Scenery targets refactored and updated (#65)
Changed scenery targets to now be taken from trigger zones instead based on object ID
This commit is contained in:
@@ -1,68 +1,72 @@
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<!DOCTYPE html>
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<html lang="en" data-theme="dark">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Spearhead Missions</title>
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<link rel="stylesheet" href="/style/style.css">
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<script src="/js/site.js"></script>
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<style>
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.side-nav a.active {
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font-weight: bold;
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color: #4fc3f7;
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}
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</style>
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<script type="module" src="/js/components.js"></script>
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</head>
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<body>
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<header>
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<app-header></app-header>
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</header>
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<main>
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<div class="reference-container">
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<app-sidebar></app-sidebar>
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<div class="content-wrapper">
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<h1>Advanced Tutorial: Missions</h1>
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<h2 id="strike">Strike</h2>
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<p>
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Naming: <span class="inline-lua"><span class="lua-variable">MISSION_STRIKE_[Name]</span></span> <br>
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</p>
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<h3 id="specific_targets">Specific Targets</h3>
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<p>TBD</p>
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<h3 id="scenery_targets">Scenery Targets</h3>
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<p>
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Bridges, buildings or other type of targets that are baked into the map are awesome targets.<br>
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We wanted to make sure they were easily integrated in Spearhead.
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All you will need to do is right click on the scenery object you want added. <br>
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You will then get the option to "Assign as...", click this and you'll see a new trigger zone created. <br>
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It's best not to edit the triggerzone, but you can rename it however you like. <br>
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Scenery objects will always be a specific "target" in the mission.
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</p>
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<note-box type="warning" title="Changing IDs">
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Be aware that Object IDs can change when maps are updated and edited and the "Assign as..." action will have to be performed again.
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</note-box>
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<p>Here's two images showing how a bridge is added to a mission.</p>
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<img src="/img/bridge.png" style="max-height: 35remrem;"/>
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<img src="/img/bridge_added.png" style="max-height: 35remrem;"/>
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</div>
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</div>
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</main>
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<footer>
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<p>© 2025 Spearhead Project</p>
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</footer>
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</body>
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</html>
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<!DOCTYPE html>
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<html lang="en" data-theme="dark">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Spearhead Missions</title>
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<link rel="stylesheet" href="/style/style.css">
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<script src="/js/site.js"></script>
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<style>
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.side-nav a.active {
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font-weight: bold;
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color: #4fc3f7;
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}
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</style>
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<script type="module" src="/js/components.js"></script>
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</head>
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<body>
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<header>
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<app-header></app-header>
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</header>
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<main>
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<div class="reference-container">
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<app-sidebar></app-sidebar>
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<div class="content-wrapper">
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<h1>Advanced Tutorial: Missions</h1>
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<h2 id="strike">Strike</h2>
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<p>
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Naming: <span class="inline-lua"><span class="lua-variable">MISSION_STRIKE_[Name]</span></span> <br>
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</p>
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<h3 id="specific_targets">Specific Targets</h3>
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<p>TBD</p>
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<h3 id="scenery_targets">Scenery Targets</h3>
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<p>
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Bridges, buildings or other type of targets that are baked into the map are awesome targets.<br>
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We wanted to make sure they were easily integrated in Spearhead.
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</p>
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<note-box type="info" title="Implementation details">
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Spearhead detects scenery targets by the trigger zone name. A zone named <strong>scenerytarget_[freeform]</strong> or
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<strong>scenerytargets</strong> (case-insensitive) will be scanned and any scenery objects that has the attribute "Buildings" inside the zone
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will be added as mission scenery targets.
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</note-box>
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<p>
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Scenery targets are treated like mission targets: they are included in the mission completion calculation
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(their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or resume.
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</p>
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<note-box type="warning" title="Changing IDs">
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Due to Object IDs changing when maps are updated and edited the "Assign as..." functionality does not work for scenery targets.
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Hence the need to use trigger zones to define them.
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</note-box>
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<p>Here's two images showing how a bridge is added to a mission.</p>
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<img src="/img/bridge.png" style="max-height: 35remrem;"/>
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</div>
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</div>
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</main>
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<footer>
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<p>© 2025 Spearhead Project</p>
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</footer>
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</body>
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</html>
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```
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