--[[ Combat Troop and Logistics Drop Allows Huey, Mi-8 and C130 to transport troops internally and Helicopters to transport Logistic / Vehicle units to the field via sling-loads without requiring external mods. Supports all of the original CTTS functionality such as AI auto troop load and unload as well as group spawning and preloading of troops into units. Supports deployment of Auto Lasing JTAC to the field See https://github.com/ciribob/DCS-CTLD for a user manual and the latest version Contributors: - Steggles - https://github.com/Bob7heBuilder - mvee - https://github.com/mvee - jmontleon - https://github.com/jmontleon - emilianomolina - https://github.com/emilianomolina Version: 1.70 - 25/06/2017 - Added ability to set maximum group size that can be carried - Added new sling load crates - Fixed bug where crates and / or groups would disappear - Fixed bug where count in zone wouldn't work for mission crates - Delayed config of F10 menu and other scheduled functions so they can be overwritten by mission if a user wants ]] ctld = {} -- DONT REMOVE! -- ************************************************************************ -- ********************* USER CONFIGURATION ****************************** -- ************************************************************************ ctld.staticBugWorkaround = false -- DCS had a bug where destroying statics would cause a crash. If this happens again, set this to TRUE ctld.disableAllSmoke = false -- if true, all smoke is diabled at pickup and drop off zones regardless of settings below. Leave false to respect settings below ctld.hoverPickup = false -- if set to false you can load crates with the F10 menu instead of hovering... Only if not using real crates! ctld.enableCrates = true -- if false, Helis will not be able to spawn or unpack crates so will be normal CTTS ctld.slingLoad = false -- if false, crates can be used WITHOUT slingloading, by hovering above the crate, simulating slingloading but not the weight... -- There are some bug with Sling-loading that can cause crashes, if these occur set slingLoad to false -- to use the other method. -- Set staticBugFix to FALSE if use set ctld.slingLoad to TRUE ctld.enableSmokeDrop = false -- if false, helis and c-130 will not be able to drop smoke ctld.maxExtractDistance = 125 -- max distance from vehicle to troops to allow a group extraction ctld.maximumDistanceLogistic = 500 -- max distance from vehicle to logistics to allow a loading or spawning operation ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy ctld.maximumMoveDistance = 300 -- max distance for troops to move from drop point if no enemy is nearby ctld.minimumDeployDistance = 2000 -- minimum distance from a friendly pickup zone where you can deploy a crate ctld.numberOfTroops = 10 -- default number of troops to load on a transport heli or C-130 -- also works as maximum size of group that'll fit into a helicopter unless overridden ctld.enableFastRopeInsertion = true -- allows you to drop troops by fast rope ctld.fastRopeMaximumHeight = 18.28 -- in meters which is 60 ft max fast rope (not rappell) safe height ctld.vehiclesForTransportRED = { "M1045 HMMWV TOW", "M1043 HMMWV Armament" } -- vehicles to load onto Il-76 - Alternatives {"Strela-1 9P31","BMP-1"} ctld.vehiclesForTransportBLUE = { "M1045 HMMWV TOW", "M1043 HMMWV Armament" } -- vehicles to load onto c130 - Alternatives {"M1128 Stryker MGS","M1097 Avenger"} ctld.aaLaunchers = 3 -- controls how many launchers to add to the kub/buk when its spawned. ctld.hawkLaunchers = 5 -- controls how many launchers to add to the hawk when its spawned. ctld.spawnRPGWithCoalition = true --spawns a friendly RPG unit with Coalition forces ctld.spawnStinger = false -- spawns a stinger / igla soldier with a group of 6 or more soldiers! ctld.enabledFOBBuilding = false -- if true, you can load a crate INTO a C-130 than when unpacked creates a Forward Operating Base (FOB) which is a new place to spawn (crates) and carry crates from -- In future i'd like it to be a FARP but so far that seems impossible... -- You can also enable troop Pickup at FOBS ctld.cratesRequiredForFOB = 3 -- The amount of crates required to build a FOB. Once built, helis can spawn crates at this outpost to be carried and deployed in another area. -- The large crates can only be loaded and dropped by large aircraft, like the C-130 and listed in ctld.vehicleTransportEnabled -- Small FOB crates can be moved by helicopter. The FOB will require ctld.cratesRequiredForFOB larges crates and small crates are 1/1 of a large fob crate -- To build the FOB entirely out of small crates you will need ctld.cratesRequiredForFOB * 3 ctld.troopPickupAtFOB = true -- if true, troops can also be picked up at a created FOB ctld.buildTimeFOB = 120 --time in seconds for the FOB to be built ctld.radioSound = "beacon.ogg" -- the name of the sound file to use for the FOB radio beacons. If this isnt added to the mission BEACONS WONT WORK! ctld.radioSoundFC3 = "beaconsilent.ogg" -- name of the second silent radio file, used so FC3 aircraft dont hear ALL the beacon noises... :) ctld.deployedBeaconBattery = 180 -- the battery on deployed beacons will last for this number minutes before needing to be re-deployed ctld.enabledRadioBeaconDrop = true -- if its set to false then beacons cannot be dropped by units ctld.allowRandomAiTeamPickups = false -- Allows the AI to randomize the loading of infantry teams (specified below) at pickup zones -- Simulated Sling load configuration ctld.minimumHoverHeight = 7.5 -- Lowest allowable height for crate hover ctld.maximumHoverHeight = 12.0 -- Highest allowable height for crate hover ctld.maxDistanceFromCrate = 5.5 -- Maximum distance from from crate for hover ctld.hoverTime = 10 -- Time to hold hover above a crate for loading in seconds -- end of Simulated Sling load configuration -- AA SYSTEM CONFIG -- -- Sets a limit on the number of active AA systems that can be built for RED. -- A system is counted as Active if its fully functional and has all parts -- If a system is partially destroyed, it no longer counts towards the total -- When this limit is hit, a player will still be able to get crates for an AA system, just unable -- to unpack them ctld.AASystemLimitRED = 20 -- Red side limit ctld.AASystemLimitBLUE = 20 -- Blue side limit --END AA SYSTEM CONFIG -- -- ***************** JTAC CONFIGURATION ***************** ctld.laser_codes = {1681, 1682, 1683, 1684, 1685, 1686, 1514, 1515, 1516, 1517, 1518, 1519} -- Put here the available laser codes. The first value is the default for RED and the second for BLUE ctld.deployedJTACs = {} --Store deployed JTAC units here ctld.JTACCommandMenuPath = {} ctld.JTAC_LIMIT_RED = 5 -- max number of JTAC Crates for the RED Side ctld.JTAC_LIMIT_BLUE = 5 -- max number of JTAC Crates for the BLUE Side ctld.JTAC_dropEnabled = true -- allow JTAC Crate spawn from F10 menu ctld.JTAC_maxDistance = 10000 -- How far a JTAC can "see" in meters (with Line of Sight) ctld.JTAC_smokeOn_RED = false -- enables marking of target with smoke for RED forces ctld.JTAC_smokeOn_BLUE = false -- enables marking of target with smoke for BLUE forces ctld.JTAC_smokeColour_RED = 4 -- RED side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4 ctld.JTAC_smokeColour_BLUE = 1 -- BLUE side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4 ctld.JTAC_smokeColous = {"Green", "Red", "White", "Orange", "Blue", "No smoke"} ctld.JTAC_jtacStatusF10 = true -- enables F10 JTAC Status menu ctld.JTAC_location = true -- shows location of target in JTAC message ctld.JTAC_lock = "all" -- "vehicle" OR "troop" OR "all" forces JTAC to only lock vehicles or troops or all ground units -- ***************** Pickup, dropoff and waypoint zones ***************** -- Available colors (anything else like "none" disables smoke): "green", "red", "white", "orange", "blue", "none", -- Use any of the predefined names or set your own ones -- You can add number as a third option to limit the number of soldier or vehicle groups that can be loaded from a zone. -- Dropping back a group at a limited zone will add one more to the limit -- If a zone isn't ACTIVE then you can't pickup from that zone until the zone is activated by ctld.activatePickupZone -- using the Mission editor -- You can pickup from a SHIP by adding the SHIP UNIT NAME instead of a zone name -- Side - Controls which side can load/unload troops at the zone -- Flag Number - Optional last field. If set the current number of groups remaining can be obtained from the flag value --pickupZones = { "Zone name or Ship Unit Name", "smoke color", "limit (-1 unlimited)", "ACTIVE (yes/no)", "side (0 = Both sides / 1 = Red / 2 = Blue )", flag number (optional) } ctld.pickupZones = { { "pickzone1", "none", -1, "yes", 1 }, { "pickzone2", "none", -1, "yes", 1 }, { "pickzone3", "none", -1, "yes", 1 }, { "pickzone4", "none", -1, "yes", 1 }, { "pickzone5", "none", -1, "yes", 1 }, { "pickzone6", "none", -1, "yes", 2 }, { "pickzone7", "none", -1, "yes", 2 }, { "pickzone8", "none", -1, "yes", 2 }, { "pickzone9", "none", -1, "yes", 2 }, -- limits pickup zone 9 to 5 groups of soldiers or vehicles, only red can pick up { "pickzone10", "none", -1, "yes", 2 }, -- limits pickup zone 10 to 10 groups of soldiers or vehicles, only blue can pick up --{ "pickzone11", "blue", -1, "yes", 0 }, -- limits pickup zone 11 to 20 groups of soldiers or vehicles, only blue can pick up. Zone starts inactive! --{ "pickzone12", "red", -1, "yes", 1 }, -- limits pickup zone 11 to 20 groups of soldiers or vehicles, only blue can pick up. Zone starts inactive! --{ "pickzone13", "none", -1, "yes", 0 }, --{ "pickzone14", "none", -1, "yes", 0 }, --{ "pickzone15", "none", -1, "yes", 0 }, --{ "pickzone16", "none", -1, "yes", 0 }, --{ "pickzone17", "none", -1, "yes", 0 }, --{ "pickzone18", "none", -1, "yes", 0 }, --{ "pickzone19", "none", 5, "yes", 0 }, --{ "pickzone20", "none", 10, "yes", 0, 1000 }, -- optional extra flag number to store the current number of groups available in { "BST", "none", -1, "yes", 2 }, -- instead of a Zone Name you can also use the UNIT NAME of a ship { "RST", "none", -1, "yes", 1 }, -- instead of a Zone Name you can also use the UNIT NAME of a ship --{ "USA Carrier", "blue", 10, "yes", 0, 1001 }, -- instead of a Zone Name you can also use the UNIT NAME of a ship } -- dropOffZones = {"name","smoke colour",0,side 1 = Red or 2 = Blue or 0 = Both sides} ctld.dropOffZones = { { "dropzone1", "green", 2 }, { "dropzone2", "blue", 2 }, { "dropzone3", "orange", 2 }, { "dropzone4", "none", 2 }, { "dropzone5", "none", 1 }, { "dropzone6", "none", 1 }, { "dropzone7", "none", 1 }, { "dropzone8", "none", 1 }, { "dropzone9", "none", 1 }, { "dropzone10", "none", 1 }, } --wpZones = { "Zone name", "smoke color", "ACTIVE (yes/no)", "side (0 = Both sides / 1 = Red / 2 = Blue )", } ctld.wpZones = { { "wpzone1", "green","yes", 2 }, { "wpzone2", "blue","yes", 2 }, { "wpzone3", "orange","yes", 2 }, { "wpzone4", "none","yes", 2 }, { "wpzone5", "none","yes", 2 }, { "wpzone6", "none","yes", 1 }, { "wpzone7", "none","yes", 1 }, { "wpzone8", "none","yes", 1 }, { "wpzone9", "none","yes", 1 }, { "wpzone10", "none","no", 0 }, -- Both sides as its set to 0 } -- ******************** Transports names ********************** -- Use any of the predefined names or set your own ones ctld.transportPilotNames = { "BH_Cargo_1", "BH_Cargo_2", "BH_Cargo_3", "BH_Cargo_4", "BH_Cargo_5", "BH_Cargo_6", "BH_Cargo_7", "BH_Cargo_8", "BH_Cargo_9", "BH_Cargo_10", "BH_Cargo_11", "BH_Cargo_12", "BH_Cargo_13", "BH_Cargo_14", "RH_Cargo_1", "RH_Cargo_2", "RH_Cargo_3", "RH_Cargo_4", "RH_Cargo_5", "RH_Cargo_6", "RH_Cargo_7", "RH_Cargo_8", "RH_Cargo_9", "RH_Cargo_10", "RH_Cargo_11", "RH_Cargo_12", "RH_Cargo_13", "RH_Cargo_14", "B_NAV_1", "B_NAV_2", "B_NAV_3", "B_NAV_4", "B_NAV_5", "B_NAV_6", "R_NAV_1", "R_NAV_2", "R_NAV_3", "R_NAV_4", "R_NAV_5", "R_NAV_6", "B_Cargo_1", "B_Cargo_2", "B_Cargo_3", "B_Cargo_4", "B_Cargo_5", "B_Cargo_6", "R_Cargo_1", "R_Cargo_2", "R_Cargo_3", "R_Cargo_4", "R_Cargo_5", "R_Cargo_6", } -- *************** Optional Extractable GROUPS ***************** -- Use any of the predefined names or set your own ones ctld.extractableGroups = { "extract1", "extract2", "extract3", "extract4", "extract5", "extract6", "extract7", "extract8", "extract9", "extract10", "extract11", "extract12", "extract13", "extract14", "extract15", "extract16", "extract17", "extract18", "extract19", "extract20", "extract21", "extract22", "extract23", "extract24", "extract25", } -- ************** Logistics UNITS FOR CRATE SPAWNING ****************** -- Use any of the predefined names or set your own ones -- When a logistic unit is destroyed, you will no longer be able to spawn crates ctld.logisticUnits = { "logistic1", "logistic2", "logistic3", "logistic4", "logistic5", "logistic6", "logistic7", "logistic8", "logistic9", "logistic10", "logisticRST", "logisticBST", } -- ************** UNITS ABLE TO TRANSPORT VEHICLES ****************** -- Add the model name of the unit that you want to be able to transport and deploy vehicles -- units db has all the names or you can extract a mission.miz file by making it a zip and looking -- in the contained mission file ctld.vehicleTransportEnabled = { "76MD", -- the il-76 mod doesnt use a normal - sign so il-76md wont match... !!!! GRR "C-130", --"hercules", } -- ************** Maximum Units SETUP for UNITS ****************** -- Put the name of the Unit you want to limit group sizes too -- i.e -- ["UH-1H"] = 10, -- -- Will limit UH1 to only transport groups with a size 10 or less -- Make sure the unit name is exactly right or it wont work ctld.unitLoadLimits = { -- Remove the -- below to turn on options ["UH-1H"] = 5, ["Mi-24P"] = 5, ["Mi-8MT"] = 5, --["C-47F"] = 10, --["SA342Mistral"] = 2, --["SA342L"] = 2, --["SA342M"] = 2, } -- ************** Allowable actions for UNIT TYPES ****************** -- Put the name of the Unit you want to limit actions for -- NOTE - the unit must've been listed in the transportPilotNames list above -- This can be used in conjunction with the options above for group sizes -- By default you can load both crates and troops unless overriden below -- i.e -- ["UH-1H"] = {crates=true, troops=false}, -- -- Will limit UH1 to only transport CRATES but NOT TROOPS -- -- ["SA342Mistral"] = {crates=fales, troops=true}, -- Will allow Mistral Gazelle to only transport crates, not troops ctld.unitActions = { -- Remove the -- below to turn on options --["SA342Mistral"] = {crates=false, troops=true}, --["SA342L"] = {crates=false, troops=true}, --["SA342M"] = {crates=false, troops=true}, } -- ************** INFANTRY GROUPS FOR PICKUP ****************** -- Unit Types -- inf is normal infantry -- mg is M249 -- at is RPG-16 -- aa is Stinger or Igla -- mortar is a 2B11 mortar unit -- You must add a name to the group for it to work -- You can also add an optional coalition side to limit the group to one side -- for the side - 2 is BLUE and 1 is RED ctld.loadableGroups = { {name = "Anti Tank Group", inf = 5, mg = 2, at = 3 }, {name = "Anti Air Group", inf = 3, mg = 3, at = 2, aa = 2 }, {name = "Anti Air Team", inf = 3, aa = 2 }, {name = "Anti Tank Team", inf = 2, at = 3 }, --{name = "Mortar Squad", inf = 2, mortar = 3 }, --{name = "JTAC Group", inf = 3, jtac = 1, at = 1 }, --{name = "Single JTAC", jtac = 1 }, --{name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only } -- ************** SPAWNABLE CRATES ****************** -- Weights must be unique as we use the weight to change the cargo to the correct unit -- when we unpack -- ctld.spawnableCrates = { -- name of the sub menu on F10 for spawning crates ["Ground Forces"] = { --crates you can spawn -- weight in KG -- Desc is the description on the F10 MENU -- unit is the model name of the unit to spawn -- cratesRequired - if set requires that many crates of the same type within 100m of each other in order build the unit -- side is optional but 2 is BLUE and 1 is RED -- dont use that option with the HAWK Crates { weight = 59, desc = "ATGM HMMWV", unit = "M1045 HMMWV TOW", cratesRequired = 2 }, { weight = 52, desc = "HMMWV - JTAC", unit = "Hummer", }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled { weight = 84, desc = "Ural-375 Ammo Truck", unit = "Ural-375", }, --{ weight = 500, desc = "FOB Crate - Small", unit = "FOB-SMALL" }, -- Builds a FOB! - requires 3 * ctld.cratesRequiredForFOB }, --["AA short range"] = { --{ weight = 190, desc = "SPAAA ZSU-23-4 'Shilka'", unit = "ZSU-23-4 Shilka", cratesRequired = 2 }, --{ weight = 123, desc = "SA-13 Strela 10M3 'Gopher'", unit = "Strela-10M3", cratesRequired = 2 }, --}, --["AA mid range"] = { --{ weight = 340, desc = "SA-15 'TOR'", unit = "Tor 9A331", cratesRequired = 4 }, --{ weight = 350, desc = "SA-19 Tunguska 'Grison'", unit = "2S6 Tunguska", cratesRequired = 3 }, -- HAWK System -- { weight = 540, desc = "HAWK Launcher", unit = "Hawk ln", side = 2}, -- { weight = 545, desc = "HAWK Search Radar", unit = "Hawk sr", side = 2 }, -- { weight = 546, desc = "HAWK Track Radar", unit = "Hawk tr", side = 2 }, -- { weight = 547, desc = "HAWK PCP", unit = "Hawk pcp" , side = 2 }, -- Remove this if on 1.2 -- { weight = 548, desc = "HAWK CWAR", unit = "Hawk cwar" , side = 2 }, -- Remove this if on 2.5 -- { weight = 549, desc = "HAWK Repair", unit = "HAWK Repair" , side = 2 }, -- End of HAWK -- KUB SYSTEM -- { weight = 560, desc = "KUB Launcher", unit = "Kub 2P25 ln", side = 1}, -- { weight = 565, desc = "KUB Radar", unit = "Kub 1S91 str", side = 1 }, -- { weight = 570, desc = "KUB Repair", unit = "KUB Repair", side = 1}, -- End of KUB -- BUK System -- { weight = 575, desc = "BUK Launcher", unit = "SA-11 Buk LN 9A310M1"}, -- { weight = 580, desc = "BUK Search Radar", unit = "SA-11 Buk SR 9S18M1"}, -- { weight = 585, desc = "BUK CC Radar", unit = "SA-11 Buk CC 9S470M1"}, -- { weight = 590, desc = "BUK Repair", unit = "BUK Repair"}, -- END of BUK --}, ["AA long range"] = { -- Patriot System -- { weight = 555, desc = "Patriot Launcher", unit = "Patriot ln", side = 2 }, -- { weight = 556, desc = "Patriot Radar", unit = "Patriot str" , side = 2 }, -- { weight = 557, desc = "Patriot ECS", unit = "Patriot ECS", side = 2 }, -- { weight = 553, desc = "Patriot ICC", unit = "Patriot cp", side = 2 }, -- { weight = 554, desc = "Patriot EPP", unit = "Patriot EPP", side = 2 }, -- { weight = 558, desc = "Patriot AMG (optional)", unit = "Patriot AMG" , side = 2 }, -- { weight = 559, desc = "Patriot Repair", unit = "Patriot Repair" , side = 2 }, -- End of Patriot { weight = 155, desc = "MCC-SR Sborka 'Dog Ear'", unit = "Dog Ear radar", }, }, } -- if the unit is on this list, it will be made into a JTAC when deployed ctld.jtacUnitTypes = { "SKP", "Hummer" -- there are some wierd encoding issues so if you write SKP-11 it wont match as the - sign is encoded differently... } ctld.nextUnitId = 1; ctld.getNextUnitId = function() ctld.nextUnitId = ctld.nextUnitId + 1 return ctld.nextUnitId end ctld.nextGroupId = 1; ctld.getNextGroupId = function() ctld.nextGroupId = ctld.nextGroupId + 1 return ctld.nextGroupId end -- *************************************************************** -- **************** Mission Editor Functions ********************* -- *************************************************************** ----------------------------------------------------------------- -- Spawn group at a trigger and set them as extractable. Usage: -- ctld.spawnGroupAtTrigger("groupside", number, "triggerName", radius) -- Variables: -- "groupSide" = "red" for Russia "blue" for USA -- _number = number of groups to spawn OR Group description -- "triggerName" = trigger name in mission editor between commas -- _searchRadius = random distance for units to move from spawn zone (0 will leave troops at the spawn position - no search for enemy) -- -- Example: ctld.spawnGroupAtTrigger("red", 2, "spawn1", 1000) -- -- This example will spawn 2 groups of russians at the specified point -- and they will search for enemy or move randomly withing 1000m -- OR -- -- ctld.spawnGroupAtTrigger("blue", {mg=1,at=2,aa=3,inf=4,mortar=5},"spawn2", 2000) -- Spawns 1 machine gun, 2 anti tank, 3 anti air, 4 standard soldiers and 5 mortars -- function ctld.spawnGroupAtTrigger(_groupSide, _number, _triggerName, _searchRadius) local _spawnTrigger = trigger.misc.getZone(_triggerName) -- trigger to use as reference position if _spawnTrigger == nil then trigger.action.outText("CTLD.lua ERROR: Cant find trigger called " .. _triggerName, 10) return end local _country if _groupSide == "red" then _groupSide = 1 _country = 0 else _groupSide = 2 _country = 2 end if _searchRadius < 0 then _searchRadius = 0 end local _pos2 = { x = _spawnTrigger.point.x, y = _spawnTrigger.point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y } local _groupDetails = ctld.generateTroopTypes(_groupSide, _number, _country) local _droppedTroops = ctld.spawnDroppedGroup(_pos3, _groupDetails, false, _searchRadius); if _groupSide == 1 then table.insert(ctld.droppedTroopsRED, _droppedTroops:getName()) else table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName()) end end ----------------------------------------------------------------- -- Spawn group at a Vec3 Point and set them as extractable. Usage: -- ctld.spawnGroupAtPoint("groupside", number,Vec3 Point, radius) -- Variables: -- "groupSide" = "red" for Russia "blue" for USA -- _number = number of groups to spawn OR Group Description -- Vec3 Point = A vec3 point like {x=1,y=2,z=3}. Can be obtained from a unit like so: Unit.getName("Unit1"):getPoint() -- _searchRadius = random distance for units to move from spawn zone (0 will leave troops at the spawn position - no search for enemy) -- -- Example: ctld.spawnGroupAtPoint("red", 2, {x=1,y=2,z=3}, 1000) -- -- This example will spawn 2 groups of russians at the specified point -- and they will search for enemy or move randomly withing 1000m -- OR -- -- ctld.spawnGroupAtPoint("blue", {mg=1,at=2,aa=3,inf=4,mortar=5}, {x=1,y=2,z=3}, 2000) -- Spawns 1 machine gun, 2 anti tank, 3 anti air, 4 standard soldiers and 5 mortars function ctld.spawnGroupAtPoint(_groupSide, _number, _point, _searchRadius) local _country if _groupSide == "red" then _groupSide = 1 _country = 0 else _groupSide = 2 _country = 2 end if _searchRadius < 0 then _searchRadius = 0 end local _groupDetails = ctld.generateTroopTypes(_groupSide, _number, _country) local _droppedTroops = ctld.spawnDroppedGroup(_point, _groupDetails, false, _searchRadius); if _groupSide == 1 then table.insert(ctld.droppedTroopsRED, _droppedTroops:getName()) else table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName()) end end -- Preloads a transport with troops or vehicles -- replaces any troops currently on board function ctld.preLoadTransport(_unitName, _number, _troops) local _unit = ctld.getTransportUnit(_unitName) if _unit ~= nil then -- will replace any units currently on board -- if not ctld.troopsOnboard(_unit,_troops) then ctld.loadTroops(_unit, _troops, _number) -- end end end -- Continuously counts the number of crates in a zone and sets the value of the passed in flag -- to the count amount -- This means you can trigger actions based on the count and also trigger messages before the count is reached -- Just pass in the zone name and flag number like so as a single (NOT Continuous) Trigger -- This will now work for Mission Editor and Spawned Crates -- e.g. ctld.cratesInZone("DropZone1", 5) function ctld.cratesInZone(_zone, _flagNumber) local _triggerZone = trigger.misc.getZone(_zone) -- trigger to use as reference position if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zone, 10) return end local _zonePos = mist.utils.zoneToVec3(_zone) --ignore side, if crate has been used its discounted from the count local _crateTables = { ctld.spawnedCratesRED, ctld.spawnedCratesBLUE, ctld.missionEditorCargoCrates } local _crateCount = 0 for _, _crates in pairs(_crateTables) do for _crateName, _dontUse in pairs(_crates) do --get crate local _crate = ctld.getCrateObject(_crateName) --in air seems buggy with crates so if in air is true, get the height above ground and the speed magnitude if _crate ~= nil and _crate:getLife() > 0 and (ctld.inAir(_crate) == false) then local _dist = ctld.getDistance(_crate:getPoint(), _zonePos) if _dist <= _triggerZone.radius then _crateCount = _crateCount + 1 end end end end --set flag stuff trigger.action.setUserFlag(_flagNumber, _crateCount) -- env.info("FLAG ".._flagNumber.." crates ".._crateCount) --retrigger in 5 seconds timer.scheduleFunction(function(_args) ctld.cratesInZone(_args[1], _args[2]) end, { _zone, _flagNumber }, timer.getTime() + 5) end -- Creates an extraction zone -- any Soldiers (not vehicles) dropped at this zone by a helicopter will disappear -- and be added to a running total of soldiers for a set flag number -- The idea is you can then drop say 20 troops in a zone and trigger an action using the mission editor triggers -- and the flag value -- -- The ctld.createExtractZone function needs to be called once in a trigger action do script. -- if you dont want smoke, pass -1 to the function. --Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4, NO SMOKE = -1 -- -- e.g. ctld.createExtractZone("extractzone1", 2, -1) will create an extraction zone at trigger zone "extractzone1", store the number of troops dropped at -- the zone in flag 2 and not have smoke -- -- -- function ctld.createExtractZone(_zone, _flagNumber, _smoke) local _triggerZone = trigger.misc.getZone(_zone) -- trigger to use as reference position if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zone, 10) return end local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y } trigger.action.setUserFlag(_flagNumber, 0) --start at 0 local _details = { point = _pos3, name = _zone, smoke = _smoke, flag = _flagNumber, radius = _triggerZone.radius} ctld.extractZones[_zone.."-".._flagNumber] = _details if _smoke ~= nil and _smoke > -1 then local _smokeFunction _smokeFunction = function(_args) local _extractDetails = ctld.extractZones[_zone.."-".._flagNumber] -- check zone is still active if _extractDetails == nil then -- stop refreshing smoke, zone is done return end trigger.action.smoke(_args.point, _args.smoke) --refresh in 5 minutes timer.scheduleFunction(_smokeFunction, _args, timer.getTime() + 300) end --run local function _smokeFunction(_details) end end -- Removes an extraction zone -- -- The smoke will take up to 5 minutes to disappear depending on the last time the smoke was activated -- -- The ctld.removeExtractZone function needs to be called once in a trigger action do script. -- -- e.g. ctld.removeExtractZone("extractzone1", 2) will remove an extraction zone at trigger zone "extractzone1" -- that was setup with flag 2 -- -- -- function ctld.removeExtractZone(_zone,_flagNumber) local _extractDetails = ctld.extractZones[_zone.."-".._flagNumber] if _extractDetails ~= nil then --remove zone ctld.extractZones[_zone.."-".._flagNumber] = nil end end -- CONTINUOUS TRIGGER FUNCTION -- This function will count the current number of extractable RED and BLUE -- GROUPS in a zone and store the values in two flags -- A group is only counted as being in a zone when the leader of that group -- is in the zone -- Use: ctld.countDroppedGroupsInZone("Zone Name", flagBlue, flagRed) function ctld.countDroppedGroupsInZone(_zone, _blueFlag, _redFlag) local _triggerZone = trigger.misc.getZone(_zone) -- trigger to use as reference position if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zone, 10) return end local _zonePos = mist.utils.zoneToVec3(_zone) local _redCount = 0; local _blueCount = 0; local _allGroups = {ctld.droppedTroopsRED,ctld.droppedTroopsBLUE,ctld.droppedVehiclesRED,ctld.droppedVehiclesBLUE} for _, _extractGroups in pairs(_allGroups) do for _,_groupName in pairs(_extractGroups) do local _groupUnits = ctld.getGroup(_groupName) if #_groupUnits > 0 then local _zonePos = mist.utils.zoneToVec3(_zone) local _dist = ctld.getDistance(_groupUnits[1]:getPoint(), _zonePos) if _dist <= _triggerZone.radius then if (_groupUnits[1]:getCoalition() == 1) then _redCount = _redCount + 1; else _blueCount = _blueCount + 1; end end end end end --set flag stuff trigger.action.setUserFlag(_blueFlag, _blueCount) trigger.action.setUserFlag(_redFlag, _redCount) -- env.info("Groups in zone ".._blueCount.." ".._redCount) end -- CONTINUOUS TRIGGER FUNCTION -- This function will count the current number of extractable RED and BLUE -- UNITS in a zone and store the values in two flags -- Use: ctld.countDroppedUnitsInZone("Zone Name", flagBlue, flagRed) function ctld.countDroppedUnitsInZone(_zone, _blueFlag, _redFlag) local _triggerZone = trigger.misc.getZone(_zone) -- trigger to use as reference position if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zone, 10) return end local _zonePos = mist.utils.zoneToVec3(_zone) local _redCount = 0; local _blueCount = 0; local _allGroups = {ctld.droppedTroopsRED,ctld.droppedTroopsBLUE,ctld.droppedVehiclesRED,ctld.droppedVehiclesBLUE} for _, _extractGroups in pairs(_allGroups) do for _,_groupName in pairs(_extractGroups) do local _groupUnits = ctld.getGroup(_groupName) if #_groupUnits > 0 then local _zonePos = mist.utils.zoneToVec3(_zone) for _,_unit in pairs(_groupUnits) do local _dist = ctld.getDistance(_unit:getPoint(), _zonePos) if _dist <= _triggerZone.radius then if (_unit:getCoalition() == 1) then _redCount = _redCount + 1; else _blueCount = _blueCount + 1; end end end end end end --set flag stuff trigger.action.setUserFlag(_blueFlag, _blueCount) trigger.action.setUserFlag(_redFlag, _redCount) -- env.info("Units in zone ".._blueCount.." ".._redCount) end -- Creates a radio beacon on a random UHF - VHF and HF/FM frequency for homing -- This WILL NOT WORK if you dont add beacon.ogg and beaconsilent.ogg to the mission!!! -- e.g. ctld.createRadioBeaconAtZone("beaconZone","red", 1440,"Waypoint 1") will create a beacon at trigger zone "beaconZone" for the Red side -- that will last 1440 minutes (24 hours ) and named "Waypoint 1" in the list of radio beacons -- -- e.g. ctld.createRadioBeaconAtZone("beaconZoneBlue","blue", 20) will create a beacon at trigger zone "beaconZoneBlue" for the Blue side -- that will last 20 minutes function ctld.createRadioBeaconAtZone(_zone, _coalition, _batteryLife, _name) local _triggerZone = trigger.misc.getZone(_zone) -- trigger to use as reference position if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zone, 10) return end local _zonePos = mist.utils.zoneToVec3(_zone) ctld.beaconCount = ctld.beaconCount + 1 if _name == nil or _name == "" then _name = "Beacon #" .. ctld.beaconCount end if _coalition == "red" then ctld.createRadioBeacon(_zonePos, 1, 0, _name, _batteryLife) --1440 else ctld.createRadioBeacon(_zonePos, 2, 2, _name, _batteryLife) --1440 end end -- Activates a pickup zone -- Activates a pickup zone when called from a trigger -- EG: ctld.activatePickupZone("pickzone3") -- This is enable pickzone3 to be used as a pickup zone for the team set function ctld.activatePickupZone(_zoneName) local _triggerZone = trigger.misc.getZone(_zoneName) -- trigger to use as reference position if _triggerZone == nil then local _ship = ctld.getTransportUnit(_triggerZone) if _ship then local _point = _ship:getPoint() _triggerZone = {} _triggerZone.point = _point end end if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone or ship called " .. _zoneName, 10) end for _, _zoneDetails in pairs(ctld.pickupZones) do if _zoneName == _zoneDetails[1] then --smoke could get messy if designer keeps calling this on an active zone, check its not active first if _zoneDetails[4] == 1 then -- they might have a continuous trigger so i've hidden the warning --trigger.action.outText("CTLD.lua ERROR: Pickup Zone already active: " .. _zoneName, 10) return end _zoneDetails[4] = 1 --activate zone if ctld.disableAllSmoke == true then --smoke disabled return end if _zoneDetails[2] >= 0 then -- Trigger smoke marker -- This will cause an overlapping smoke marker on next refreshsmoke call -- but will only happen once local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y } trigger.action.smoke(_pos3, _zoneDetails[2]) end end end end -- Deactivates a pickup zone -- Deactivates a pickup zone when called from a trigger -- EG: ctld.deactivatePickupZone("pickzone3") -- This is disables pickzone3 and can no longer be used to as a pickup zone -- These functions can be called by triggers, like if a set of buildings is used, you can trigger the zone to be 'not operational' -- once they are destroyed function ctld.deactivatePickupZone(_zoneName) local _triggerZone = trigger.misc.getZone(_zoneName) -- trigger to use as reference position if _triggerZone == nil then local _ship = ctld.getTransportUnit(_triggerZone) if _ship then local _point = _ship:getPoint() _triggerZone = {} _triggerZone.point = _point end end if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zoneName, 10) return end for _, _zoneDetails in pairs(ctld.pickupZones) do if _zoneName == _zoneDetails[1] then -- i'd just ignore it if its already been deactivated -- if _zoneDetails[4] == 0 then --this really needed?? -- trigger.action.outText("CTLD.lua ERROR: Pickup Zone already deactiveated: " .. _zoneName, 10) -- return -- end _zoneDetails[4] = 0 --deactivate zone end end end -- Change the remaining groups currently available for pickup at a zone -- e.g. ctld.changeRemainingGroupsForPickupZone("pickup1", 5) -- adds 5 groups -- ctld.changeRemainingGroupsForPickupZone("pickup1", -3) -- remove 3 groups function ctld.changeRemainingGroupsForPickupZone(_zoneName, _amount) local _triggerZone = trigger.misc.getZone(_zoneName) -- trigger to use as reference position if _triggerZone == nil then local _ship = ctld.getTransportUnit(_triggerZone) if _ship then local _point = _ship:getPoint() _triggerZone = {} _triggerZone.point = _point end end