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dutchie031GitHubdutchie032 <dutchie032>
f0aee49de2 Briefing as location (#64)
* Added briefing location as primary location coords

* added pin briefing and briefing duration chagnes

* updated command menu logic, sorting and naming

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Co-authored-by: dutchie032 <dutchie032>
2025-12-14 13:54:48 +01:00

104 lines
4.0 KiB
Lua

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