Feature/automation (#6)
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Reviewed-on: #6
Co-authored-by: dutchie031 <timrorije@gmail.com>
This commit was merged in pull request #6.
This commit is contained in:
2026-07-30 12:26:54 +00:00
committed by dutchie031
parent d11860d696
commit 87578b0cb2
19 changed files with 671 additions and 498 deletions
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Even though, at the time of writing this, I've written every single line of code myself, I could not have done it without the help of these members.<br>
Therefore it's something WE created.
Our goal was very simple, make it possible to make big dynamic missions, without having to either give away all control or having to get knee deep into scripting. <br>
We struck a balance.
Our goal was very simple, make it possible to make big dynamic missions, without having to either give away all controll or having to get knee deep into scripting. <br>
We struck a balance.
</p>
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Missions are also defined by trigger zones. <br>
They'll be picked up by Spearhead when named according to the naming convention: <br>
<code-inline>MISSION_[Type]_[FreeForm]</code-inline> <br>
Where <code-inline>[Type]</code-inline> is the type of mission. <a href="./reference.html#mission-zones">See all</a><br>
Where <code-inline>[Type]</code-inline> is the type of mission. <br>
</p>
<h3 id="mission-cas">CAS</h3>
<p>
Personally CAS is one of my favorite mission types. <br>
Personally CAS is one of our favorite mission types. <br>
Mostly because it's easy to set up and creates a truly immersive experience. <br>
</p>
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<strong>Example:</strong> <code-inline>MISSION_DEAD_BYRON</code-inline>
</p>
<p>
Missions are completable objectives with specific types. <br />
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>
<p>
Valid Types:
<ul>
<li>SAM</li>
<li>DEAD</li>
<li>BAI</li>
<li>CAS</li>
<li>STRIKE</li>
</ul>
</p>
<h3 id="cap-routes">CAP Routes</h3>
<p>
<strong>Format:</strong> <code-inline>CAPROUTE_[routeID]_[Name]</code-inline> <br />
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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 API</title>
<link rel="stylesheet" href="/style/prism.css">
<link rel="stylesheet" href="/style/style.css">
<script src="/js/prism.js"></script>
<script src="/js/site.js"></script>
<script type="module" src="../js/components.js"></script>
</head>
<body>
<header>
<app-header></app-header>
</header> <main>
<div class="reference-container">
<app-sidebar></app-sidebar>
<div class="content-wrapper">
<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>
@@API_CODE@@
</pre>
</div>
</div>
</main>
<footer>
<p>&copy; 2025 Spearhead Project</p>
</footer>
<style>
.side-nav a.active {
font-weight: bold;
color: #4fc3f7;
}
</style>
</body>
<!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 API</title>
<link rel="stylesheet" href="/style/prism.css">
<link rel="stylesheet" href="/style/style.css">
<script src="/js/prism.js"></script>
<script src="/js/site.js"></script>
<script type="module" src="../js/components.js"></script>
</head>
<body>
<header>
<app-header></app-header>
</header> <main>
<div class="reference-container">
<app-sidebar></app-sidebar>
<div class="content-wrapper">
<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>
@@API_CODE@@
</pre>
</div>
</div>
</main>
<footer>
<p>&copy; 2025 Spearhead Project</p>
</footer>
<style>
.side-nav a.active {
font-weight: bold;
color: #4fc3f7;
}
</style>
</body>
</html>