class="lua-variable">CAP_A[1-5]A|[6]7_SomeName</span> <span class="lua-comment">=&gt; Will fly CAP at the ACTIVE stage if stages 1-5 are active. Then when 6 is active, it will fly in 7.</span>
</pre>
<h3 id="active-and-backup-cap">Active and Backup CAP</h3>
<p>
<strong>Active Units:</strong> Define the maximum number of groups in a zone at a time. <br />
<strong>Backup Units:</strong> Fill in when active units are unavailable due to RTB, death, or
rearming.
</p>
<h2 id="randomization">Randomization</h2>
<p>
Missions can be randomized using the <span class="inline-lua"><span class="lua-variable">RANDOMMISSION</span></span> prefix. <br />
Spearhead will pick one random mission from zones with the same name.
</p>
</div>
</div>
<div style="clear: both;"></div>
</main>
<footer>
<p>&copy; 2025 Spearhead Project</p>
</footer>
</body>
</html>
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<h4>Contents</h4>
<ul>
<li><a href="#introduction" class="side-nav-h2">Introduction</a></li>
<li><a href="#stages" class="side-nav-h2">Stages</a></li>
</ul>
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<h1>Spearhead API</h1>
<div class="note">
<p><strong>NOTE:</strong> The Spearhead.API space is only released in the Beta branch at the moment.</p>
</div>
<h2 id="introduction">Introduction</h2>
<p>
The <span class="inline-lua"><span class="lua-variable">Spearhead.API</span></span> space is specifically created to make sure mission makers can interact with the framework.
</p>
<p>
Simply alter logic, get the current state in Spearhead, and give the whole Mission Editor more control.
</p>
<p>
For example, late activate the entire framework by calling <span class="inline-lua"><span class="lua-function">Spearhead.API.Stages.changeStage</span>(<span class="lua-variable">1</span>)</span> later or on demand and setting the starting config stage to -1 in the Spearhead configuration file.
</p>
<h2 id="stages">Stages</h2>
<pre>
<span class="lua-comment">---Changes the active stage of spearhead.
--- All other stages will change based on the normal logic. (CAP, BLUE etc.)
---@param stageNumber number the stage number you want changed
---@return boolean success indicator of success
---@return string message error message</span>
<span class="lua-variable">Spearhead.API.Stages</span>.<span class="lua-function">changeStage</span> <span class="lua-operator">=</span> <span class="lua-keyword">function</span>(<span class="lua-variable">stageNumber</span>) <span class="lua-keyword">end</span>
<span class="lua-comment">---Returns the current stange number
---Returns nil when the stagenumber was not set and spearhead is not started.
---@return number | nil</span>
<span class="lua-variable">Spearhead.API.Stages</span>.<span class="lua-function">getCurrentStage</span> <span class="lua-operator">=</span> <span class="lua-keyword">function</span>() <span class="lua-keyword">end</span>
<span class="lua-comment">---returns whether a stage (by index) is complete.
---@param stageNumber number
---@return boolean | nil
---@return string</span>
<span class="lua-variable">Spearhead.API.Stages</span>.<span class="lua-function">isStageComplete</span> <span class="lua-operator">=</span> <span class="lua-keyword">function</span>(<span class="lua-variable">stageNumber</span>) <span class="lua-keyword">end</span>
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<h4>Contents</h4>
<ul>
<li><a href="#include-the-script" class="side-nav-h2">Include the Script</a></li>
<li><a href="#stages" class="side-nav-h2">Stages</a></li>
<li><a href="#setting-up-cap" class="side-nav-h2">Setting up CAP</a>
<ul>
<li><a href="#creating-cap-routes" class="side-nav-h3">Creating CAP Routes</a></li>
</ul>
</li>
<li><a href="#setting-up-the-missions" class="side-nav-h2">Setting up the Missions</a>
<ul>
<li><a href="#mission-1-dead" class="side-nav-h3">Mission: DEAD</a></li>
<li><a href="#mission-2-strike" class="side-nav-h3">Mission: STRIKE</a></li>
</ul>
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<li><a href="#mission-briefings" class="side-nav-h2">Mission Briefings</a></li>
</ul>
</div>
<div class="content-wrapper">
<h1>Tutorials</h1>
<p>
This guide is to get you started building your first Spearhead mission. <br />
Spearhead was created to enable the mission maker to worry as little about the running, timing and scripting
and most about the setting and looks and feel of the mission. <br />
In the example we'll show how you can create a simple island hopping mission
</p>
<h2 id="include-the-script">Include the Script</h2>
<p>
Download the latest version of Spearhead. You can choose which version you feel comfortable with. <br />
Versions that end in -rc are not stable. Versions that do not have the "release candidate" (rc) tag are.