if _triggerZone == nil then trigger.action.outText("CTLD.lua ctld.changeRemainingGroupsForPickupZone ERROR: Cant find zone called " .. _zoneName, 10) return end for _, _zoneDetails in pairs(ctld.pickupZones) do if _zoneName == _zoneDetails[1] then ctld.updateZoneCounter(_zoneName, _amount) end end end -- Activates a Waypoint zone -- Activates a Waypoint zone when called from a trigger -- EG: ctld.activateWaypointZone("pickzone3") -- This means that troops dropped within the radius of the zone will head to the center -- of the zone instead of searching for troops function ctld.activateWaypointZone(_zoneName) local _triggerZone = trigger.misc.getZone(_zoneName) -- trigger to use as reference position if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zoneName, 10) return end for _, _zoneDetails in pairs(ctld.wpZones) do if _zoneName == _zoneDetails[1] then --smoke could get messy if designer keeps calling this on an active zone, check its not active first if _zoneDetails[3] == 1 then -- they might have a continuous trigger so i've hidden the warning --trigger.action.outText("CTLD.lua ERROR: Pickup Zone already active: " .. _zoneName, 10) return end _zoneDetails[3] = 1 --activate zone if ctld.disableAllSmoke == true then --smoke disabled return end if _zoneDetails[2] >= 0 then -- Trigger smoke marker -- This will cause an overlapping smoke marker on next refreshsmoke call -- but will only happen once local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y } trigger.action.smoke(_pos3, _zoneDetails[2]) end end end end -- Deactivates a Waypoint zone -- Deactivates a Waypoint zone when called from a trigger -- EG: ctld.deactivateWaypointZone("wpzone3") -- This disables wpzone3 so that troops dropped in this zone will search for troops as normal -- These functions can be called by triggers function ctld.deactivateWaypointZone(_zoneName) local _triggerZone = trigger.misc.getZone(_zoneName) if _triggerZone == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zoneName, 10) return end for _, _zoneDetails in pairs(ctld.pickupZones) do if _zoneName == _zoneDetails[1] then _zoneDetails[3] = 0 --deactivate zone end end end -- Continuous Trigger Function -- Causes an AI unit with the specified name to unload troops / vehicles when -- an enemy is detected within a specified distance -- The enemy must have Line or Sight to the unit to be detected function ctld.unloadInProximityToEnemy(_unitName,_distance) local _unit = ctld.getTransportUnit(_unitName) if _unit ~= nil and _unit:getPlayerName() == nil then -- no player name means AI! -- the findNearest visible enemy you'd want to modify as it'll find enemies quite far away -- limited by ctld.JTAC_maxDistance local _nearestEnemy = ctld.findNearestVisibleEnemy(_unit,"all",_distance) if _nearestEnemy ~= nil then if ctld.troopsOnboard(_unit, true) then ctld.deployTroops(_unit, true) return true end if ctld.unitCanCarryVehicles(_unit) and ctld.troopsOnboard(_unit, false) then ctld.deployTroops(_unit, false) return true end end end return false end -- Unit will unload any units onboard if the unit is on the ground -- when this function is called function ctld.unloadTransport(_unitName) local _unit = ctld.getTransportUnit(_unitName) if _unit ~= nil then if ctld.troopsOnboard(_unit, true) then ctld.unloadTroops({_unitName,true}) end if ctld.unitCanCarryVehicles(_unit) and ctld.troopsOnboard(_unit, false) then ctld.unloadTroops({_unitName,false}) end end end -- Loads Troops and Vehicles from a zone or picks up nearby troops or vehicles function ctld.loadTransport(_unitName) local _unit = ctld.getTransportUnit(_unitName) if _unit ~= nil then ctld.loadTroopsFromZone({ _unitName, true,"",true }) if ctld.unitCanCarryVehicles(_unit) then ctld.loadTroopsFromZone({ _unitName, false,"",true }) end end end -- adds a callback that will be called for many actions ingame function ctld.addCallback(_callback) table.insert(ctld.callbacks,_callback) end -- Spawns a sling loadable crate at a Trigger Zone -- -- Weights can be found in the ctld.spawnableCrates list -- e.g. ctld.spawnCrateAtZone("red", 500,"triggerzone1") -- spawn a humvee at triggerzone 1 for red side -- e.g. ctld.spawnCrateAtZone("blue", 505,"triggerzone1") -- spawn a tow humvee at triggerzone1 for blue side -- function ctld.spawnCrateAtZone(_side, _weight,_zone) local _spawnTrigger = trigger.misc.getZone(_zone) -- trigger to use as reference position if _spawnTrigger == nil then trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zone, 10) return end local _crateType = ctld.crateLookupTable[tostring(_weight)] if _crateType == nil then trigger.action.outText("CTLD.lua ERROR: Cant find crate with weight " .. _weight, 10) return end local _country if _side == "red" then _side = 1 _country = 0 else _side = 2 _country = 2 end local _pos2 = { x = _spawnTrigger.point.x, y = _spawnTrigger.point.z } local _alt = land.getHeight(_pos2) local _point = { x = _pos2.x, y = _alt, z = _pos2.y } local _unitId = ctld.getNextUnitId() local _name = string.format("%s #%i", _crateType.desc, _unitId) local _spawnedCrate = ctld.spawnCrateStatic(_country, _unitId, _point, _name, _crateType.weight,_side) end -- Spawns a sling loadable crate at a Point -- -- Weights can be found in the ctld.spawnableCrates list -- Points can be made by hand or obtained from a Unit position by Unit.getByName("PilotName"):getPoint() -- e.g. ctld.spawnCrateAtZone("red", 500,{x=1,y=2,z=3}) -- spawn a humvee at triggerzone 1 for red side at a specified point -- e.g. ctld.spawnCrateAtZone("blue", 505,{x=1,y=2,z=3}) -- spawn a tow humvee at triggerzone1 for blue side at a specified point -- -- function ctld.spawnCrateAtPoint(_side, _weight,_point) local _crateType = ctld.crateLookupTable[tostring(_weight)] if _crateType == nil then trigger.action.outText("CTLD.lua ERROR: Cant find crate with weight " .. _weight, 10) return end local _country if _side == "red" then _side = 1 _country = 0 else _side = 2 _country = 2 end local _unitId = ctld.getNextUnitId() local _name = string.format("%s #%i", _crateType.desc, _unitId) local _spawnedCrate = ctld.spawnCrateStatic(_country, _unitId, _point, _name, _crateType.weight,_side) end -- *************************************************************** -- **************** BE CAREFUL BELOW HERE ************************ -- *************************************************************** --- Tells CTLD What multipart AA Systems there are and what parts they need -- A New system added here also needs the launcher added ctld.AASystemTemplate = { { name = "KUB AA System", count = 2, parts = { {name = "Kub 2P25 ln", desc = "KUB Launcher", launcher = true}, {name = "Kub 1S91 str", desc = "KUB Radar"}, }, repair = "KUB Repair", }, } ---------------- INTERNAL FUNCTIONS ---------------- function ctld.getTransportUnit(_unitName) if _unitName == nil then return nil end local _heli = Unit.getByName(_unitName) if _heli ~= nil and _heli:isActive() and _heli:getLife() > 0 then return _heli end return nil end function ctld.spawnCrateStatic(_country, _unitId, _point, _name, _weight,_side) local _crate local _spawnedCrate if ctld.staticBugWorkaround and ctld.slingLoad == false then local _groupId = ctld.getNextGroupId() local _groupName = "Crate Group #".._groupId local _group = { ["visible"] = false, -- ["groupId"] = _groupId, ["hidden"] = false, ["units"] = {}, -- ["y"] = _positions[1].z, -- ["x"] = _positions[1].x, ["name"] = _groupName, ["task"] = {}, } _group.units[1] = ctld.createUnit(_point.x , _point.z , 0, {type="UAZ-469",name=_name,unitId=_unitId}) --switch to MIST _group.category = Group.Category.GROUND; _group.country = _country; local _spawnedGroup = Group.getByName(mist.dynAdd(_group).name) -- Turn off AI trigger.action.setGroupAIOff(_spawnedGroup) _spawnedCrate = Unit.getByName(_name) else if ctld.slingLoad then _crate = { ["category"] = "Cargos", --now plurar ["shape_name"] = "bw_container_cargo", --new slingloadable container ["type"] = "container_cargo", --new type -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["mass"] = _weight, ["name"] = _name, ["canCargo"] = true, ["heading"] = 0, -- ["displayName"] = "name 2", -- getCargoDisplayName function exists but no way to set the variable -- ["DisplayName"] = "name 2", -- ["cargoDisplayName"] = "cargo123", -- ["CargoDisplayName"] = "cargo123", } --[[ Placeholder for different type of cargo containers. Let's say pipes and trunks, fuel for FOB building ["shape_name"] = "ab-212_cargo", ["type"] = "uh1h_cargo" --new type for the container previously used ["shape_name"] = "ammo_box_cargo", ["type"] = "ammo_cargo", ["shape_name"] = "barrels_cargo", ["type"] = "barrels_cargo", ["shape_name"] = "bw_container_cargo", ["type"] = "container_cargo", ["shape_name"] = "f_bar_cargo", ["type"] = "f_bar_cargo", ["shape_name"] = "fueltank_cargo", ["type"] = "fueltank_cargo", ["shape_name"] = "iso_container_cargo", ["type"] = "iso_container", ["shape_name"] = "iso_container_small_cargo", ["type"] = "iso_container_small", ["shape_name"] = "oiltank_cargo", ["type"] = "oiltank_cargo", ["shape_name"] = "pipes_big_cargo", ["type"] = "pipes_big_cargo", ["shape_name"] = "pipes_small_cargo", ["type"] = "pipes_small_cargo", ["shape_name"] = "tetrapod_cargo", ["type"] = "tetrapod_cargo", ["shape_name"] = "trunks_long_cargo", ["type"] = "trunks_long_cargo", ["shape_name"] = "trunks_small_cargo", ["type"] = "trunks_small_cargo", ]]-- else _crate = { ["shape_name"] = "bw_container_cargo", ["type"] = "container_cargo", -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["name"] = _name, ["category"] = "Cargos", ["canCargo"] = false, ["heading"] = 0, } end _crate["country"] = _country mist.dynAddStatic(_crate) _spawnedCrate = StaticObject.getByName(_crate["name"]) end local _crateType = ctld.crateLookupTable[tostring(_weight)] if _side == 1 then ctld.spawnedCratesRED[_name] =_crateType else ctld.spawnedCratesBLUE[_name] = _crateType end return _spawnedCrate end function ctld.spawnFOBCrateStatic(_country, _unitId, _point, _name) local _crate = { ["category"] = "Fortifications", ["shape_name"] = "konteiner_red1", ["type"] = "Container red 1", -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["name"] = _name, ["canCargo"] = false, ["heading"] = 0, } _crate["country"] = _country mist.dynAddStatic(_crate) local _spawnedCrate = StaticObject.getByName(_crate["name"]) --local _spawnedCrate = coalition.addStaticObject(_country, _crate) return _spawnedCrate end function ctld.spawnFOB(_country, _unitId, _point, _name) local _crate = { ["category"] = "Fortifications", ["type"] = "outpost", -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["name"] = _name, ["canCargo"] = false, ["heading"] = 0, } _crate["country"] = _country mist.dynAddStatic(_crate) local _spawnedCrate = StaticObject.getByName(_crate["name"]) --local _spawnedCrate = coalition.addStaticObject(_country, _crate) local _id = ctld.getNextUnitId() local _tower = { ["type"] = "house2arm", -- ["unitId"] = _id, ["rate"] = 100, ["y"] = _point.z + -36.57142857, ["x"] = _point.x + 14.85714286, ["name"] = "FOB Watchtower #" .. _id, ["category"] = "Fortifications", ["canCargo"] = false, ["heading"] = 0, } --coalition.addStaticObject(_country, _tower) _tower["country"] = _country mist.dynAddStatic(_tower) return _spawnedCrate end function ctld.spawnCrate(_arguments) local _status, _err = pcall(function(_args) -- use the cargo weight to guess the type of unit as no way to add description :( local _crateType = ctld.crateLookupTable[tostring(_args[2])] local _heli = ctld.getTransportUnit(_args[1]) if _crateType ~= nil and _heli ~= nil and ctld.inAir(_heli) == false then if ctld.inLogisticsZone(_heli) == false then ctld.displayMessageToGroup(_heli, "You are not close enough to friendly logistics to get a crate!", 10) return end if ctld.isJTACUnitType(_crateType.unit) then local _limitHit = false if _heli:getCoalition() == 1 then if ctld.JTAC_LIMIT_RED == 0 then _limitHit = true else ctld.JTAC_LIMIT_RED = ctld.JTAC_LIMIT_RED - 1 end else if ctld.JTAC_LIMIT_BLUE == 0 then _limitHit = true else ctld.JTAC_LIMIT_BLUE = ctld.JTAC_LIMIT_BLUE - 1 end end if _limitHit then ctld.displayMessageToGroup(_heli, "No more JTAC Crates Left!", 10) return end end local _position = _heli:getPosition() -- trigger.action.outText("Spawn Crate".._args[1].." ".._args[2],10) local _heli = ctld.getTransportUnit(_args[1]) local _point = ctld.getPointAt12Oclock(_heli, 30) local _unitId = ctld.getNextUnitId() local _side = _heli:getCoalition() local _name = string.format("%s #%i", _crateType.desc, _unitId) local _spawnedCrate = ctld.spawnCrateStatic(_heli:getCountry(), _unitId, _point, _name, _crateType.weight,_side) ctld.displayMessageToGroup(_heli, string.format("A %s crate weighing %s kg has been brought out and is at your 12 o'clock ", _crateType.desc, _crateType.weight), 20) else env.info("Couldn't find crate item to spawn") end end, _arguments) if (not _status) then env.error(string.format("CTLD ERROR: %s", _err)) end end function ctld.getPointAt12Oclock(_unit, _offset) local _position = _unit:getPosition() local _angle = math.atan2(_position.x.z, _position.x.x) local _xOffset = math.cos(_angle) * _offset local _yOffset = math.sin(_angle) * _offset local _point = _unit:getPoint() return { x = _point.x + _xOffset, z = _point.z + _yOffset, y = _point.y } end function ctld.troopsOnboard(_heli, _troops) if ctld.inTransitTroops[_heli:getName()] ~= nil then local _onboard = ctld.inTransitTroops[_heli:getName()] if _troops then if _onboard.troops ~= nil and _onboard.troops.units ~= nil and #_onboard.troops.units > 0 then return true else return false end else if _onboard.vehicles ~= nil and _onboard.vehicles.units ~= nil and #_onboard.vehicles.units > 0 then return true else return false end end else return false end end -- if its dropped by AI then there is no player name so return the type of unit function ctld.getPlayerNameOrType(_heli) if _heli:getPlayerName() == nil then return _heli:getTypeName() else return _heli:getPlayerName() end end function ctld.inExtractZone(_heli) local _heliPoint = _heli:getPoint() for _, _zoneDetails in pairs(ctld.extractZones) do --get distance to center local _dist = ctld.getDistance(_heliPoint, _zoneDetails.point) if _dist <= _zoneDetails.radius then return _zoneDetails end end return false end -- safe to fast rope if speed is less than 0.5 Meters per second function ctld.safeToFastRope(_heli) if ctld.enableFastRopeInsertion == false then return false end --landed or speed is less than 8 km/h and height is less than fast rope height if (ctld.inAir(_heli) == false or (ctld.heightDiff(_heli) <= ctld.fastRopeMaximumHeight + 3.0 and mist.vec.mag(_heli:getVelocity()) < 2.2)) then return true end end function ctld.metersToFeet(_meters) local _feet = _meters * 3.2808399 return mist.utils.round(_feet) end function ctld.inAir(_heli) if _heli:inAir() == false then return false end -- less than 5 cm/s a second so landed -- BUT AI can hold a perfect hover so ignore AI if mist.vec.mag(_heli:getVelocity()) < 0.05 and _heli:getPlayerName() ~= nil then return false end return true end function ctld.deployTroops(_heli, _troops) local _onboard = ctld.inTransitTroops[_heli:getName()] -- deloy troops if _troops then if _onboard.troops ~= nil and #_onboard.troops.units > 0 then if ctld.inAir(_heli) == false or ctld.safeToFastRope(_heli) then -- check we're not in extract zone local _extractZone = ctld.inExtractZone(_heli) if _extractZone == false then local _droppedTroops = ctld.spawnDroppedGroup(_heli:getPoint(), _onboard.troops, false) if _heli:getCoalition() == 1 then table.insert(ctld.droppedTroopsRED, _droppedTroops:getName()) else table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName()) end ctld.inTransitTroops[_heli:getName()].troops = nil if ctld.inAir(_heli) then trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " troops fast-ropped from " .. _heli:getTypeName() .. " into combat", 10) else trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " troops dropped from " .. _heli:getTypeName() .. " into combat", 10) end ctld.processCallback({unit = _heli, unloaded = _droppedTroops, action = "dropped_troops"}) else --extract zone! local _droppedCount = trigger.misc.getUserFlag(_extractZone.flag) _droppedCount = (#_onboard.troops.units) + _droppedCount trigger.action.setUserFlag(_extractZone.flag, _droppedCount) ctld.inTransitTroops[_heli:getName()].troops = nil if ctld.inAir(_heli) then trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " troops fast-ropped from " .. _heli:getTypeName() .. " into " .. _extractZone.name, 10) else trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " troops dropped from " .. _heli:getTypeName() .. " into " .. _extractZone.name, 10) end end else ctld.displayMessageToGroup(_heli, "Too high or too fast to drop troops into combat! Hover below " .. ctld.metersToFeet(ctld.fastRopeMaximumHeight) .. " feet or land.", 10) end end else if