f0aee49de2
* Added briefing location as primary location coords * added pin briefing and briefing duration chagnes * updated command menu logic, sorting and naming --------- Co-authored-by: dutchie032 <dutchie032>
104 lines
4.0 KiB
Lua
104 lines
4.0 KiB
Lua
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SpearheadConfig = {
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---DEBUG LOGGING
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debugEnabled = false, -- default false
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--- The time briefings should be displayed by default.
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--- Players can always "Clear Messages" through the F10 menu, so setting it to a high value can be
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briefingMessageDuration = 30, --default 30
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CapConfig = {
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--quickly enable of disable the entire CAP Logic
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--(you can also just rename all units to not be named "CAP_")
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enabled = true, -- default true
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--min ground speed for CAP aircraft during patrol
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-- unit: knots
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minSpeed = 400, -- default 400
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--max speed for CAP aircraft during patrol
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-- unit: knots
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maxSpeed = 500, -- default 500
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--minAlt for aircraft on patrol
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-- unit: feet
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minAlt = 18000, -- default 18000
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--maxAlt for aircraft on patrol
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-- unit: feet
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maxAlt = 28000, -- default 28000
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-- DELAYS.
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-- Delays work as follow.
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-- When an aircraft lands alive and well it will be rearmed and ready to go.
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-- When part of the flight died it will be repaired and then rearmed. (both delays)
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-- When the entire group dies it will first wait for the deathDelay, then it will be repaired and rearmed.
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-- while rearming: Spawned on the ramp.
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-- while repairing: Spawned on the ramp.
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-- while deathDelay no unit is spawned.
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--Delay for aircraft from touchdown to off the chocks.
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-- unit: seconds
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rearmDelay = 600, -- default 600
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-- Delay for aircraft that has died to be repaired before rearming starts.
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-- unit: seconds
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repairDelay = 600, -- default 600
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--Delay for aircraft before the repairing and rearming cycles begin.
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-- applied when the whole group dies.
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-- (see this as an additional bonus delay for destroying an entire group)
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-- unit: seconds
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deathDelay = 1800, -- default 1800
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},
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StageConfig = {
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-- management of stages and its missions.
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-- This is not related to CAP managers which will continue to work even if stage management is disabled
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enabled = true, -- default true
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--Will draw the active and the next stage
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drawStages = true, -- default true
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drawPreActivated = true, -- default true
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--Marking the last contact for any mission.
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--If a unit is killed the location will be permanently marked on the map until the mission is complete.
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--The location will continously update for the last killed unit.
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markLastContact = false, -- default false
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--AutoStages will continue to the next stage automatically on completion of the missions within the stage.
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-- 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.
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--[[
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TODO: Add manual stage transition documentation
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]]
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autoStages = true, --default true
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--Maximum missions per stage (includes all types of missions)
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maxMissionStage = 10,
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--Stage starting number
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startingStage = 1,
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-- Amount of stages that are pre-activated on top of the current active stage.
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-- In Pre-activated the missions are not listed, but SAMs and Airbase groups are spawned.
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preactivateStage = 1, -- default 1
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},
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Persistence = {
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--- io and lfs cannot be sanitized in the MissionScripting.lua
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--- enables or disables the persistence logic in spearhead
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enabled = false,
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--- sets the directory where the persistence file is stored <br>
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--- if nil then lfs.writedir()/Data will be used. <br>
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--- which will Result in <Saved Games>/<DCS Saved Games Folder>/Data/
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directory = nil ,
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--- the filename of the persistence file. Should end with .json for convention, but any text extension should do.
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fileName = "Spearhead_Persistence.json"
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}
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}
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