- Refactored all CAP classes. - Improved timing - Zones are now not tied to MissionStages - CAPROUTE_<routeID>_<free> - routeID is now what is used in the naming convention. - Units taxi back to their spawn parking space and rearm there. (Units destroyed while in the Rearming or Repairing state are not taken into account)
100 lines
3.7 KiB
Lua
100 lines
3.7 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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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
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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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}
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