ctld.inAir(_heli) == false then if _onboard.vehicles ~= nil and #_onboard.vehicles.units > 0 then local _droppedVehicles = ctld.spawnDroppedGroup(_heli:getPoint(), _onboard.vehicles, true) if _heli:getCoalition() == 1 then table.insert(ctld.droppedVehiclesRED, _droppedVehicles:getName()) else table.insert(ctld.droppedVehiclesBLUE, _droppedVehicles:getName()) end ctld.inTransitTroops[_heli:getName()].vehicles = nil ctld.processCallback({unit = _heli, unloaded = _droppedVehicles, action = "dropped_vehicles"}) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " dropped vehicles from " .. _heli:getTypeName() .. " into combat", 10) end end end end function ctld.insertIntoTroopsArray(_troopType,_count,_troopArray) for _i = 1, _count do local _unitId = ctld.getNextUnitId() table.insert(_troopArray, { type = _troopType, unitId = _unitId, name = string.format("Dropped %s #%i", _troopType, _unitId) }) end return _troopArray end function ctld.generateTroopTypes(_side, _countOrTemplate, _country) local _troops = {} if type(_countOrTemplate) == "table" then if _countOrTemplate.aa then if _side == 2 then _troops = ctld.insertIntoTroopsArray("Stinger manpad",_countOrTemplate.aa,_troops) else _troops = ctld.insertIntoTroopsArray("SA-18 Igla manpad",_countOrTemplate.aa,_troops) end end if _countOrTemplate.inf then if _side == 2 then _troops = ctld.insertIntoTroopsArray("Soldier M4",_countOrTemplate.inf,_troops) else _troops = ctld.insertIntoTroopsArray("Soldier AK",_countOrTemplate.inf,_troops) end end if _countOrTemplate.mg then _troops = ctld.insertIntoTroopsArray("Soldier M249",_countOrTemplate.mg,_troops) end if _countOrTemplate.at then _troops = ctld.insertIntoTroopsArray("Paratrooper RPG-16",_countOrTemplate.at,_troops) end if _countOrTemplate.mortar then _troops = ctld.insertIntoTroopsArray("2B11 mortar",_countOrTemplate.mortar,_troops) end else for _i = 1, _countOrTemplate do local _unitType = "Soldier AK" if _side == 2 then _unitType = "Soldier M4" if _i <= 5 and ctld.spawnStinger then _unitType = "Stinger manpad" end if _i <= 4 and ctld.spawnRPGWithCoalition then _unitType = "Paratrooper RPG-16" end if _i <= 2 then _unitType = "Soldier M249" end else _unitType = "Infantry AK" if _i <= 5 and ctld.spawnStinger then _unitType = "SA-18 Igla manpad" end if _i <= 4 then _unitType = "Paratrooper RPG-16" end if _i <= 2 then _unitType = "Paratrooper AKS-74" end end local _unitId = ctld.getNextUnitId() _troops[_i] = { type = _unitType, unitId = _unitId, name = string.format("Dropped %s #%i", _unitType, _unitId) } end end local _groupId = ctld.getNextGroupId() local _details = { units = _troops, groupId = _groupId, groupName = string.format("Dropped Group %i", _groupId), side = _side, country = _country } return _details end --Special F10 function for players for troops function ctld.unloadExtractTroops(_args) local _heli = ctld.getTransportUnit(_args[1]) if _heli == nil then return false end local _extract = nil if not ctld.inAir(_heli) then if _heli:getCoalition() == 1 then _extract = ctld.findNearestGroup(_heli, ctld.droppedTroopsRED) else _extract = ctld.findNearestGroup(_heli, ctld.droppedTroopsBLUE) end end if _extract ~= nil and not ctld.troopsOnboard(_heli, true) then -- search for nearest troops to pickup return ctld.extractTroops({_heli:getName(), true}) else return ctld.unloadTroops({_heli:getName(),true,true}) end end -- load troops onto vehicle function ctld.loadTroops(_heli, _troops, _numberOrTemplate) -- load troops + vehicles if c130 or herc -- "M1045 HMMWV TOW" -- "M1043 HMMWV Armament" local _onboard = ctld.inTransitTroops[_heli:getName()] --number doesnt apply to vehicles if _numberOrTemplate == nil or (type(_numberOrTemplate) ~= "table" and type(_numberOrTemplate) ~= "number") then _numberOrTemplate = ctld.numberOfTroops end if _onboard == nil then _onboard = { troops = {}, vehicles = {} } end local _list if _heli:getCoalition() == 1 then _list = ctld.vehiclesForTransportRED else _list = ctld.vehiclesForTransportBLUE end if _troops then _onboard.troops = ctld.generateTroopTypes(_heli:getCoalition(), _numberOrTemplate, _heli:getCountry()) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " loaded troops into " .. _heli:getTypeName(), 10) ctld.processCallback({unit = _heli, onboard = _onboard.troops, action = "load_troops"}) else _onboard.vehicles = ctld.generateVehiclesForTransport(_heli:getCoalition(), _heli:getCountry()) local _count = #_list ctld.processCallback({unit = _heli, onboard = _onboard.vehicles, action = "load_vehicles"}) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " loaded " .. _count .. " vehicles into " .. _heli:getTypeName(), 10) end ctld.inTransitTroops[_heli:getName()] = _onboard end function ctld.generateVehiclesForTransport(_side, _country) local _vehicles = {} local _list if _side == 1 then _list = ctld.vehiclesForTransportRED else _list = ctld.vehiclesForTransportBLUE end for _i, _type in ipairs(_list) do local _unitId = ctld.getNextUnitId() _vehicles[_i] = { type = _type, unitId = _unitId, name = string.format("Dropped %s #%i", _type, _unitId) } end local _groupId = ctld.getNextGroupId() local _details = { units = _vehicles, groupId = _groupId, groupName = string.format("Dropped Group %i", _groupId), side = _side, country = _country } return _details end function ctld.loadUnloadFOBCrate(_args) local _heli = ctld.getTransportUnit(_args[1]) local _troops = _args[2] if _heli == nil then return end if ctld.inAir(_heli) == true then return end local _side = _heli:getCoalition() local _inZone = ctld.inLogisticsZone(_heli) local _crateOnboard = ctld.inTransitFOBCrates[_heli:getName()] ~= nil if _inZone == false and _crateOnboard == true then ctld.inTransitFOBCrates[_heli:getName()] = nil local _position = _heli:getPosition() --try to spawn at 6 oclock to us local _angle = math.atan2(_position.x.z, _position.x.x) local _xOffset = math.cos(_angle) * -60 local _yOffset = math.sin(_angle) * -60 local _point = _heli:getPoint() local _side = _heli:getCoalition() local _unitId = ctld.getNextUnitId() local _name = string.format("FOB Crate #%i", _unitId) local _spawnedCrate = ctld.spawnFOBCrateStatic(_heli:getCountry(), ctld.getNextUnitId(), { x = _point.x + _xOffset, z = _point.z + _yOffset }, _name) if _side == 1 then ctld.droppedFOBCratesRED[_name] = _name else ctld.droppedFOBCratesBLUE[_name] = _name end trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " delivered a FOB Crate", 10) ctld.displayMessageToGroup(_heli, "Delivered FOB Crate 60m at 6'oclock to you", 10) elseif _inZone == true and _crateOnboard == true then ctld.displayMessageToGroup(_heli, "FOB Crate dropped back to base", 10) ctld.inTransitFOBCrates[_heli:getName()] = nil elseif _inZone == true and _crateOnboard == false then ctld.displayMessageToGroup(_heli, "FOB Crate Loaded", 10) ctld.inTransitFOBCrates[_heli:getName()] = true trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " loaded a FOB Crate ready for delivery!", 10) else -- nearest Crate local _crates = ctld.getCratesAndDistance(_heli) local _nearestCrate = ctld.getClosestCrate(_heli, _crates, "FOB") if _nearestCrate ~= nil and _nearestCrate.dist < 150 then ctld.displayMessageToGroup(_heli, "FOB Crate Loaded", 10) ctld.inTransitFOBCrates[_heli:getName()] = true trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " loaded a FOB Crate ready for delivery!", 10) if _side == 1 then ctld.droppedFOBCratesRED[_nearestCrate.crateUnit:getName()] = nil else ctld.droppedFOBCratesBLUE[_nearestCrate.crateUnit:getName()] = nil end --remove _nearestCrate.crateUnit:destroy() else ctld.displayMessageToGroup(_heli, "There are no friendly logistic units nearby to load a FOB crate from!", 10) end end end function ctld.loadTroopsFromZone(_args) local _heli = ctld.getTransportUnit(_args[1]) local _troops = _args[2] local _groupTemplate = _args[3] or "" local _allowExtract = _args[4] if _heli == nil then return false end local _zone = ctld.inPickupZone(_heli) if ctld.troopsOnboard(_heli, _troops) then if _troops then ctld.displayMessageToGroup(_heli, "You already have troops onboard.", 10) else ctld.displayMessageToGroup(_heli, "You already have vehicles onboard.", 10) end return false end local _extract if _allowExtract then -- first check for extractable troops regardless of if we're in a zone or not if _troops then if _heli:getCoalition() == 1 then _extract = ctld.findNearestGroup(_heli, ctld.droppedTroopsRED) else _extract = ctld.findNearestGroup(_heli, ctld.droppedTroopsBLUE) end else if _heli:getCoalition() == 1 then _extract = ctld.findNearestGroup(_heli, ctld.droppedVehiclesRED) else _extract = ctld.findNearestGroup(_heli, ctld.droppedVehiclesBLUE) end end end if _extract ~= nil then -- search for nearest troops to pickup return ctld.extractTroops({_heli:getName(), _troops}) elseif _zone.inZone == true then if _zone.limit - 1 >= 0 then -- decrease zone counter by 1 ctld.updateZoneCounter(_zone.index, -1) ctld.loadTroops(_heli, _troops,_groupTemplate) return true else ctld.displayMessageToGroup(_heli, "This area has no more reinforcements available!", 20) return false end else if _allowExtract then ctld.displayMessageToGroup(_heli, "You are not in a pickup zone and no one is nearby to extract", 10) else ctld.displayMessageToGroup(_heli, "You are not in a pickup zone", 10) end return false end end function ctld.unloadTroops(_args) local _heli = ctld.getTransportUnit(_args[1]) local _troops = _args[2] if _heli == nil then return false end local _zone = ctld.inPickupZone(_heli) if not ctld.troopsOnboard(_heli, _troops) then ctld.displayMessageToGroup(_heli, "No one to unload", 10) return false else -- troops must be onboard to get here if _zone.inZone == true then if _troops then ctld.displayMessageToGroup(_heli, "Dropped troops back to base", 20) ctld.processCallback({unit = _heli, unloaded = ctld.inTransitTroops[_heli:getName()].troops, action = "unload_troops_zone"}) ctld.inTransitTroops[_heli:getName()].troops = nil else ctld.displayMessageToGroup(_heli, "Dropped vehicles back to base", 20) ctld.processCallback({unit = _heli, unloaded = ctld.inTransitTroops[_heli:getName()].vehicles, action = "unload_vehicles_zone"}) ctld.inTransitTroops[_heli:getName()].vehicles = nil end -- increase zone counter by 1 ctld.updateZoneCounter(_zone.index, 1) return true elseif _zone.inZone == false and ctld.troopsOnboard(_heli, _troops) then return ctld.deployTroops(_heli, _troops) end end end function ctld.extractTroops(_args) local _heli = ctld.getTransportUnit(_args[1]) local _troops = _args[2] if _heli == nil then return false end if ctld.inAir(_heli) then return false end if ctld.troopsOnboard(_heli, _troops) then if _troops then ctld.displayMessageToGroup(_heli, "You already have troops onboard.", 10) else ctld.displayMessageToGroup(_heli, "You already have vehicles onboard.", 10) end return false end local _onboard = ctld.inTransitTroops[_heli:getName()] if _onboard == nil then _onboard = { troops = nil, vehicles = nil } end local _extracted = false if _troops then local _extractTroops if _heli:getCoalition() == 1 then _extractTroops = ctld.findNearestGroup(_heli, ctld.droppedTroopsRED) else _extractTroops = ctld.findNearestGroup(_heli, ctld.droppedTroopsBLUE) end if _extractTroops ~= nil then local _limit = ctld.getTransportLimit(_heli:getTypeName()) local _size = #_extractTroops.group:getUnits() if _limit <= #_extractTroops.group:getUnits() then ctld.displayMessageToGroup(_heli, "Sorry - The group of ".._size.." is too large to fit. \n\nLimit is ".._limit.." for ".._heli:getTypeName(), 20) return end _onboard.troops = _extractTroops.details trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " extracted troops in " .. _heli:getTypeName() .. " from combat", 10) if _heli:getCoalition() == 1 then ctld.droppedTroopsRED[_extractTroops.group:getName()] = nil else ctld.droppedTroopsBLUE[_extractTroops.group:getName()] = nil end ctld.processCallback({unit = _heli, extracted = _extractTroops, action = "extract_troops"}) --remove _extractTroops.group:destroy() _extracted = true else _onboard.troops = nil ctld.displayMessageToGroup(_heli, "No extractable troops nearby!", 20) end else local _extractVehicles if _heli:getCoalition() == 1 then _extractVehicles = ctld.findNearestGroup(_heli, ctld.droppedVehiclesRED) else _extractVehicles = ctld.findNearestGroup(_heli, ctld.droppedVehiclesBLUE) end if _extractVehicles ~= nil then _onboard.vehicles = _extractVehicles.details if _heli:getCoalition() == 1 then ctld.droppedVehiclesRED[_extractVehicles.group:getName()] = nil else ctld.droppedVehiclesBLUE[_extractVehicles.group:getName()] = nil end trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " extracted vehicles in " .. _heli:getTypeName() .. " from combat", 10) ctld.processCallback({unit = _heli, extracted = _extractVehicles, action = "extract_vehicles"}) --remove _extractVehicles.group:destroy() _extracted = true else _onboard.vehicles = nil ctld.displayMessageToGroup(_heli, "No extractable vehicles nearby!", 20) end end ctld.inTransitTroops[_heli:getName()] = _onboard return _extracted end function ctld.checkTroopStatus(_args) --list onboard troops, if c130 local _heli = ctld.getTransportUnit(_args[1]) if _heli == nil then return end local _onboard = ctld.inTransitTroops[_heli:getName()] if _onboard == nil then if ctld.inTransitFOBCrates[_heli:getName()] == true then ctld.displayMessageToGroup(_heli, "1 FOB Crate Onboard", 10) else ctld.displayMessageToGroup(_heli, "No troops onboard", 10) end else local _troops = _onboard.troops local _vehicles = _onboard.vehicles local _txt = "" if _troops ~= nil and _troops.units ~= nil and #_troops.units > 0 then _txt = _txt .. " " .. #_troops.units .. " troops onboard\n" end if _vehicles ~= nil and _vehicles.units ~= nil and #_vehicles.units > 0 then _txt = _txt .. " " .. #_vehicles.units .. " vehicles onboard\n" end if ctld.inTransitFOBCrates[_heli:getName()] == true then _txt = _txt .. " 1 FOB Crate oboard\n" end if _txt ~= "" then ctld.displayMessageToGroup(_heli, _txt, 10) else if ctld.inTransitFOBCrates[_heli:getName()] == true then ctld.displayMessageToGroup(_heli, "1 FOB Crate Onboard", 10) else ctld.displayMessageToGroup(_heli, "No troops onboard", 10) end end end end -- Removes troops from transport when it dies function ctld.checkTransportStatus() timer.scheduleFunction(ctld.checkTransportStatus, nil, timer.getTime() + 3) for _, _name in ipairs(ctld.transportPilotNames) do local _transUnit = ctld.getTransportUnit(_name) if _transUnit == nil then --env.info("CTLD Transport Unit Dead event") ctld.inTransitTroops[_name] = nil ctld.inTransitFOBCrates[_name] = nil ctld.inTransitSlingLoadCrates[_name] = nil end end end function ctld.checkHoverStatus() -- env.info("checkHoverStatus") timer.scheduleFunction(ctld.checkHoverStatus, nil, timer.getTime() + 1.0) local _status, _result = pcall(function() for _, _name in ipairs(ctld.transportPilotNames) do local _reset = true local _transUnit = ctld.getTransportUnit(_name) --only check transports that are hovering and not planes if _transUnit ~= nil and ctld.inTransitSlingLoadCrates[_name] == nil and ctld.inAir(_transUnit) and ctld.unitCanCarryVehicles(_transUnit) == false then local _crates = ctld.getCratesAndDistance(_transUnit) for _, _crate in pairs(_crates) do -- env.info("CRATE: ".._crate.crateUnit:getName().. " ".._crate.dist) if _crate.dist < ctld.maxDistanceFromCrate and _crate.details.unit ~= "FOB" then --check height! local _height = _transUnit:getPoint().y - _crate.crateUnit:getPoint().y --env.info("HEIGHT " .. _name .. " " .. _height .. " " .. _transUnit:getPoint().y .. " " .. _crate.crateUnit:getPoint().y) -- ctld.heightDiff(_transUnit) --env.info("HEIGHT ABOVE GROUD ".._name.." ".._height.." ".._transUnit:getPoint().y.." ".._crate.crateUnit:getPoint().y) if _height > ctld.minimumHoverHeight and _height <= ctld.maximumHoverHeight then local _time = ctld.hoverStatus[_transUnit:getName()] if _time == nil then ctld.hoverStatus[_transUnit:getName()] = ctld.hoverTime _time = ctld.hoverTime else _time = ctld.hoverStatus[_transUnit:getName()] - 1 ctld.hoverStatus[_transUnit:getName()] = _time end if _time > 0 then ctld.displayMessageToGroup(_transUnit, "Hovering above " .. _crate.details.desc .. " crate. \n\nHold hover for " .. _time .. " seconds! \n\nIf the countdown stops you're too far away!", 10,true) else ctld.hoverStatus[_transUnit:getName()] = nil ctld.displayMessageToGroup(_transUnit, "Loaded " .. _crate.details.desc .. " crate!", 10,true) if _transUnit:getCoalition() == 1 then ctld.spawnedCratesRED[_crate.crateUnit:getName()] = nil else ctld.spawnedCratesBLUE[_crate.crateUnit:getName()] = nil end _crate.crateUnit:destroy() ctld.inTransitSlingLoadCrates[_name] = _crate.details end _reset = false break elseif _height <= ctld.minimumHoverHeight then ctld.displayMessageToGroup(_transUnit, "Too low to hook " .. _crate.details.desc .. " crate.