<br />
<a style="text-decoration: underline;" target="_blank" href="https://github.com/dutchie031/Spearhead/releases">See All releases here</a>
</p>
<p>
Then run the script in the mission. <br />
Please do exactly as it's done below. <br />
</p>
<div style="width: 100%;">
<img style="width: 100%;" src="../img/script_install.png"></img>
</div>
<div class="note">
<p>
Spearhead does not require any dependencies (eg. MIST or MOOSE). Compatibility with other frameworks is
not tested at this time, so cannot be guaranteed, but there should be no conflicts if they are not
controlling the same units.
</p>
</div>
<h2 id="stages">Stages</h2>
<p>
So first of all think about the stages.<br />
These are logically ordered zones that will activate one by one based on the mission status in them. <br />
There is a little more to it, but you'll find out. <br />
Stages need to be named according to the convention: <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_[OrderNumber]_[FreeForm]</span></span> <br />
The first stage will be called <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1</span></span> or <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1_EAST</span></span> for example. <br />
<br /><br />
Stages are divided in primary stages: <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_[number]</span></span> <br />
or secondary stages: <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_x[number]</span></span> <br />
Note the x before the number. This marks it as "extra"
</p>
<p>
For this mission we started with the three stages: <span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1_GROUND</span></span>,
<span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_2_WATER</span></span> and <span
class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1_AIRBASE</span></span> as you see in the image.
</p>
<img src="../img/starting_stages.png" style="width: 100%;"></img>
<p>
<span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1_GROUND</span></span> will be activated when the mission starts <br />
<span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_1_WATER</span></span> will be also be activated <br />
<span class="inline-lua"><span class="lua-variable">MISSIONSTAGE_2_AIRBASE</span></span> will be activated when the player enters the zone.
<br />
</p>
<h2 id="setting-up-cap">Setting up CAP</h2>
<p>
If you don't want to use the CAP managers withing Spearhead you can skip this and continue to <a href="#setting-up-the-missions">setting up the missions</a>. <br />
However CAP is one of the painpoints in a lot of missions and setting up a dynamic feeling airspace can be
quite the challenge. <br />
With the CAP managers we've tried to make this a lot easier. <br />
A CAP group needs to follow the following naming convention: <span
class="inline-lua"><span class="lua-variable">CAP_[A|B][CONFIG]_[Free Form]</span></span>
For details on config read this: <span class="inline-ref">CAP Group Config</span>
For now I set up 3 groups with the following names. <span class="inline-lua"><span class="lua-variable">CAP_A[1]1_Rota1</span></span>, <span class="inline-lua"><span class="lua-variable">CAP_A[1]1_Rota1-1</span></span>,
<span class="inline-lua"><span class="lua-variable">CAP_B[1]1_Rota1</span></span> <br />
The first two are marked with <span class="inline-lua"><span class="lua-variable">A</span></span> and will therefore be primary CAP units. They will be
scheduled and make up for the total count. <br />
Meaning that for this airbase there is 2 CAP units max at a time flying out. <br />
In this case all groups have <span class="inline-lua"><span class="lua-variable">[1]1</span></span> in the name, (This would be the same as <span class="inline-lua"><span class="lua-variable">[1]A</span></span>) which means
that when stage 1 is active the groups will activate and fly out to stage 1.
