ff392e0e7e
* Initial Methods for SpearheadAPI * Added Spearhead API * Added Spearhead API * fixed compile for api * Added notes for API in beta * Added notes for API in beta * Added Menu to all doc pages * Added Menu to all doc pages * added it for real * added it for real * fixed develop * fixed develop * fixed develop * wip * wip * updated * work in progress * work in progress * added empty docs page * wip * removed SAR files from persistence branch * Added Blue Sams as seperate class * added initial persistance * added initial persistance * added initial persistance * added initial persistance * added initial persistance * added menu to persistence markdown * added menu to persistence markdown * added menu to persistence markdown * docs update * wip * wip * Refactor of Stage classes. * wip * wip * wip * reworked bluesam and stagebase * Added waiting stage functionality * updated docs * wip * wip * wip * updated * wip * wip * wip * refactored without issues, needs testing --------- Co-authored-by: Dutchie <54616262+dutchie032@users.noreply.github.com> Co-authored-by: dutchie032 <dutchie032> Co-authored-by: ex61wi <tim.rorije@ing.com>
78 lines
2.9 KiB
Markdown
78 lines
2.9 KiB
Markdown
# Spearhead Persistence
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> **_NOTE:_** Persistence is only released in the Beta branch at the moment.
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Spearhead comes with a custom Persistence option. <br/>
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It will even save burned out vehicles to give players a consistent battlefield even after the restart. <br/>
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Most is pretty straight forward, however, some zones are somewhat special. <br/>
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Underneath you'll see all special zones listed.
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## Settings
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To see the full config check: [Reference](./Reference.html#Configuration)
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## Feedback
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Since this feature is still very much in development, please let any issues know as soon as possible and as consice as possible so a fix can be made quickly.
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Currently implemented is local file storage. <br/>
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If enough interest is expressed cloud based persistence would be possible. <br/>
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```lua
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... Rest of config
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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
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--- if nil then lfs.writedir() will be used.
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--- which will
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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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... Rest of config
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```
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## Basic behavior
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While playing the mission Spearhead is keeping track of all units killed. <br/>
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These units are stored in memory internally and written to file. <br/>
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This happens every 2 minutes AND during "onMissionStop" event to make sure the mission is as up to date as possible without having to call IO methods on each event.<br/>
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## Misc units
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Miscelaneous units will follow basic behaviour. <br/>
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These are units that are part of a stage, but are not in a mission or airbase. <br/>
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These units will be replaced by a static "DEAD" unit after a mission restart at the location it was killed. <br/>
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Due to blue units spawning afterwards it's generally best to not have these units move through or over areas where BLUESAMS and Airbase units will spawn after a stage completion.
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## Missions
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Missions follow the same logic as Misc Units. <br/>
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## Blue SAMs
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For Blue SAMs, due to placements easily overlapping between red and blue units within a BLUESAM trigger zone red units that overlap with blue units will be deleted.
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<br/>
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This will ensure that the blue units are placed as needed. <br/>
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## Airbases
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Airbase units will also be checked for overlap. As the blue units will be spawned after the RED unit. <br/>
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Units that were alive when the stage was completed will be removed. Units that died will have corpses spawned. <br/>
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## Warehouses
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Currently warehouses are not implemented and therefore warehouses are not persisted. <br/>
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When supply missions and logistics get implemented warehouses will be persisted as well. <br/>
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