\n\nHold hover for " .. ctld.hoverTime .. " seconds", 5,true) break else ctld.displayMessageToGroup(_transUnit, "Too high to hook " .. _crate.details.desc .. " crate.\n\nHold hover for " .. ctld.hoverTime .. " seconds", 5, true) break end end end end if _reset then ctld.hoverStatus[_name] = nil end end end) if (not _status) then env.error(string.format("CTLD ERROR: %s", _result)) end end function ctld.loadNearbyCrate(_name) local _transUnit = ctld.getTransportUnit(_name) if _transUnit ~= nil then if ctld.inAir(_transUnit) then ctld.displayMessageToGroup(_transUnit, "You must land before you can load a crate!", 10,true) return end if ctld.inTransitSlingLoadCrates[_name] == nil then local _crates = ctld.getCratesAndDistance(_transUnit) for _, _crate in pairs(_crates) do if _crate.dist < 50.0 then ctld.displayMessageToGroup(_transUnit, "Loaded " .. _crate.details.desc .. " crate!", 10,true) if _transUnit:getCoalition() == 1 then ctld.spawnedCratesRED[_crate.crateUnit:getName()] = nil else ctld.spawnedCratesBLUE[_crate.crateUnit:getName()] = nil end _crate.crateUnit:destroy() local _copiedCrate = mist.utils.deepCopy(_crate.details) ctld.inTransitSlingLoadCrates[_name] = _copiedCrate return end end ctld.displayMessageToGroup(_transUnit, "No Crates within 50m to load!", 10,true) else -- crate onboard local _currentCrate = mist.utils.deepCopy(ctld.inTransitSlingLoadCrates[_name]) ctld.displayMessageToGroup(_transUnit, "You already have a ".._currentCrate.desc.." crate onboard!", 10,true) end end end --recreates beacons to make sure they work! function ctld.refreshRadioBeacons() timer.scheduleFunction(ctld.refreshRadioBeacons, nil, timer.getTime() + 30) for _index, _beaconDetails in ipairs(ctld.deployedRadioBeacons) do --trigger.action.outTextForCoalition(_beaconDetails.coalition,_beaconDetails.text,10) if ctld.updateRadioBeacon(_beaconDetails) == false then --search used frequencies + remove, add back to unused for _i, _freq in ipairs(ctld.usedUHFFrequencies) do if _freq == _beaconDetails.uhf then table.insert(ctld.freeUHFFrequencies, _freq) table.remove(ctld.usedUHFFrequencies, _i) end end for _i, _freq in ipairs(ctld.usedVHFFrequencies) do if _freq == _beaconDetails.vhf then table.insert(ctld.freeVHFFrequencies, _freq) table.remove(ctld.usedVHFFrequencies, _i) end end for _i, _freq in ipairs(ctld.usedFMFrequencies) do if _freq == _beaconDetails.fm then table.insert(ctld.freeFMFrequencies, _freq) table.remove(ctld.usedFMFrequencies, _i) end end --clean up beacon table table.remove(ctld.deployedRadioBeacons, _index) end end end function ctld.getClockDirection(_heli, _crate) -- Source: Helicopter Script - Thanks! local _position = _crate:getPosition().p -- get position of crate local _playerPosition = _heli:getPosition().p -- get position of helicopter local _relativePosition = mist.vec.sub(_position, _playerPosition) local _playerHeading = mist.getHeading(_heli) -- the rest of the code determines the 'o'clock' bearing of the missile relative to the helicopter local _headingVector = { x = math.cos(_playerHeading), y = 0, z = math.sin(_playerHeading) } local _headingVectorPerpendicular = { x = math.cos(_playerHeading + math.pi / 2), y = 0, z = math.sin(_playerHeading + math.pi / 2) } local _forwardDistance = mist.vec.dp(_relativePosition, _headingVector) local _rightDistance = mist.vec.dp(_relativePosition, _headingVectorPerpendicular) local _angle = math.atan2(_rightDistance, _forwardDistance) * 180 / math.pi if _angle < 0 then _angle = 360 + _angle end _angle = math.floor(_angle * 12 / 360 + 0.5) if _angle == 0 then _angle = 12 end return _angle end function ctld.getCompassBearing(_ref, _unitPos) _ref = mist.utils.makeVec3(_ref, 0) -- turn it into Vec3 if it is not already. _unitPos = mist.utils.makeVec3(_unitPos, 0) -- turn it into Vec3 if it is not already. local _vec = { x = _unitPos.x - _ref.x, y = _unitPos.y - _ref.y, z = _unitPos.z - _ref.z } local _dir = mist.utils.getDir(_vec, _ref) local _bearing = mist.utils.round(mist.utils.toDegree(_dir), 0) return _bearing end function ctld.listNearbyCrates(_args) local _message = "" local _heli = ctld.getTransportUnit(_args[1]) if _heli == nil then return -- no heli! end local _crates = ctld.getCratesAndDistance(_heli) --sort local _sort = function( a,b ) return a.dist < b.dist end table.sort(_crates,_sort) for _, _crate in pairs(_crates) do if _crate.dist < 1000 and _crate.details.unit ~= "FOB" then _message = string.format("%s\n%s crate - kg %i - %i m - %d o'clock", _message, _crate.details.desc, _crate.details.weight, _crate.dist, ctld.getClockDirection(_heli, _crate.crateUnit)) end end local _fobMsg = "" for _, _fobCrate in pairs(_crates) do if _fobCrate.dist < 1000 and _fobCrate.details.unit == "FOB" then _fobMsg = _fobMsg .. string.format("FOB Crate - %d m - %d o'clock\n", _fobCrate.dist, ctld.getClockDirection(_heli, _fobCrate.crateUnit)) end end if _message ~= "" or _fobMsg ~= "" then local _txt = "" if _message ~= "" then _txt = "Nearby Crates:\n" .. _message end if _fobMsg ~= "" then if _message ~= "" then _txt = _txt .. "\n\n" end _txt = _txt .. "Nearby FOB Crates (Not Slingloadable):\n" .. _fobMsg end ctld.displayMessageToGroup(_heli, _txt, 20) else --no crates nearby local _txt = "No Nearby Crates" ctld.displayMessageToGroup(_heli, _txt, 20) end end function ctld.listFOBS(_args) local _msg = "FOB Positions:" local _heli = ctld.getTransportUnit(_args[1]) if _heli == nil then return -- no heli! end -- get fob positions local _fobs = ctld.getSpawnedFobs(_heli) -- now check spawned fobs for _, _fob in ipairs(_fobs) do _msg = string.format("%s\nFOB @ %s", _msg, ctld.getFOBPositionString(_fob)) end if _msg == "FOB Positions:" then ctld.displayMessageToGroup(_heli, "Sorry, there are no active FOBs!", 20) else ctld.displayMessageToGroup(_heli, _msg, 20) end end function ctld.getFOBPositionString(_fob) local _lat, _lon = coord.LOtoLL(_fob:getPosition().p) local _latLngStr = mist.tostringLL(_lat, _lon, 3, false) -- local _mgrsString = mist.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(_fob:getPosition().p)), 5) local _message = _latLngStr local _beaconInfo = ctld.fobBeacons[_fob:getName()] if _beaconInfo ~= nil then _message = string.format("%s - %.2f KHz ", _message, _beaconInfo.vhf / 1000) _message = string.format("%s - %.2f MHz ", _message, _beaconInfo.uhf / 1000000) _message = string.format("%s - %.2f MHz ", _message, _beaconInfo.fm / 1000000) end return _message end function ctld.displayMessageToGroup(_unit, _text, _time,_clear) local _groupId = ctld.getGroupId(_unit) if _groupId then if _clear == true then trigger.action.outTextForGroup(_groupId, _text, _time,_clear) else trigger.action.outTextForGroup(_groupId, _text, _time) end end end function ctld.heightDiff(_unit) local _point = _unit:getPoint() -- env.info("heightunit " .. _point.y) --env.info("heightland " .. land.getHeight({ x = _point.x, y = _point.z })) return _point.y - land.getHeight({ x = _point.x, y = _point.z }) end --includes fob crates! function ctld.getCratesAndDistance(_heli) local _crates = {} local _allCrates if _heli:getCoalition() == 1 then _allCrates = ctld.spawnedCratesRED else _allCrates = ctld.spawnedCratesBLUE end for _crateName, _details in pairs(_allCrates) do --get crate local _crate = ctld.getCrateObject(_crateName) --in air seems buggy with crates so if in air is true, get the height above ground and the speed magnitude if _crate ~= nil and _crate:getLife() > 0 and (ctld.inAir(_crate) == false) then local _dist = ctld.getDistance(_crate:getPoint(), _heli:getPoint()) local _crateDetails = { crateUnit = _crate, dist = _dist, details = _details } table.insert(_crates, _crateDetails) end end local _fobCrates if _heli:getCoalition() == 1 then _fobCrates = ctld.droppedFOBCratesRED else _fobCrates = ctld.droppedFOBCratesBLUE end for _crateName, _details in pairs(_fobCrates) do --get crate local _crate = ctld.getCrateObject(_crateName) if _crate ~= nil and _crate:getLife() > 0 then local _dist = ctld.getDistance(_crate:getPoint(), _heli:getPoint()) local _crateDetails = { crateUnit = _crate, dist = _dist, details = { unit = "FOB" }, } table.insert(_crates, _crateDetails) end end return _crates end function ctld.getClosestCrate(_heli, _crates, _type) local _closetCrate = nil local _shortestDistance = -1 local _distance = 0 for _, _crate in pairs(_crates) do if (_crate.details.unit == _type or _type == nil) then _distance = _crate.dist if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then _shortestDistance = _distance _closetCrate = _crate end end end return _closetCrate end function ctld.findNearestAASystem(_heli,_aaSystem) local _closestHawkGroup = nil local _shortestDistance = -1 local _distance = 0 for _groupName, _hawkDetails in pairs(ctld.completeAASystems) do local _hawkGroup = Group.getByName(_groupName) -- env.info(_groupName..": "..mist.utils.tableShow(_hawkDetails)) if _hawkGroup ~= nil and _hawkGroup:getCoalition() == _heli:getCoalition() and _hawkDetails[1].system.name == _aaSystem.name then local _units = _hawkGroup:getUnits() for _, _leader in pairs(_units) do if _leader ~= nil and _leader:getLife() > 0 then _distance = ctld.getDistance(_leader:getPoint(), _heli:getPoint()) if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then _shortestDistance = _distance _closestHawkGroup = _hawkGroup end break end end end end if _closestHawkGroup ~= nil then return { group = _closestHawkGroup, dist = _shortestDistance } end return nil end function ctld.getCrateObject(_name) local _crate if ctld.staticBugWorkaround then _crate = Unit.getByName(_name) else _crate = StaticObject.getByName(_name) end return _crate end function ctld.unpackCrates(_arguments) local _status, _err = pcall(function(_args) -- trigger.action.outText("Unpack Crates".._args[1],10) local _heli = ctld.getTransportUnit(_args[1]) if _heli ~= nil and ctld.inAir(_heli) == false then local _crates = ctld.getCratesAndDistance(_heli) local _crate = ctld.getClosestCrate(_heli, _crates) if ctld.inLogisticsZone(_heli) == true or ctld.farEnoughFromLogisticZone(_heli) == false then ctld.displayMessageToGroup(_heli, "You can't unpack that here! Take it to where it's needed!", 20) return end if _crate ~= nil and _crate.dist < 750 and (_crate.details.unit == "FOB" or _crate.details.unit == "FOB-SMALL") then ctld.unpackFOBCrates(_crates, _heli) return elseif _crate ~= nil and _crate.dist < 200 then if ctld.inLogisticsZone(_heli) == true then ctld.displayMessageToGroup(_heli, "You can't unpack that here! Take it to where it's needed!", 20) return end local _aaTemplate = ctld.getAATemplate(_crate.details.unit) if _aaTemplate then if _crate.details.unit == _aaTemplate.repair then ctld.repairAASystem(_heli, _crate,_aaTemplate) else ctld.unpackAASystem(_heli, _crate, _crates,_aaTemplate) end return -- stop processing -- is multi crate? elseif _crate.details.cratesRequired ~= nil and _crate.details.cratesRequired > 1 then -- multicrate ctld.unpackMultiCrate(_heli, _crate, _crates) return else -- single crate local _cratePoint = _crate.crateUnit:getPoint() local _crateName = _crate.crateUnit:getName() -- ctld.spawnCrateStatic( _heli:getCoalition(),ctld.getNextUnitId(),{x=100,z=100},_crateName,100) --remove crate -- if ctld.slingLoad == false then _crate.crateUnit:destroy() -- end local _spawnedGroups = ctld.spawnCrateGroup(_heli, { _cratePoint }, { _crate.details.unit }) if _heli:getCoalition() == 1 then ctld.spawnedCratesRED[_crateName] = nil else ctld.spawnedCratesBLUE[_crateName] = nil end ctld.processCallback({unit = _heli, crate = _crate , spawnedGroup = _spawnedGroups, action = "unpack"}) if _crate.details.unit == "1L13 EWR" then ctld.addEWRTask(_spawnedGroups) -- env.info("Added EWR") end trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully deployed " .. _crate.details.desc .. " to the field", 10) if ctld.isJTACUnitType(_crate.details.unit) and ctld.JTAC_dropEnabled then local _side = _heli:getCoalition() local _code = ctld.jtacGetLaserCodeBySide(_side) ctld.CreateJTAC(_spawnedGroups:getName(), _code) end end else ctld.displayMessageToGroup(_heli, "No friendly crates close enough to unpack", 20) end end end, _arguments) if (not _status) then env.error(string.format("CTLD ERROR: %s", _err)) end end -- builds a fob! function ctld.unpackFOBCrates(_crates, _heli) if ctld.inLogisticsZone(_heli) == true then ctld.displayMessageToGroup(_heli, "You can't unpack that here! Take it to where it's needed!", 20) return end -- unpack multi crate local _nearbyMultiCrates = {} local _bigFobCrates = 0 local _smallFobCrates = 0 local _totalCrates = 0 for _, _nearbyCrate in pairs(_crates) do if _nearbyCrate.dist < 750 then if _nearbyCrate.details.unit == "FOB" then _bigFobCrates = _bigFobCrates + 1 table.insert(_nearbyMultiCrates, _nearbyCrate) elseif _nearbyCrate.details.unit == "FOB-SMALL" then _smallFobCrates = _smallFobCrates + 1 table.insert(_nearbyMultiCrates, _nearbyCrate) end --catch divide by 0 if _smallFobCrates > 0 then _totalCrates = _bigFobCrates + (_smallFobCrates/1.0) else _totalCrates = _bigFobCrates end if _totalCrates >= ctld.cratesRequiredForFOB then break end end end --- check crate count if _totalCrates >= ctld.cratesRequiredForFOB then -- destroy crates local _points = {} for _, _crate in pairs(_nearbyMultiCrates) do if _heli:getCoalition() == 1 then ctld.droppedFOBCratesRED[_crate.crateUnit:getName()] = nil ctld.spawnedCratesRED[_crate.crateUnit:getName()] = nil else ctld.droppedFOBCratesBLUE[_crate.crateUnit:getName()] = nil ctld.spawnedCratesBLUE[_crate.crateUnit:getName()] = nil end table.insert(_points, _crate.crateUnit:getPoint()) --destroy _crate.crateUnit:destroy() end local _centroid = ctld.getCentroid(_points) timer.scheduleFunction(function(_args) local _unitId = ctld.getNextUnitId() local _name = "Deployed FOB #" .. _unitId local _fob = ctld.spawnFOB(_args[2], _unitId, _args[1], _name) --make it able to deploy crates table.insert(ctld.logisticUnits, _fob:getName()) ctld.beaconCount = ctld.beaconCount + 1 local _radioBeaconName = "FOB Beacon #" .. ctld.beaconCount local _radioBeaconDetails = ctld.createRadioBeacon(_args[1], _args[3], _args[2], _radioBeaconName, nil, true) ctld.fobBeacons[_name] = { vhf = _radioBeaconDetails.vhf, uhf = _radioBeaconDetails.uhf, fm = _radioBeaconDetails.fm } if ctld.troopPickupAtFOB == true then table.insert(ctld.builtFOBS, _fob:getName()) trigger.action.outTextForCoalition(_args[3], "Finished building FOB! Crates and Troops can now be picked up.", 10) else trigger.action.outTextForCoalition(_args[3], "Finished building FOB! Crates can now be picked up.", 10) end end, { _centroid, _heli:getCountry(), _heli:getCoalition() }, timer.getTime() + ctld.buildTimeFOB) local _txt = string.format("%s started building FOB using %d FOB crates, it will be finished in %d seconds.\nPosition marked with smoke.", ctld.getPlayerNameOrType(_heli), _totalCrates, ctld.buildTimeFOB) ctld.processCallback({unit = _heli, position = _centroid, action = "fob"}) trigger.action.smoke(_centroid, trigger.smokeColor.Green) trigger.action.outTextForCoalition(_heli:getCoalition(), _txt, 10) else local _txt = string.format("Cannot build FOB!\n\nIt requires %d Large FOB crates ( 1 small FOB crates equal 1 large FOB Crate) and there are the equivalent of %d large FOB crates nearby\n\nOr the crates are not within 750m of each other", ctld.cratesRequiredForFOB, _totalCrates) ctld.displayMessageToGroup(_heli, _txt, 20) end end --unloads the sling crate when the helicopter is on the ground or between 4.5 - 10 meters function ctld.dropSlingCrate(_args) local _heli = ctld.getTransportUnit(_args[1]) if _heli == nil then return -- no heli! end local _currentCrate = ctld.inTransitSlingLoadCrates[_heli:getName()] if _currentCrate == nil then if ctld.hoverPickup then ctld.displayMessageToGroup(_heli, "You are not currently transporting any crates. \n\nTo Pickup a crate, hover for "..ctld.hoverTime.." seconds above the crate", 10) else ctld.displayMessageToGroup(_heli, "You are not currently transporting any crates. \n\nTo Pickup a crate - land and use F10 Crate Commands to load one.", 10) end else local _heli = ctld.getTransportUnit(_args[1]) local _point = _heli:getPoint() local _unitId = ctld.getNextUnitId() local _side = _heli:getCoalition() local _name = string.format("%s #%i", _currentCrate.desc, _unitId) local _heightDiff = ctld.heightDiff(_heli) if ctld.inAir(_heli) == false or _heightDiff <= 7.5 then ctld.displayMessageToGroup(_heli, _currentCrate.desc .. " crate has been safely unhooked and is at your 12 o'clock", 10) _point = ctld.getPointAt12Oclock(_heli, 30) -- elseif _heightDiff > 40.0 then -- ctld.inTransitSlingLoadCrates[_heli:getName()] = nil -- ctld.displayMessageToGroup(_heli, "You were too high! The crate has been destroyed", 10) -- return elseif _heightDiff > 7.5 and _heightDiff <= 40.0 then ctld.displayMessageToGroup(_heli, _currentCrate.desc .. " crate has been safely dropped below you", 10) else -- _heightDiff > 40.0 ctld.inTransitSlingLoadCrates[_heli:getName()] = nil ctld.displayMessageToGroup(_heli, "You were too high! The crate has been destroyed", 10) return end --remove crate from cargo ctld.inTransitSlingLoadCrates[_heli:getName()] = nil local _spawnedCrate = ctld.spawnCrateStatic(_heli:getCountry(), _unitId, _point, _name, _currentCrate.weight,_side) end end -- shows the status of the current simulated cargo status function ctld.slingCargoStatus(_args) local _heli = ctld.getTransportUnit(_args[1]) if _heli == nil then return -- no heli! end local _currentCrate = ctld.inTransitSlingLoadCrates[_heli:getName()] if _currentCrate == nil then ctld.displayMessageToGroup(_heli, "You are not currently transporting any crates. \n\nTo Pickup a crate, hover for 10 seconds above the crate", 10) else ctld.displayMessageToGroup(_heli, "Currently Transporting: " .. _currentCrate.desc .. " \n\nTo Pickup a crate, hover for 10 seconds above the crate", 10) end end --spawns a radio beacon made up of two units, -- one for VHF and one for UHF -- The units are set to to NOT engage function ctld.createRadioBeacon(_point, _coalition, _country, _name, _batteryTime, _isFOB) local _uhfGroup = ctld.spawnRadioBeaconUnit(_point, _country, "UHF") local _vhfGroup = ctld.spawnRadioBeaconUnit(_point, _country, "VHF") local _fmGroup = ctld.spawnRadioBeaconUnit(_point, _country, "FM") local _freq = ctld.generateADFFrequencies() --create timeout local _battery if _batteryTime == nil then _battery = timer.getTime() + (ctld.deployedBeaconBattery * 60) else _battery = timer.getTime() + (_batteryTime * 60) end local _lat, _lon = coord.LOtoLL(_point) local _latLngStr = mist.tostringLL(_lat, _lon, 3, false) --local _mgrsString = mist.