I also set up a few groups further back. One example: <span class="inline-lua"><span class="lua-variable">CAP_A[1-3]3_Group1</span></span>. This group will
protect zone 3 when zones 1 through 3 are active.
CAP units fly out, fly their CAP zone for x amount of minutes and will then RTB. <br />
Before they actually RTB an event is triggered 10 minutes before the actual RTB task. This event
will trigger a backup unit to startup and fly out to take over. <br />
</p>
<div class="note">
<p>
TIP ! <br />
You can start a mission, speed up the simulation and make the CAP fly out to see what happens
</p>
</div>
<h3 id="creating-cap-routes">Creating CAP Routes</h3>
<p>
Creating CAP routes is not needed per se, but with a multi-stage stage (we have 2 stages with <span class="inline-lua"><span class="lua-variable">_1_</span></span>) it is recommended. <br/>
Similarly with huge stages. <br/>
If there is multiple zones it will "round-robin" over them. <br/>
</p>
<p>
If no CAP route is present the unit will fly a route generated differently per zone: <br/>
<span class="inline-lua"><span class="lua-variable">quad zone</span></span> => race-track between the corner closest to the origin airbase to the center point of the zone <br/>
<span class="inline-lua"><span class="lua-variable">circle zone</span></span> => race-track between the closest point on circle to the origin airbase to the center <br/>
</p>
<p>
If you want to create your own CAP Routes you can! <br/>
For this example I created 2 CAP routes inside of the 2 <span class="inline-lua"><span class="lua-variable">_1_</span></span> stages. <br/>
</p>
<p>
As you can see below there's a nice feature you can exploit. As long as the <span class="inline-lua"><span class="lua-variable">X</span></span> of the zone is inside of the the <span class="inline-lua"><span class="lua-variable">CAPROUTE</span></span> will be used for that stage!
</p>
<img src="../img/cap_routes.png" alt="CAP Routes Image" style="width: 100%;"></img>
<p>
Well, nice, we're done setting up the initial CAP effort. <br/>
If you want to change values for the CAP routes please read about how to configure it here: <a href="./Reference.html#cap-config">Cap Config</a>
</p>
<h2 id="setting-up-the-missions">Setting up the Missions</h2>
<p>
Now the part where you as a mission maker can really get into the nitty gritty. <br/>
Missions are managed and monitored by Spearhead. <br/>
Statics, groups and single units all alike. <br/>
</p>
<div class="note">
<p>
<strong>NOTE:</strong> While static are the same as groups in this context, they are not within DCS, please refrain from using static groups. A <span class="inline-ref">static</span> in DCS has a 1:1 relation for group:unit.
</p>
</div>
<p>
For this example I'll set up two missions. The first one is <span class="inline-lua"><span class="lua-variable">DEAD</span></span> mission and will consist of an SA-2 site with an additional "control center".
</p>
<h3 id="mission-1-dead">Mission: DEAD</h3>
<p>
As you can see on the left image the template of the SA-2 was placed. Then dragged around to only face south. <br/>
An additional track radar and search radar was added and all launchers were surrounded by sandbags. <br/>
On top of this there was a sort of control center added with walls, vehicles and some tents.
