77 lines
2.5 KiB
Lua
77 lines
2.5 KiB
Lua
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SpearheadConfig = {
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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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--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 from death to takeoff.
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--When the seconds remaining is the same at the rearmDelay it will be spawned on the ramp and follow the rearm logic.
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-- !! Can not be lower than rearmDelay
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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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--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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---DEBUG logging. Consider keeping this disabled
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debugEnabled = true
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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_Dev.json"
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}
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}
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