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(_point)), 5) local _message = _name if _isFOB then -- _message = "FOB " .. _message _battery = -1 --never run out of power! end _message = _message .. " - " .. _latLngStr -- env.info("GEN UHF: ".. _freq.uhf) -- env.info("GEN VHF: ".. _freq.vhf) _message = string.format("%s - %.2f KHz", _message, _freq.vhf / 1000) _message = string.format("%s - %.2f MHz", _message, _freq.uhf / 1000000) _message = string.format("%s - %.2f MHz ", _message, _freq.fm / 1000000) local _beaconDetails = { vhf = _freq.vhf, vhfGroup = _vhfGroup:getName(), uhf = _freq.uhf, uhfGroup = _uhfGroup:getName(), fm = _freq.fm, fmGroup = _fmGroup:getName(), text = _message, battery = _battery, coalition = _coalition, } ctld.updateRadioBeacon(_beaconDetails) table.insert(ctld.deployedRadioBeacons, _beaconDetails) return _beaconDetails end function ctld.generateADFFrequencies() if #ctld.freeUHFFrequencies <= 3 then ctld.freeUHFFrequencies = ctld.usedUHFFrequencies ctld.usedUHFFrequencies = {} end --remove frequency at RANDOM local _uhf = table.remove(ctld.freeUHFFrequencies, math.random(#ctld.freeUHFFrequencies)) table.insert(ctld.usedUHFFrequencies, _uhf) if #ctld.freeVHFFrequencies <= 3 then ctld.freeVHFFrequencies = ctld.usedVHFFrequencies ctld.usedVHFFrequencies = {} end local _vhf = table.remove(ctld.freeVHFFrequencies, math.random(#ctld.freeVHFFrequencies)) table.insert(ctld.usedVHFFrequencies, _vhf) if #ctld.freeFMFrequencies <= 3 then ctld.freeFMFrequencies = ctld.usedFMFrequencies ctld.usedFMFrequencies = {} end local _fm = table.remove(ctld.freeFMFrequencies, math.random(#ctld.freeFMFrequencies)) table.insert(ctld.usedFMFrequencies, _fm) return { uhf = _uhf, vhf = _vhf, fm = _fm } --- return {uhf=_uhf,vhf=_vhf} end function ctld.spawnRadioBeaconUnit(_point, _country, _type) local _groupId = ctld.getNextGroupId() local _unitId = ctld.getNextUnitId() local _radioGroup = { ["visible"] = false, -- ["groupId"] = _groupId, ["hidden"] = false, ["units"] = { [1] = { ["y"] = _point.z, ["type"] = "2B11 mortar", ["name"] = _type .. " Radio Beacon Unit #" .. _unitId, -- ["unitId"] = _unitId, ["heading"] = 0, ["playerCanDrive"] = true, ["skill"] = "Excellent", ["x"] = _point.x, } }, -- ["y"] = _positions[1].z, -- ["x"] = _positions[1].x, ["name"] = _type .. " Radio Beacon Group #" .. _groupId, ["task"] = {}, --added two fields below for MIST ["category"] = Group.Category.GROUND, ["country"] = _country } -- return coalition.addGroup(_country, Group.Category.GROUND, _radioGroup) return Group.getByName(mist.dynAdd(_radioGroup).name) end function ctld.updateRadioBeacon(_beaconDetails) local _vhfGroup = Group.getByName(_beaconDetails.vhfGroup) local _uhfGroup = Group.getByName(_beaconDetails.uhfGroup) local _fmGroup = Group.getByName(_beaconDetails.fmGroup) local _radioLoop = {} if _vhfGroup ~= nil and _vhfGroup:getUnits() ~= nil and #_vhfGroup:getUnits() == 1 then table.insert(_radioLoop, { group = _vhfGroup, freq = _beaconDetails.vhf, silent = false, mode = 0 }) end if _uhfGroup ~= nil and _uhfGroup:getUnits() ~= nil and #_uhfGroup:getUnits() == 1 then table.insert(_radioLoop, { group = _uhfGroup, freq = _beaconDetails.uhf, silent = true, mode = 0 }) end if _fmGroup ~= nil and _fmGroup:getUnits() ~= nil and #_fmGroup:getUnits() == 1 then table.insert(_radioLoop, { group = _fmGroup, freq = _beaconDetails.fm, silent = false, mode = 1 }) end local _batLife = _beaconDetails.battery - timer.getTime() if (_batLife <= 0 and _beaconDetails.battery ~= -1) or #_radioLoop ~= 3 then -- ran out of batteries if _vhfGroup ~= nil then _vhfGroup:destroy() end if _uhfGroup ~= nil then _uhfGroup:destroy() end if _fmGroup ~= nil then _fmGroup:destroy() end return false end --fobs have unlimited battery life -- if _battery ~= -1 then -- _text = _text.." "..mist.utils.round(_batLife).." seconds of battery" -- end for _, _radio in pairs(_radioLoop) do local _groupController = _radio.group:getController() local _sound = ctld.radioSound if _radio.silent then _sound = ctld.radioSoundFC3 end _sound = "l10n/DEFAULT/".._sound _groupController:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD) trigger.action.radioTransmission(_sound, _radio.group:getUnit(1):getPoint(), _radio.mode, false, _radio.freq, 1000) --This function doesnt actually stop transmitting when then sound is false. My hope is it will stop if a new beacon is created on the same -- frequency... OR they fix the bug where it wont stop. -- end -- end return true -- trigger.action.radioTransmission(ctld.radioSound, _point, 1, true, _frequency, 1000) end function ctld.listRadioBeacons(_args) local _heli = ctld.getTransportUnit(_args[1]) local _message = "" if _heli ~= nil then for _x, _details in pairs(ctld.deployedRadioBeacons) do if _details.coalition == _heli:getCoalition() then _message = _message .. _details.text .. "\n" end end if _message ~= "" then ctld.displayMessageToGroup(_heli, "Radio Beacons:\n" .. _message, 20) else ctld.displayMessageToGroup(_heli, "No Active Radio Beacons", 20) end end end function ctld.dropRadioBeacon(_args) local _heli = ctld.getTransportUnit(_args[1]) local _message = "" if _heli ~= nil and ctld.inAir(_heli) == false then --deploy 50 m infront --try to spawn at 12 oclock to us local _point = ctld.getPointAt12Oclock(_heli, 50) ctld.beaconCount = ctld.beaconCount + 1 local _name = "Beacon #" .. ctld.beaconCount local _radioBeaconDetails = ctld.createRadioBeacon(_point, _heli:getCoalition(), _heli:getCountry(), _name, nil, false) -- mark with flare? trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " deployed a Radio Beacon.\n\n" .. _radioBeaconDetails.text, 20) else ctld.displayMessageToGroup(_heli, "You need to land before you can deploy a Radio Beacon!", 20) end end --remove closet radio beacon function ctld.removeRadioBeacon(_args) local _heli = ctld.getTransportUnit(_args[1]) local _message = "" if _heli ~= nil and ctld.inAir(_heli) == false then -- mark with flare? local _closetBeacon = nil local _shortestDistance = -1 local _distance = 0 for _x, _details in pairs(ctld.deployedRadioBeacons) do if _details.coalition == _heli:getCoalition() then local _group = Group.getByName(_details.vhfGroup) if _group ~= nil and #_group:getUnits() == 1 then _distance = ctld.getDistance(_heli:getPoint(), _group:getUnit(1):getPoint()) if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then _shortestDistance = _distance _closetBeacon = _details end end end end if _closetBeacon ~= nil and _shortestDistance then local _vhfGroup = Group.getByName(_closetBeacon.vhfGroup) local _uhfGroup = Group.getByName(_closetBeacon.uhfGroup) local _fmGroup = Group.getByName(_closetBeacon.fmGroup) if _vhfGroup ~= nil then _vhfGroup:destroy() end if _uhfGroup ~= nil then _uhfGroup:destroy() end if _fmGroup ~= nil then _fmGroup:destroy() end trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " removed a Radio Beacon.\n\n" .. _closetBeacon.text, 20) else ctld.displayMessageToGroup(_heli, "No Radio Beacons within 500m.", 20) end else ctld.displayMessageToGroup(_heli, "You need to land before remove a Radio Beacon", 20) end end -- gets the center of a bunch of points! -- return proper DCS point with height function ctld.getCentroid(_points) local _tx, _ty = 0, 0 for _index, _point in ipairs(_points) do _tx = _tx + _point.x _ty = _ty + _point.z end local _npoints = #_points local _point = { x = _tx / _npoints, z = _ty / _npoints } _point.y = land.getHeight({ _point.x, _point.z }) return _point end function ctld.getAATemplate(_unitName) for _,_system in pairs(ctld.AASystemTemplate) do if _system.repair == _unitName then return _system end for _,_part in pairs(_system.parts) do if _unitName == _part.name then return _system end end end return nil end function ctld.getLauncherUnitFromAATemplate(_aaTemplate) for _,_part in pairs(_aaTemplate.parts) do if _part.launcher then return _part.name end end return nil end function ctld.rearmAASystem(_heli, _nearestCrate, _nearbyCrates, _aaSystemTemplate) -- are we adding to existing aa system? -- check to see if the crate is a launcher if ctld.getLauncherUnitFromAATemplate(_aaSystemTemplate) == _nearestCrate.details.unit then -- find nearest COMPLETE AA system local _nearestSystem = ctld.findNearestAASystem(_heli, _aaSystemTemplate) if _nearestSystem ~= nil and _nearestSystem.dist < 300 then local _uniqueTypes = {} -- stores each unique part of system local _types = {} local _points = {} local _units = _nearestSystem.group:getUnits() if _units ~= nil and #_units > 0 then for x = 1, #_units do if _units[x]:getLife() > 0 then --this allows us to count each type once _uniqueTypes[_units[x]:getTypeName()] = _units[x]:getTypeName() table.insert(_points, _units[x]:getPoint()) table.insert(_types, _units[x]:getTypeName()) end end end -- do we have the correct number of unique pieces and do we have enough points for all the pieces if ctld.countTableEntries(_uniqueTypes) == _aaSystemTemplate.count and #_points >= _aaSystemTemplate.count then -- rearm aa system -- destroy old group ctld.completeAASystems[_nearestSystem.group:getName()] = nil _nearestSystem.group:destroy() local _spawnedGroup = ctld.spawnCrateGroup(_heli, _points, _types) ctld.completeAASystems[_spawnedGroup:getName()] = ctld.getAASystemDetails(_spawnedGroup, _aaSystemTemplate) ctld.processCallback({unit = _heli, crate = _nearestCrate , spawnedGroup = _spawnedGroup, action = "rearm"}) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully rearmed a full ".._aaSystemTemplate.name.." in the field", 10) if _heli:getCoalition() == 1 then ctld.spawnedCratesRED[_nearestCrate.crateUnit:getName()] = nil else ctld.spawnedCratesBLUE[_nearestCrate.crateUnit:getName()] = nil end -- remove crate -- if ctld.slingLoad == false then _nearestCrate.crateUnit:destroy() -- end return true -- all done so quit end end end return false end function ctld.getAASystemDetails(_hawkGroup,_aaSystemTemplate) local _units = _hawkGroup:getUnits() local _hawkDetails = {} for _, _unit in pairs(_units) do table.insert(_hawkDetails, { point = _unit:getPoint(), unit = _unit:getTypeName(), name = _unit:getName(), system =_aaSystemTemplate}) end return _hawkDetails end function ctld.countTableEntries(_table) if _table == nil then return 0 end local _count = 0 for _key, _value in pairs(_table) do _count = _count + 1 end return _count end function ctld.unpackAASystem(_heli, _nearestCrate, _nearbyCrates,_aaSystemTemplate) if ctld.rearmAASystem(_heli, _nearestCrate, _nearbyCrates,_aaSystemTemplate) then -- rearmed hawk return end -- are there all the pieces close enough together local _systemParts = {} --initialise list of parts for _,_part in pairs(_aaSystemTemplate.parts) do _systemParts[_part.name] = {name = _part.name,desc = _part.desc,found = false} end -- find all nearest crates and add them to the list if they're part of the AA System for _, _nearbyCrate in pairs(_nearbyCrates) do if _nearbyCrate.dist < 500 then if _systemParts[_nearbyCrate.details.unit] ~= nil and _systemParts[_nearbyCrate.details.unit].found == false then local _foundPart = _systemParts[_nearbyCrate.details.unit] _foundPart.found = true _foundPart.crate = _nearbyCrate _systemParts[_nearbyCrate.details.unit] = _foundPart end end end local _count = 0 local _txt = "" local _posArray = {} local _typeArray = {} for _name, _systemPart in pairs(_systemParts) do if _systemPart.found == false then _txt = _txt.."Missing ".._systemPart.desc.."\n" else local _launcherPart = ctld.getLauncherUnitFromAATemplate(_aaSystemTemplate) --handle multiple launchers from one crate if (_name == "Hawk ln" and ctld.hawkLaunchers > 1) or (_launcherPart == _name and ctld.aaLaunchers > 1) then --add multiple launcher local _launchers = ctld.aaLaunchers if _name == "Hawk ln" then _launchers = ctld.hawkLaunchers end for _i = 1, _launchers do -- spawn in a circle around the crate local _angle = math.pi * 2 * (_i - 1) / _launchers local _xOffset = math.cos(_angle) * 12 local _yOffset = math.sin(_angle) * 12 local _point = _systemPart.crate.crateUnit:getPoint() _point = { x = _point.x + _xOffset, y = _point.y, z = _point.z + _yOffset } table.insert(_posArray, _point) table.insert(_typeArray, _name) end else table.insert(_posArray, _systemPart.crate.crateUnit:getPoint()) table.insert(_typeArray, _name) end end end local _activeLaunchers = ctld.countCompleteAASystems(_heli) local _allowed = ctld.getAllowedAASystems(_heli) env.info("Active: ".._activeLaunchers.." Allowed: ".._allowed) if _activeLaunchers + 1 > _allowed then trigger.action.outTextForCoalition(_heli:getCoalition(), "Out of parts for AA Systems. Current limit is ".._allowed.." \n", 10) return end if _txt ~= "" then ctld.displayMessageToGroup(_heli, "Cannot build ".._aaSystemTemplate.name.."\n" .. _txt .. "\n\nOr the crates are not close enough together", 20) return else -- destroy crates for _name, _systemPart in pairs(_systemParts) do if _heli:getCoalition() == 1 then ctld.spawnedCratesRED[_systemPart.crate.crateUnit:getName()] = nil else ctld.spawnedCratesBLUE[_systemPart.crate.crateUnit:getName()] = nil end --destroy -- if ctld.slingLoad == false then _systemPart.crate.crateUnit:destroy() --end end -- HAWK / BUK READY! local _spawnedGroup = ctld.spawnCrateGroup(_heli, _posArray, _typeArray) ctld.completeAASystems[_spawnedGroup:getName()] = ctld.getAASystemDetails(_spawnedGroup,_aaSystemTemplate) ctld.processCallback({unit = _heli, crate = _nearestCrate , spawnedGroup = _spawnedGroup, action = "unpack"}) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully deployed a full ".._aaSystemTemplate.name.." to the field. \n\nAA Active System limit is: ".._allowed.."\nActive: "..