</p>
<div style="display: flex; width: 100%;">
<div style="flex: 50%">
<img style="width: 100%;" src="../img/sa2_mission_editor.png"/>
</div>
<div style="flex: 50%">
<img style="width: 100%;" src="../img/sa2_result.png"/>
</div>
</div>
<p>
Important to note. It's all inside the triggerzone <span class="inline-lua"><span class="lua-variable">MISSION_DEAD_BYRON</span></span>. Which means it's a <span class="inline-lua"><span class="lua-variable">MISSION</span></span> of type <span class="inline-lua"><span class="lua-variable">DEAD</span></span> and with name <span class="inline-lua"><span class="lua-variable">BYRON</span></span>. <br/>
At the start Spearhead will detect the triggerzone, take all units and despawn them and only spawn when needed for better performance. <br/>
</p>
<p>
The current list of mission types are:
<span class="inline-lua"><span class="lua-variable">DEAD</span></span>
<span class="inline-lua"><span class="lua-variable">STRIKE</span></span>
<span class="inline-lua"><span class="lua-variable">BAI</span></span>
<span class="inline-lua"><span class="lua-variable">SAM</span></span> <br/>
For specific differences, please check the reference page.
</p>
<p>
Each type has some additional completion logic to it. <br/>
<span class="inline-lua"><span class="lua-variable">DEAD</span></span> and <span class="inline-lua"><span class="lua-variable">SAM</span></span> missions will be marked complete when all air defences are destroyed. This includes Tracking Radars, Self tracking launchers and AAA guns if they are inside the zone. <br/>
If you want to add the Search radar or another random unit like the command tent to the target list you can add a <span class="inline-lua"><span class="lua-variable">TGT_</span></span> prefix to the unit or group you want destroyed. <br/>
Please be aware that adding <span class="inline-lua"><span class="lua-variable">TGT_</span></span> to a group will make the entire group a target and therefore each unit needs to be destroyed. <br/>
</p>
<h3 id="mission-2-strike">Mission: STRIKE</h3>
<p>
To show the power of <span class="inline-lua"><span class="lua-variable">TGT_</span></span> targets I'll create a strike mission next.
</p>
<p>
A nice supply strike mission will do. Add a ship, some containers and some additional units. <br/>
Even some SHORADS to spice the whole thing up. <br/>
In the picture below all units that are selected and who show up as white (they are actually red) have the prefix <span class="inline-lua"><span class="lua-variable">TGT_</span></span> in front of their name. <br/>
</p>
<p>
This will make it so the mission will be marked as complete when those units are destroyed. The rest of the units will exist until the entire stage is cleaned up. <br/>
</p>
<img src="../img/strike_target.png"/><br/>
<h2 id="mission-briefings">Mission Briefings</h2>
<p>
So now we've created some missions we also want to add briefings to them. This is pretty easy with Spearhead. <br/>
</p>
<p>
To do so click on <span class="inline-ref">draw</span> on the left hand pane in the mission editor. This opens up the drawing tools in the editor. <br/>
On the right click <span class="inline-ref">TextBox</span> and click somewhere inside the zone to which you want to add the briefing. <br/>
Give the briefing a name (It's not used, but can be nice to use to reference the briefing later) and add the briefing. <br/>
The text box is quite small, but can have a lot of text. Easiest is to edit the text in an editor of choice and paste it into the box afterwards. <br/>
</p>
<p>
Keep the binding layer to "Author" only. That way it doesn't show up for anyone other than in the mission editor.
</p>
<p>
See the two images below. The left shows the <span class="inline-ref">Text Box</span> drawing. The right shows the briefing as shown in the mission.
</p>
<div style="display: flex">
<div style="flex: 50%">
<img src="../img/briefing_me.png"/>
</div>
<div style="flex: 50%">
<img src="../img/briefing_mission.png"/>
</div>
</div>
<div class="note">
<p>
<strong>TIP:</strong> You can make both the <span class="inline-ref">Color</span> and <span class="inline-ref">Fill</span> have a <span class="inline-ref">0</span> value for <span class="inline-ref">a</span>. This will make the weird box be invisible. Make sure to add the name of the mission to the text box name to easily find it back.
</p>
</div>
<p>
We are now done creating a first mission. Hit fly and test it. <br/>
Check all references for way more features and keep up to date with the latest changes as they come along! <br/>
</p>
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