Files
spearhead/.docs/web/pages/advanced/missions.html
T
dutchie031 2e7a930473
Update Docs / prepare-docs (push) Successful in 42s
Publish Beta Release / build (push) Successful in 41s
Update Docs / build-image (push) Successful in 19s
Update Docs / deploy-container (push) Successful in 21s
Feature/deep strike (#48)
Closes #42

Reviewed-on: #48
Co-authored-by: dutchie031 <timrorije@gmail.com>
2026-09-20 16:56:30 +00:00

147 lines
7.0 KiB
HTML

<!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 Missions</title>
<link rel="stylesheet" href="/style/style.css">
<script src="/js/site.js"></script>
<style>
.side-nav a.active {
font-weight: bold;
color: #4fc3f7;
}
</style>
<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>Advanced Tutorial: Missions</h1>
<div id="strike-region">
<h2 id="strike">Strike</h2>
<p>
Naming: <code-inline>MISSION_STRIKE_[Name]</code-inline> <br>
</p>
<h3 id="specific_targets">Specific Targets</h3>
<p>TBD</p>
<h3 id="scenery_targets">Scenery Targets</h3>
<p>
Bridges, buildings or other type of targets that are baked into the map are awesome targets.<br>
We wanted to make sure they were easily integrated in Spearhead.
</p>
<note-box type="info" title="Implementation details">
Spearhead detects scenery targets by the trigger zone name. A zone named
<strong>scenerytarget_[freeform]</strong> or
<strong>scenerytargets</strong> (case-insensitive) will be scanned and any scenery objects that
has the attribute "Buildings" inside the zone
will be added as mission scenery targets.
</note-box>
<p>
Scenery targets are treated like mission targets: they are included in the mission completion
calculation
(their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or
resume.
</p>
<note-box type="warning" title="Changing IDs">
Due to Object IDs changing when maps are updated and edited the "Assign as..." functionality
does not work for scenery targets.
Hence the need to use trigger zones to define them.
</note-box>
<p>Here's two images showing how a bridge is added to a mission.</p>
<img src="/img/bridge.png" style="max-height: 35remrem;" />
</div>
<div id="cas-region">
<h2 id="cas">CAS</h2>
<p>
Naming: <code-inline>MISSION_CAS_[Name]</code-inline> <br>
</p>
<h3 id="BattleManager">Battle Manager</h3>
<p>TBD</p>
</div>
<div id="dead-region">
<h2 id="dead">DEAD</h2>
<p>
Naming: <code-inline>MISSION_DEAD_[Name]</code-inline> <br>
Naming: <code-inline>MISSION_SAM_[Name]</code-inline> <br>
</p>
<h3 id="sam-vs-dead">SAM vs DEAD</h3>
<p>TBD</p>
</div>
<div id="bai-region">
<h2 id="bai">BAI</h2>
<p>
Naming: <code-inline>MISSION_BAI_[Name]</code-inline> <br>
</p>
</div>
<div id="deepstrike-region">
<h2 id="deepstrike">DEEPSTRIKE</h2>
<p>
Naming: <code-inline>MISSION_DEEPSTRIKE_[Name]</code-inline> <br>
<br>
When you, as a mission editor, want to create a mission that's further away from the current front-line you can use the Deep Strike mission type. <br>
This allows you to plan missions that require more strategic positioning and timing. <br>
</p>
<h3 id="activation">Activation</h3>
<p>
Deep Strike missions are activated when the Stage in which they are located becomes "PreActive" or "Active". <br>
"PreActive" is when either the current active StageNumber is a certain number of stages away OR the stage has "CAP" airbases active . <br>
<code-inline>SpearheadConfig.StageConfig.preactivateStage</code-inline> changes the configuration. <br>
<br>
For example: <br>
If the current active stage is <code-inline>MissionStage_2_[name]</code-inline> and preActivate config is set to 2. <br>
Then both <code-inline>MissionStage_3_[name]</code-inline> and <code-inline>MissionStage_4_[name]</code-inline> would become "PreActive".
</p>
<h3 id="primary-vs-secondary">Make Primary</h3>
<p>
By default DEEPSTRIKE missions are "Secondary" missions when spawned as a pre-activated stage.<br>
Then when the stage they are in is "Active", the mission becomes a "Primary" mission. <br>
<br>
If you want to make it a "Primary" mission from the start, you can overwrite it.<br>
Click the mission's trigger zone. Add a property named <code-inline>primary</code-inline> and set it to <code-inline>true</code-inline>.
This will make the mission "Primary" from the start. <br>
<br>
If you want it to "Secondary" even when its stage is the active stage, you can set "primary" to false. <br>
<br>
If you want to have it be "Secondary" when its stage is "Pre-Active" and "primary" when its stage is "Active" you don't have to do anything.
</p>
<h3 id="future-additions">Future</h3>
<p>
In the future we're thinking it would be cool to make the Deep Strike missions
be more integrated with the CAP airbases and/or logistics. <br>
Eg. Completing a DEEPSTRIKE mission would disable CAP for X amount of minutes after completion. <br>
This still needs to be refined, but we've already have ideas.
</p>
</div>
</div>
</div>
</main>
<footer>
<p>&copy; 2025 Spearhead Project</p>
</footer>
</body>
</html>