(_activeLaunchers+1), 10) end end --count the number of captured cities, sets the amount of allowed AA Systems function ctld.getAllowedAASystems(_heli) if _heli:getCoalition() == 1 then return ctld.AASystemLimitBLUE else return ctld.AASystemLimitRED end end function ctld.countCompleteAASystems(_heli) local _count = 0 for _groupName, _hawkDetails in pairs(ctld.completeAASystems) do local _hawkGroup = Group.getByName(_groupName) -- env.info(_groupName..": "..mist.utils.tableShow(_hawkDetails)) if _hawkGroup ~= nil and _hawkGroup:getCoalition() == _heli:getCoalition() then local _units = _hawkGroup:getUnits() if _units ~=nil and #_units > 0 then --get the system template local _aaSystemTemplate = _hawkDetails[1].system local _uniqueTypes = {} -- stores each unique part of system local _types = {} local _points = {} if _units ~= nil and #_units > 0 then for x = 1, #_units do if _units[x]:getLife() > 0 then --this allows us to count each type once _uniqueTypes[_units[x]:getTypeName()] = _units[x]:getTypeName() table.insert(_points, _units[x]:getPoint()) table.insert(_types, _units[x]:getTypeName()) end end end -- do we have the correct number of unique pieces and do we have enough points for all the pieces if ctld.countTableEntries(_uniqueTypes) == _aaSystemTemplate.count and #_points >= _aaSystemTemplate.count then _count = _count +1 end end end end return _count end function ctld.repairAASystem(_heli, _nearestCrate,_aaSystem) -- find nearest COMPLETE AA system local _nearestHawk = ctld.findNearestAASystem(_heli,_aaSystem) if _nearestHawk ~= nil and _nearestHawk.dist < 300 then local _oldHawk = ctld.completeAASystems[_nearestHawk.group:getName()] --spawn new one local _types = {} local _points = {} for _, _part in pairs(_oldHawk) do table.insert(_points, _part.point) table.insert(_types, _part.unit) end --remove old system ctld.completeAASystems[_nearestHawk.group:getName()] = nil _nearestHawk.group:destroy() local _spawnedGroup = ctld.spawnCrateGroup(_heli, _points, _types) ctld.completeAASystems[_spawnedGroup:getName()] = ctld.getAASystemDetails(_spawnedGroup,_aaSystem) ctld.processCallback({unit = _heli, crate = _nearestCrate , spawnedGroup = _spawnedGroup, action = "repair"}) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully repaired a full ".._aaSystem.name.." in the field", 10) if _heli:getCoalition() == 1 then ctld.spawnedCratesRED[_nearestCrate.crateUnit:getName()] = nil else ctld.spawnedCratesBLUE[_nearestCrate.crateUnit:getName()] = nil end -- remove crate -- if ctld.slingLoad == false then _nearestCrate.crateUnit:destroy() -- end else ctld.displayMessageToGroup(_heli, "Cannot repair ".._aaSystem.name..". No damaged ".._aaSystem.name.." within 300m", 10) end end function ctld.unpackMultiCrate(_heli, _nearestCrate, _nearbyCrates) -- unpack multi crate local _nearbyMultiCrates = {} for _, _nearbyCrate in pairs(_nearbyCrates) do if _nearbyCrate.dist < 300 then if _nearbyCrate.details.unit == _nearestCrate.details.unit then table.insert(_nearbyMultiCrates, _nearbyCrate) if #_nearbyMultiCrates == _nearestCrate.details.cratesRequired then break end end end end --- check crate count if #_nearbyMultiCrates == _nearestCrate.details.cratesRequired then local _point = _nearestCrate.crateUnit:getPoint() -- destroy crates for _, _crate in pairs(_nearbyMultiCrates) do if _point == nil then _point = _crate.crateUnit:getPoint() end if _heli:getCoalition() == 1 then ctld.spawnedCratesRED[_crate.crateUnit:getName()] = nil else ctld.spawnedCratesBLUE[_crate.crateUnit:getName()] = nil end --destroy -- if ctld.slingLoad == false then _crate.crateUnit:destroy() -- end end local _spawnedGroup = ctld.spawnCrateGroup(_heli, { _point }, { _nearestCrate.details.unit }) ctld.processCallback({unit = _heli, crate = _nearestCrate , spawnedGroup = _spawnedGroup, action = "unpack"}) local _txt = string.format("%s successfully deployed %s to the field using %d crates", ctld.getPlayerNameOrType(_heli), _nearestCrate.details.desc, #_nearbyMultiCrates) trigger.action.outTextForCoalition(_heli:getCoalition(), _txt, 10) else local _txt = string.format("Cannot build %s!\n\nIt requires %d crates and there are %d \n\nOr the crates are not within 300m of each other", _nearestCrate.details.desc, _nearestCrate.details.cratesRequired, #_nearbyMultiCrates) ctld.displayMessageToGroup(_heli, _txt, 20) end end function ctld.spawnCrateGroup(_heli, _positions, _types) local _id = ctld.getNextGroupId() local _groupName = _types[1] .. " #" .. _id local _side = _heli:getCoalition() local _group = { ["visible"] = false, -- ["groupId"] = _id, ["hidden"] = false, ["units"] = {}, -- ["y"] = _positions[1].z, -- ["x"] = _positions[1].x, ["name"] = _groupName, ["task"] = {}, } if #_positions == 1 then local _unitId = ctld.getNextUnitId() local _details = { type = _types[1], unitId = _unitId, name = string.format("Unpacked %s #%i", _types[1], _unitId) } _group.units[1] = ctld.createUnit(_positions[1].x + 5, _positions[1].z + 5, 120, _details) else for _i, _pos in ipairs(_positions) do local _unitId = ctld.getNextUnitId() local _details = { type = _types[_i], unitId = _unitId, name = string.format("Unpacked %s #%i", _types[_i], _unitId) } _group.units[_i] = ctld.createUnit(_pos.x + 5, _pos.z + 5, 120, _details) end end --mist function _group.category = Group.Category.GROUND _group.country = _heli:getCountry() local _spawnedGroup = Group.getByName(mist.dynAdd(_group).name) --local _spawnedGroup = coalition.addGroup(_heli:getCountry(), Group.Category.GROUND, _group) --activate by moving and so we can set ROE and Alarm state local _dest = _spawnedGroup:getUnit(1):getPoint() _dest = { x = _dest.x + 0.5, _y = _dest.y + 0.5, z = _dest.z + 0.5 } ctld.orderGroupToMoveToPoint(_spawnedGroup:getUnit(1), _dest) return _spawnedGroup end -- spawn normal group function ctld.spawnDroppedGroup(_point, _details, _spawnBehind, _maxSearch) local _groupName = _details.groupName local _group = { ["visible"] = false, -- ["groupId"] = _details.groupId, ["hidden"] = false, ["units"] = {}, -- ["y"] = _positions[1].z, -- ["x"] = _positions[1].x, ["name"] = _groupName, ["task"] = {}, } if _spawnBehind == false then -- spawn in circle around heli local _pos = _point for _i, _detail in ipairs(_details.units) do local _angle = math.pi * 2 * (_i - 1) / #_details.units local _xOffset = math.cos(_angle) * 30 local _yOffset = math.sin(_angle) * 30 _group.units[_i] = ctld.createUnit(_pos.x + _xOffset, _pos.z + _yOffset, _angle, _detail) end else local _pos = _point --try to spawn at 6 oclock to us local _angle = math.atan2(_pos.z, _pos.x) local _xOffset = math.cos(_angle) * -30 local _yOffset = math.sin(_angle) * -30 for _i, _detail in ipairs(_details.units) do _group.units[_i] = ctld.createUnit(_pos.x + (_xOffset + 10 * _i), _pos.z + (_yOffset + 10 * _i), _angle, _detail) end end --switch to MIST _group.category = Group.Category.GROUND; _group.country = _details.country; local _spawnedGroup = Group.getByName(mist.dynAdd(_group).name) --local _spawnedGroup = coalition.addGroup(_details.country, Group.Category.GROUND, _group) -- find nearest enemy and head there if _maxSearch == nil then _maxSearch = ctld.maximumSearchDistance end local _wpZone = ctld.inWaypointZone(_point,_spawnedGroup:getCoalition()) if _wpZone.inZone then ctld.orderGroupToMoveToPoint(_spawnedGroup:getUnit(1), _wpZone.point) env.info("Heading to waypoint - In Zone ".._wpZone.name) else local _enemyPos = ctld.findNearestEnemy(_details.side, _point, _maxSearch) ctld.orderGroupToMoveToPoint(_spawnedGroup:getUnit(1), _enemyPos) end return _spawnedGroup end function ctld.findNearestEnemy(_side, _point, _searchDistance) local _closestEnemy = nil local _groups local _closestEnemyDist = _searchDistance local _heliPoint = _point if _side == 2 then _groups = coalition.getGroups(1, Group.Category.GROUND) else _groups = coalition.getGroups(2, Group.Category.GROUND) end for _, _group in pairs(_groups) do if _group ~= nil then local _units = _group:getUnits() if _units ~= nil and #_units > 0 then local _leader = nil -- find alive leader for x = 1, #_units do if _units[x]:getLife() > 0 then _leader = _units[x] break end end if _leader ~= nil then local _leaderPos = _leader:getPoint() local _dist = ctld.getDistance(_heliPoint, _leaderPos) if _dist < _closestEnemyDist then _closestEnemyDist = _dist _closestEnemy = _leaderPos end end end end end -- no enemy - move to random point if _closestEnemy ~= nil then -- env.info("found enemy") return _closestEnemy else local _x = _heliPoint.x + math.random(0, ctld.maximumMoveDistance) - math.random(0, ctld.maximumMoveDistance) local _z = _heliPoint.z + math.random(0, ctld.maximumMoveDistance) - math.random(0, ctld.maximumMoveDistance) local _y = _heliPoint.y + math.random(0, ctld.maximumMoveDistance) - math.random(0, ctld.maximumMoveDistance) return { x = _x, z = _z,y=_y } end end function ctld.findNearestGroup(_heli, _groups) local _closestGroupDetails = {} local _closestGroup = nil local _closestGroupDist = ctld.maxExtractDistance local _heliPoint = _heli:getPoint() for _, _groupName in pairs(_groups) do local _group = Group.getByName(_groupName) if _group ~= nil then local _units = _group:getUnits() if _units ~= nil and #_units > 0 then local _leader = nil local _groupDetails = { groupId = _group:getID(), groupName = _group:getName(), side = _group:getCoalition(), units = {} } -- find alive leader for x = 1, #_units do if _units[x]:getLife() > 0 then if _leader == nil then _leader = _units[x] -- set country based on leader _groupDetails.country = _leader:getCountry() end local _unitDetails = { type = _units[x]:getTypeName(), unitId = _units[x]:getID(), name = _units[x]:getName() } table.insert(_groupDetails.units, _unitDetails) end end if _leader ~= nil then local _leaderPos = _leader:getPoint() local _dist = ctld.getDistance(_heliPoint, _leaderPos) if _dist < _closestGroupDist then _closestGroupDist = _dist _closestGroupDetails = _groupDetails _closestGroup = _group end end end end end if _closestGroup ~= nil then return { group = _closestGroup, details = _closestGroupDetails } else return nil end end function ctld.createUnit(_x, _y, _angle, _details) local _newUnit = { ["y"] = _y, ["type"] = _details.type, ["name"] = _details.name, -- ["unitId"] = _details.unitId, ["heading"] = _angle, ["playerCanDrive"] = true, ["skill"] = "Excellent", ["x"] = _x, } return _newUnit end function ctld.addEWRTask(_group) -- delayed 2 second to work around bug timer.scheduleFunction(function(_ewrGroup) local _grp = ctld.getAliveGroup(_ewrGroup) if _grp ~= nil then local _controller = _grp:getController(); local _EWR = { id = 'EWR', auto = true, params = { } } _controller:setTask(_EWR) end end , _group:getName(), timer.getTime() + 2) end function ctld.orderGroupToMoveToPoint(_leader, _destination) local _group = _leader:getGroup() local _path = {} table.insert(_path, mist.ground.buildWP(_leader:getPoint(), 'Off Road', 50)) table.insert(_path, mist.ground.buildWP(_destination, 'Off Road', 50)) local _mission = { id = 'Mission', params = { route = { points =_path }, }, } -- delayed 2 second to work around bug timer.scheduleFunction(function(_arg) local _grp = ctld.getAliveGroup(_arg[1]) if _grp ~= nil then local _controller = _grp:getController(); Controller.setOption(_controller, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.AUTO) Controller.setOption(_controller, AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE) _controller:setTask(_arg[2]) end end , {_group:getName(), _mission}, timer.getTime() + 2) end -- are we in pickup zone function ctld.inPickupZone(_heli) if ctld.inAir(_heli) then return { inZone = false, limit = -1, index = -1 } end local _heliPoint = _heli:getPoint() for _i, _zoneDetails in pairs(ctld.pickupZones) do local _triggerZone = trigger.misc.getZone(_zoneDetails[1]) if _triggerZone == nil then local _ship = ctld.getTransportUnit(_zoneDetails[1]) if _ship then local _point = _ship:getPoint() _triggerZone = {} _triggerZone.point = _point _triggerZone.radius = 200 -- should be big enough for ship end end if _triggerZone ~= nil then --get distance to center local _dist = ctld.getDistance(_heliPoint, _triggerZone.point) if _dist <= _triggerZone.radius then local _heliCoalition = _heli:getCoalition() if _zoneDetails[4] == 1 and (_zoneDetails[5] == _heliCoalition or _zoneDetails[5] == 0) then return { inZone = true, limit = _zoneDetails[3], index = _i } end end end end local _fobs = ctld.getSpawnedFobs(_heli) -- now check spawned fobs for _, _fob in ipairs(_fobs) do --get distance to center local _dist = ctld.getDistance(_heliPoint, _fob:getPoint()) if _dist <= 150 then return { inZone = true, limit = 10000, index = -1 }; end end return { inZone = false, limit = -1, index = -1 }; end function ctld.getSpawnedFobs(_heli) local _fobs = {} for _, _fobName in ipairs(ctld.builtFOBS) do local _fob = StaticObject.getByName(_fobName) if _fob ~= nil and _fob:isExist() and _fob:getCoalition() == _heli:getCoalition() and _fob:getLife() > 0 then table.insert(_fobs, _fob) end end return _fobs end -- are we in a dropoff zone function ctld.inDropoffZone(_heli) if ctld.inAir(_heli) then return false end local _heliPoint = _heli:getPoint() for _, _zoneDetails in pairs(ctld.dropOffZones) do local _triggerZone = trigger.misc.getZone(_zoneDetails[1]) if _triggerZone ~= nil and (_zoneDetails[3] == _heli:getCoalition() or _zoneDetails[3]== 0) then --get distance to center local _dist = ctld.getDistance(_heliPoint, _triggerZone.point) if _dist <= _triggerZone.radius then return true end end end return false end -- are we in a waypoint zone function ctld.inWaypointZone(_point,_coalition) for _, _zoneDetails in pairs(ctld.wpZones) do local _triggerZone = trigger.misc.getZone(_zoneDetails[1]) --right coalition and active? if _triggerZone ~= nil and (_zoneDetails[4] == _coalition or _zoneDetails[4]== 0) and _zoneDetails[3] == 1 then --get distance to center local _dist = ctld.getDistance(_point, _triggerZone.point) if _dist <= _triggerZone.radius then return {inZone = true, point = _triggerZone.point, name = _zoneDetails[1]} end end end return {inZone = false} end -- are we near friendly logistics zone function ctld.inLogisticsZone(_heli) if ctld.inAir(_heli) then return false end local _heliPoint = _heli:getPoint() for _, _name in pairs(ctld.logisticUnits) do local _logistic = StaticObject.getByName(_name) if _logistic ~= nil and _logistic:getCoalition() == _heli:getCoalition() then --get distance local _dist = ctld.getDistance(_heliPoint, _logistic:getPoint()) if _dist <= ctld.maximumDistanceLogistic then return true end end end return false end -- are far enough from a friendly logistics zone function ctld.farEnoughFromLogisticZone(_heli) if ctld.inAir(_heli) then return false end local _heliPoint = _heli:getPoint() local _farEnough = true for _, _name in pairs(ctld.logisticUnits) do local _logistic = StaticObject.getByName(_name) if _logistic ~= nil and _logistic:getCoalition() == _heli:getCoalition() then --get distance local _dist = ctld.getDistance(_heliPoint, _logistic:getPoint()) -- env.info("DIST ".._dist) if _dist <= ctld.minimumDeployDistance then -- env.info("TOO CLOSE ".._dist) _farEnough = false end end end return _farEnough end function ctld.refreshSmoke() if ctld.disableAllSmoke == true then return end for _, _zoneGroup in pairs({ ctld.pickupZones, ctld.dropOffZones }) do for _, _zoneDetails in pairs(_zoneGroup) do local _triggerZone = trigger.misc.getZone(_zoneDetails[1]) if _triggerZone == nil then local _ship = ctld.getTransportUnit(_triggerZone) if _ship then local _point = _ship:getPoint() _triggerZone = {} _triggerZone.point = _point end end --only trigger if smoke is on AND zone is active if _triggerZone ~= nil and _zoneDetails[2] >= 0 and _zoneDetails[4] == 1 then -- Trigger smoke markers local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y } trigger.action.smoke(_pos3, _zoneDetails[2]) end end end --waypoint zones for _, _zoneDetails in pairs(ctld.wpZones) do local _triggerZone = trigger.misc.getZone(_zoneDetails[1]) --only trigger if smoke is on AND zone is active if _triggerZone ~= nil and _zoneDetails[2] >= 0 and _zoneDetails[3] == 1 then -- Trigger smoke markers local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y } trigger.action.smoke(_pos3, _zoneDetails[2]) end end --refresh in 5 minutes timer.scheduleFunction(ctld.refreshSmoke, nil, timer.getTime() + 300) end function ctld.dropSmoke(_args) local _heli = ctld.getTransportUnit(_args[1]) if _heli ~= nil then local _colour = "" if _args[2] == trigger.smokeColor.Red then _colour = "RED" elseif _args[2] == trigger.smokeColor.Blue then _colour = "BLUE" elseif _args[2] == trigger.smokeColor.Green then _colour = "GREEN" elseif _args[2] == trigger.smokeColor.Orange then _colour = "ORANGE" end local _point = _heli:getPoint() local _pos2 = { x = _point.x, y = _point.z } local _alt = land.getHeight(_pos2) local _pos3 = { x = _point.x, y = _alt, z = _point.z } trigger.action.smoke(_pos3, _args[2]) trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " dropped " .. _colour .. " smoke ", 10) end end function ctld.unitCanCarryVehicles(_unit) local _type = string.lower(_unit:getTypeName()) for _, _name in ipairs(ctld.vehicleTransportEnabled) do local _nameLower = string.lower(_name) if string.match(_type, _nameLower) then return true end end return false end function ctld.isJTACUnitType(_type) _type = string.lower(_type) for _, _name in ipairs(ctld.jtacUnitTypes) do local _nameLower = string.lower(_name) if string.match(_type, _nameLower) then return true end end return false end function ctld.updateZoneCounter(_index, _diff) if ctld.pickupZones[_index] ~= nil then ctld.pickupZones[_index][3] = ctld.pickupZones[_index][3] + _diff if ctld.pickupZones[_index][3] < 0 then ctld.pickupZones[_index][3] = 0 end if ctld.pickupZones[_index][6] ~= nil then trigger.action.setUserFlag(ctld.pickupZones[_index][6], ctld.pickupZones[_index][3]) end -- env.info(ctld.pickupZones[_index][1].." = " ..ctld.pickupZones[_index][3]) end end function ctld.processCallback(_callbackArgs) for _, _callback in pairs(ctld.callbacks) do local _status, _result = pcall(function() _callback(_callbackArgs) end) if (not _status) then env.error(string.format("CTLD Callback Error: %s", _result)) end end end -- checks the status of all AI troop carriers and auto loads and unloads troops -- as long as the troops are on the ground function ctld.checkAIStatus() timer.scheduleFunction(ctld.checkAIStatus, nil, timer.getTime() + 2) for _, _unitName in