Reference
This page provides a detailed overview of all settings, naming conventions, and logic used in
Spearhead.
For a quick start guide, visit the Tutorials page.
Configuration
For the configuration you can reference the configuration as it is below:
@@CONFIG_CODE@@
Naming Conventions
Spearhead uses specific naming conventions for zones, missions, and CAP configurations. These conventions are critical for the framework to function correctly.
Stage Zones
Format:
Example:
Stages are logical parts of a mission. They encapsulate multiple missions, airbases, and other
objects.
Secondary stages can be defined using the format:
Waiting Stages
Format:
Example:
Waiting stages introduce delays between stages. They activate only after the previous stage is completed.
Mission Zones
Format:
Example:
Missions are completable objectives with specific types.
Randomized missions can be defined using the format: RANDOMMISSION_[Type]_[Name]_[Index].
Valid Types:
- SAM
- DEAD
- BAI
- CAS
- STRIKE
CAP Routes
Format:
Example:
CAP routes define the patrol paths for CAP units. They are tied to specific stages and zones.
FARP Zones
Format:
Example:
FARP zones are spawned and activated based on the "activation parameter".
A: Activates when the parent stage zone activates.
B: Activates when the parent stage is "Blue".
Future: FARP zones will be "buildable" once logistics are implemented.
Supply Hub
Format:
Format:
Example:
Supply hubs are used as zones to pick up logistics for logistic missions.
They are activated when their parent is activated.
Activated depends on what it's parent is.
If it's a stage. It can be SUPPLYHUB_A_[name] when you want it to be active when the stage is initiated. (red state) or SUPPLYHUB_B_ it you want it activated when it's BLUE only.
If you place the Supply Hub trigger zone inside of a FARP zone the supply hub will activate when the FARP zone is activated.
If the FARP needs to be built first, then that means the supply hub also is activated later.
NOTE: The supply hub does not spawn anything, but merely give options to pick up logistics.
Mission Types
Each mission type has specific logic and completion criteria. Below are the supported types:
SAM
SAM missions involve surface-to-air missile sites. These missions are activated when a stage is
"Pre-Active."
Completion Logic: Destroy all air defenses in the zone.
DEAD
DEAD missions target enemy air defenses. They are activated at the start of a stage.
Completion Logic: Destroy all designated targets in the zone.
BAI
BAI missions involve battlefield air interdiction. These missions target enemy ground forces.
CAS
CAS missions involve close air support for friendly ground forces.
CAS mission have a special "BattleManager" module added by defualt. This will make blue and red units shoot at eachoter.
This creates a nice effect.
To see how it's done see: [Tutorials] Mission: CAS
STRIKE
STRIKE missions target strategic objectives, such as supply depots or command centers.
Completion Logic: Destroy all designated targets in the zone.
Mission Briefings
Mission briefings are text boxes (draw layer) inside of the trigger zone of the mission.
Special Fields
Special fields are used to display information in the mission briefings.
They are replaced with the corresponding values at the time a briefing is requested and can therefore show real time data.
Field:
Coords are taken from the location of the trigger zone. Then converted to the aircrafts preferred format.
CAP Configuration
CAP (Combat Air Patrol) units are managed using specific naming conventions and configurations.
CAP Group Naming
Format:
Example:
CAP Group Config
Active and Backup CAP
Active Units: Define the maximum number of groups in a zone at a time.
Backup Units: Fill in when active units are unavailable due to RTB, death, or
rearming.
Randomization
Missions can be randomized using the RANDOMMISSION prefix.
Spearhead will pick one random mission from zones with the same name.
In stage depencies
If you want to have missions inside of a stage depends on each other you can.
Add a text drawing box inside of the mission trigger zone with the name:
And in the text add the "Name" of the mission zone you want the mission to depend on.
The mission will be "pre-activated" (spawned) but won't have a f10 mission menu until the mission(s) it depends on is completed.
Buildables
Current buildables:
Buildables are zones or objects that first require logistics.
Eg. A forward SAM site or FARP requires logistic crates before it can be built.
To make a zone buildable (farp, or bluesam): Select triggerzone -> below the property box hit "Add" -> Property Name should be
To make an airbase buildable add a text box inside of the trigger zone and name it:
Then in the text box type amount of kilo's you want to be transfered before the logistisc mission is complete.
The base or zone will slowly build up with each crate giving both a nice view of it happening AND it's good for performance as there's not a big addition of objects at once.
Right now a crate takes 15 seconds to unpack per 500kg. Meaning 2 crates of 1000kg will be faster than 1 crate of 2000kg.
All helicopters have a max limit set based on quick google searches and cannot be changed but the ME at this point:
UH-1H : 2000kg
Mi-8 : 4000kg
CH-47 : 10000kg
MI-24 : 2000kg
Runway Bombing
Runway bombing can be a very effective OCA tactic. With Spearhead we've tried adding as much logic and detail to it so it will feel as engaging as possible.
Firstly, the runway is split up in 5 sections and only sections 2, 3 and 4 are then actually tracked.
+-----------+-----------+-----------+-----------+-----------+
| Section 1 | Section 2 | Section 3 | Section 4 | Section 5 |
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