pairs(ctld.transportPilotNames) do local status, error = pcall(function() local _unit = ctld.getTransportUnit(_unitName) -- no player name means AI! if _unit ~= nil and _unit:getPlayerName() == nil then local _zone = ctld.inPickupZone(_unit) -- env.error("Checking.. ".._unit:getName()) if _zone.inZone == true and not ctld.troopsOnboard(_unit, true) then -- env.error("in zone, loading.. ".._unit:getName()) if ctld.allowRandomAiTeamPickups == true then -- Random troop pickup implementation local _team = nil if _unit:getCoalition() == 1 then _team = math.floor((math.random(#ctld.redTeams * 100) / 100) + 1) ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.redTeams[_team]],true }) else _team = math.floor((math.random(#ctld.blueTeams * 100) / 100) + 1) ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.blueTeams[_team]],true }) end else ctld.loadTroopsFromZone({ _unitName, true,"",true }) end elseif ctld.inDropoffZone(_unit) and ctld.troopsOnboard(_unit, true) then -- env.error("in dropoff zone, unloading.. ".._unit:getName()) ctld.unloadTroops( { _unitName, true }) end if ctld.unitCanCarryVehicles(_unit) then if _zone.inZone == true and not ctld.troopsOnboard(_unit, false) then ctld.loadTroopsFromZone({ _unitName, false,"",true }) elseif ctld.inDropoffZone(_unit) and ctld.troopsOnboard(_unit, false) then ctld.unloadTroops( { _unitName, false }) end end end end) if (not status) then env.error(string.format("Error with ai status: %s", error), false) end end end function ctld.getTransportLimit(_unitType) if ctld.unitLoadLimits[_unitType] then return ctld.unitLoadLimits[_unitType] end return ctld.numberOfTroops end function ctld.getUnitActions(_unitType) if ctld.unitActions[_unitType] then return ctld.unitActions[_unitType] end return {crates=true,troops=true} end -- Adds menuitem to all heli units that are active function ctld.addF10MenuOptions() -- Loop through all Heli units timer.scheduleFunction(ctld.addF10MenuOptions, nil, timer.getTime() + 10) for _, _unitName in pairs(ctld.transportPilotNames) do local status, error = pcall(function() local _unit = ctld.getTransportUnit(_unitName) if _unit ~= nil then local _groupId = ctld.getGroupId(_unit) if _groupId then if ctld.addedTo[tostring(_groupId)] == nil then local _rootPath = missionCommands.addSubMenuForGroup(_groupId, "CTLD") --ctld.notifyCoalition("Type:".._unit:getTypeName(), 10, "2") local _unitActions = ctld.getUnitActions(_unit:getTypeName()) --ctld.notifyCoalition("Actions:".._unitActions, 10, "2") if _unitActions.troops then local _troopCommandsPath = missionCommands.addSubMenuForGroup(_groupId, "Troop Transport", _rootPath) missionCommands.addCommandForGroup(_groupId, "Unload / Extract Troops", _troopCommandsPath, ctld.unloadExtractTroops, { _unitName }) missionCommands.addCommandForGroup(_groupId, "Check Cargo", _troopCommandsPath, ctld.checkTroopStatus, { _unitName }) -- local _loadPath = missionCommands.addSubMenuForGroup(_groupId, "Load From Zone", _troopCommandsPath) for _,_loadGroup in pairs(ctld.loadableGroups) do if not _loadGroup.side or _loadGroup.side == _unit:getCoalition() then -- check size & unit if ctld.getTransportLimit(_unit:getTypeName()) >= _loadGroup.total then missionCommands.addCommandForGroup(_groupId, "Load ".._loadGroup.name, _troopCommandsPath, ctld.loadTroopsFromZone, { _unitName, true,_loadGroup,false }) end end end if ctld.unitCanCarryVehicles(_unit) then local _vehicleCommandsPath = missionCommands.addSubMenuForGroup(_groupId, "Vehicle / FOB Transport", _rootPath) missionCommands.addCommandForGroup(_groupId, "Unload Vehicles", _vehicleCommandsPath, ctld.unloadTroops, { _unitName, false }) missionCommands.addCommandForGroup(_groupId, "Load / Extract Vehicles", _vehicleCommandsPath, ctld.loadTroopsFromZone, { _unitName, false,"",true }) if ctld.enabledFOBBuilding and ctld.staticBugWorkaround == false then missionCommands.addCommandForGroup(_groupId, "Load / Unload FOB Crate", _vehicleCommandsPath, ctld.loadUnloadFOBCrate, { _unitName, false }) end missionCommands.addCommandForGroup(_groupId, "Check Cargo", _vehicleCommandsPath, ctld.checkTroopStatus, { _unitName }) end end if ctld.enableCrates and _unitActions.crates then if ctld.unitCanCarryVehicles(_unit) == false then -- local _cratePath = missionCommands.addSubMenuForGroup(_groupId, "Spawn Crate", _rootPath) -- add menu for spawning crates for _subMenuName, _crates in pairs(ctld.spawnableCrates) do local _cratePath = missionCommands.addSubMenuForGroup(_groupId, _subMenuName, _rootPath) for _, _crate in pairs(_crates) do if ctld.isJTACUnitType(_crate.unit) == false or (ctld.isJTACUnitType(_crate.unit) == true and ctld.JTAC_dropEnabled) then if _crate.side == nil or (_crate.side == _unit:getCoalition()) then local _crateRadioMsg = _crate.desc --add in the number of crates required to build something if _crate.cratesRequired ~= nil and _crate.cratesRequired > 1 then _crateRadioMsg = _crateRadioMsg.." (".._crate.cratesRequired..")" end missionCommands.addCommandForGroup(_groupId,_crateRadioMsg, _cratePath, ctld.spawnCrate, { _unitName, _crate.weight }) end end end end end end if (ctld.enabledFOBBuilding or ctld.enableCrates) and _unitActions.crates then local _crateCommands = missionCommands.addSubMenuForGroup(_groupId, "CTLD Commands", _rootPath) if ctld.hoverPickup == false then if ctld.slingLoad == false then missionCommands.addCommandForGroup(_groupId, "Load Nearby Crate", _crateCommands, ctld.loadNearbyCrate, _unitName ) end end missionCommands.addCommandForGroup(_groupId, "Unpack Any Crate", _crateCommands, ctld.unpackCrates, { _unitName }) if ctld.slingLoad == false then missionCommands.addCommandForGroup(_groupId, "Drop Crate", _crateCommands, ctld.dropSlingCrate, { _unitName }) missionCommands.addCommandForGroup(_groupId, "Current Cargo Status", _crateCommands, ctld.slingCargoStatus, { _unitName }) end missionCommands.addCommandForGroup(_groupId, "List Nearby Crates", _crateCommands, ctld.listNearbyCrates, { _unitName }) if ctld.enabledFOBBuilding then missionCommands.addCommandForGroup(_groupId, "List FOBs", _crateCommands, ctld.listFOBS, { _unitName }) end end if ctld.enableSmokeDrop then local _smokeMenu = missionCommands.addSubMenuForGroup(_groupId, "Smoke Markers", _rootPath) missionCommands.addCommandForGroup(_groupId, "Drop Red Smoke", _smokeMenu, ctld.dropSmoke, { _unitName, trigger.smokeColor.Red }) missionCommands.addCommandForGroup(_groupId, "Drop Blue Smoke", _smokeMenu, ctld.dropSmoke, { _unitName, trigger.smokeColor.Blue }) missionCommands.addCommandForGroup(_groupId, "Drop Orange Smoke", _smokeMenu, ctld.dropSmoke, { _unitName, trigger.smokeColor.Orange }) missionCommands.addCommandForGroup(_groupId, "Drop Green Smoke", _smokeMenu, ctld.dropSmoke, { _unitName, trigger.smokeColor.Green }) end if ctld.enabledRadioBeaconDrop then local _radioCommands = missionCommands.addSubMenuForGroup(_groupId, "Radio Beacons", _rootPath) missionCommands.addCommandForGroup(_groupId, "List Beacons", _radioCommands, ctld.listRadioBeacons, { _unitName }) missionCommands.addCommandForGroup(_groupId, "Drop Beacon", _radioCommands, ctld.dropRadioBeacon, { _unitName }) missionCommands.addCommandForGroup(_groupId, "Remove Closet Beacon", _radioCommands, ctld.removeRadioBeacon, { _unitName }) elseif ctld.deployedRadioBeacons ~= {} then local _radioCommands = missionCommands.addSubMenuForGroup(_groupId, "Radio Beacons", _rootPath) missionCommands.addCommandForGroup(_groupId, "List Beacons", _radioCommands, ctld.listRadioBeacons, { _unitName }) end ctld.addedTo[tostring(_groupId)] = true end end else -- env.info(string.format("unit nil %s",_unitName)) end end) if (not status) then env.error(string.format("Error adding f10 to transport: %s", error), false) end end local status, error = pcall(function() -- now do any player controlled aircraft that ARENT transport units if ctld.enabledRadioBeaconDrop then -- get all BLUE players ctld.addRadioListCommand(2) -- get all RED players ctld.addRadioListCommand(1) end if ctld.JTAC_jtacStatusF10 then -- get all BLUE players ctld.addJTACRadioCommand(2) -- get all RED players ctld.addJTACRadioCommand(1) end end) if (not status) then env.error(string.format("Error adding f10 to other players: %s", error), false) end end --add to all players that arent transport function ctld.addRadioListCommand(_side) local _players = coalition.getPlayers(_side) if _players ~= nil then for _, _playerUnit in pairs(_players) do local _groupId = ctld.getGroupId(_playerUnit) if _groupId then if ctld.addedTo[tostring(_groupId)] == nil then missionCommands.addCommandForGroup(_groupId, "List Radio Beacons", nil, ctld.listRadioBeacons, { _playerUnit:getName() }) ctld.addedTo[tostring(_groupId)] = true end end end end end function ctld.addJTACRadioCommand(_side) local _players = coalition.getPlayers(_side) if _players ~= nil then for _, _playerUnit in pairs(_players) do local _groupId = ctld.getGroupId(_playerUnit) if _groupId then -- env.info("adding command for "..index) if ctld.jtacRadioAdded[tostring(_groupId)] == nil then -- env.info("about command for "..index) missionCommands.addCommandForGroup(_groupId, "JTAC Status", nil, ctld.getJTACStatus, { _playerUnit:getName() }) ctld.jtacRadioAdded[tostring(_groupId)] = true -- env.info("Added command for " .. index) end end end end end function ctld.getGroupId(_unit) local _unitDB = mist.DBs.unitsById[tonumber(_unit:getID())] if _unitDB ~= nil and _unitDB.groupId then return _unitDB.groupId end return nil end --get distance in meters assuming a Flat world function ctld.getDistance(_point1, _point2) local xUnit = _point1.x local yUnit = _point1.z local xZone = _point2.x local yZone = _point2.z local xDiff = xUnit - xZone local yDiff = yUnit - yZone return math.sqrt(xDiff * xDiff + yDiff * yDiff) end ------------ JTAC ----------- ctld.jtacLaserPoints = {} ctld.jtacIRPoints = {} ctld.jtacSmokeMarks = {} ctld.jtacUnits = {} -- list of JTAC units for f10 command ctld.jtacStop = {} -- jtacs to tell to stop lasing ctld.jtacCurrentTargets = {} ctld.jtacRadioAdded = {} --keeps track of who's had the radio command added ctld.jtacGeneratedLaserCodes = {} -- keeps track of generated codes, cycles when they run out ctld.jtacLaserPointCodes = {} ctld.jtacColor = {} function ctld.CreateJTAC(group, code) local _side = ctld.getGroup(group)[1]:getCoalition() ctld.jtacLaserPointCodes[group] = code if _side == 1 then ctld.jtacColor[group] = ctld.JTAC_smokeColour_RED else ctld.jtacColor[group] = ctld.JTAC_smokeColour_BLUE end ctld.JTACAutoLase(group, code) if ctld.deployedJTACs[_side] == nil then ctld.deployedJTACs[_side] = {} end table.insert(ctld.deployedJTACs[_side], group) ctld.refreshJTACMenu(_side) end function ctld.changeLaserCode(_args) local _SelectedLazingCode = tonumber(_args[2]) if tonumber(ctld.jtacLaserPointCodes[_args[1]]) ~= _SelectedLazingCode then --TODO: check unit's life ctld.JTACAutoLaseStop(_args[1]) local _smoke if _args[3] == 1 then _smoke = ctld.JTAC_smokeOn_RED else _smoke = ctld.JTAC_smokeOn_BLUE end timer.scheduleFunction(ctld.timerJTACAutoLase, { _args[1], _SelectedLazingCode, _smoke, ctld.JTAC_lock, ctld.jtacColor[_args[1]]}, timer.getTime() + 5) --TODO: check interval ctld.notifyCoalition(_args[1]..": Changing laser code to ".. _SelectedLazingCode, 10, _args[3]) ctld.jtacLaserPointCodes[_args[1]] = _SelectedLazingCode else ctld.notifyCoalition(_args[1]..": I'm already lazing with code ".. _SelectedLazingCode, 10, _args[3]) end end function ctld.changeJTACColor(_args) if ctld.GetColorName(ctld.jtacColor[_args[1]]) ~= _args[2] then ctld.JTACAutoLaseStop(_args[1]) local _smoke if _args[3] == 1 then _smoke = ctld.JTAC_smokeOn_RED else _smoke = ctld.JTAC_smokeOn_BLUE end local _Color = -1 -- no smoke? if _args[2] == "Green" then _Color = 0 elseif _args[2] == "Red" then _Color = 1 elseif _args[2] == "White" then _Color = 2 elseif _args[2] == "Orange" then _Color = 3 elseif _args[2] == "Blue" then _Color = 4 end timer.scheduleFunction(ctld.timerJTACAutoLase, { _args[1], ctld.jtacLaserPointCodes[_args[1]], _smoke, ctld.JTAC_lock, _Color }, timer.getTime() + 5) --TODO: check interval ctld.notifyCoalition(_args[1]..": Changing color to ".._args[2], 10, _args[3]) ctld.jtacColor[_args[1]] = _Color else ctld.notifyCoalition(_args[1]..": Smoke color is already ".._args[2]..".", 10, _args[3]) end end function ctld.refreshJTACMenu(_side) if ctld.JTACCommandMenuPath[tostring(_side)] ~= nil then missionCommands.removeItemForCoalition(_side, ctld.JTACCommandMenuPath[tostring(_side)]) end local _JTACMenu if next(ctld.deployedJTACs[_side]) ~= nil then _JTACMenu = missionCommands.addSubMenuForCoalition(_side, "JTAC Command", nil) else return end ctld.JTACCommandMenuPath[tostring(_side)] = _JTACMenu local itemNo = 0 --Add one menu item foreach deployed JTAC unit? local _JTACMenuItem = {} local _JTACMenuItemLaser = {} local _JTACMenuItemColor = {} for _, _JTACGroup in pairs(ctld.deployedJTACs[_side]) do --local _CurrentLazingCode = ctld.jtacLaserPointCodes[_JTACGroup] --local _CurrentSmokeColor = ctld.GetColorName(ctld.jtacColor[_JTACGroup]) _JTACMenuItem[itemNo] = missionCommands.addSubMenuForCoalition(_side, _JTACGroup, _JTACMenu) --Add laser code submenus _JTACMenuItemLaser[itemNo] = missionCommands.addSubMenuForCoalition(_side, "Change laser code", _JTACMenuItem[itemNo]) for _, _laseCode in pairs(ctld.laser_codes) do missionCommands.addCommandForCoalition(_side, "to ".._laseCode, _JTACMenuItemLaser[itemNo], ctld.changeLaserCode, { _JTACGroup, _laseCode, _side}) end --Add color change submenus _JTACMenuItemColor[itemNo] = missionCommands.addSubMenuForCoalition(_side, "Change smoke color", _JTACMenuItem[itemNo]) for _, _smokeColor in pairs(ctld.JTAC_smokeColous) do missionCommands.addCommandForCoalition(_side, "to ".._smokeColor, _JTACMenuItemColor[itemNo], ctld.changeJTACColor, { _JTACGroup, _smokeColor, _side}) end itemNo = itemNo + 1 end end function ctld.JTACAutoLase(_jtacGroupName, _laserCode, _smoke, _lock, _colour) if ctld.jtacStop[_jtacGroupName] == true then ctld.jtacStop[_jtacGroupName] = nil -- allow it to be started again ctld.cleanupJTAC(_jtacGroupName) return end if _lock == nil then _lock = ctld.JTAC_lock end local _jtacGroup = ctld.getGroup(_jtacGroupName) local _jtacUnit if _jtacGroup == nil or #_jtacGroup == 0 then --check not in a heli for _, _onboard in pairs(ctld.inTransitTroops) do if _onboard ~= nil then if _onboard.troops ~= nil and _onboard.troops.groupName ~= nil and _onboard.troops.groupName == _jtacGroupName then --jtac soldier being transported by heli ctld.cleanupJTAC(_jtacGroupName) env.info(_jtacGroupName .. ' in Transport - Waiting 10 seconds') timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 10) return end if _onboard.vehicles ~= nil and _onboard.vehicles.groupName ~= nil and _onboard.vehicles.groupName == _jtacGroupName then --jtac vehicle being transported by heli ctld.cleanupJTAC(_jtacGroupName) env.info(_jtacGroupName .. ' in Transport - Waiting 10 seconds') timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 10) return end end end if ctld.jtacUnits[_jtacGroupName] ~= nil then local _side = ctld.jtacUnits[_jtacGroupName].side ctld.notifyCoalition("JTAC Group " .. _jtacGroupName .. " KIA!", 10, _side) ctld.deployedJTACs[_side] = {} for _jtacGroupName, _jtacDetails in pairs(ctld.jtacUnits) do _jtacUnit = Unit.getByName(_jtacDetails.name) if _jtacUnit ~= nil and _jtacUnit:getLife() > 0 and _jtacUnit:getCoalition() == _side then table.insert(ctld.deployedJTACs[_side], _jtacGroupName) end end ctld.refreshJTACMenu(ctld.jtacUnits[_jtacGroupName].side) end --remove from list ctld.jtacUnits[_jtacGroupName] = nil ctld.cleanupJTAC(_jtacGroupName) return else _jtacUnit = _jtacGroup[1] --add to list ctld.jtacUnits[_jtacGroupName] = { name = _jtacUnit:getName(), side = _jtacUnit:getCoalition() } -- work out smoke colour if _colour == nil then if _jtacUnit:getCoalition() == 1 then _colour = ctld.JTAC_smokeColour_RED else _colour = ctld.JTAC_smokeColour_BLUE end end if _smoke == nil then if _jtacUnit:getCoalition() == 1 then _smoke = ctld.JTAC_smokeOn_RED else _smoke = ctld.JTAC_smokeOn_BLUE end end end -- search for current unit if _jtacUnit:isActive() == false then ctld.cleanupJTAC(_jtacGroupName) env.info(_jtacGroupName .. ' Not Active - Waiting 30 seconds') timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 30) return end local _enemyUnit = ctld.getCurrentUnit(_jtacUnit, _jtacGroupName) if _enemyUnit == nil and ctld.jtacCurrentTargets[_jtacGroupName] ~= nil then local _tempUnitInfo = ctld.jtacCurrentTargets[_jtacGroupName] -- env.info("TEMP UNIT INFO: " .. tempUnitInfo.name .. " " .. tempUnitInfo.unitType) local _tempUnit = Unit.getByName(_tempUnitInfo.name) if _tempUnit ~= nil and _tempUnit:getLife() > 0 and _tempUnit:isActive() == true then ctld.notifyCoalition(_jtacGroupName .. " target " .. _tempUnitInfo.unitType .. " lost. Scanning for Targets. ", 10, _jtacUnit:getCoalition()) else ctld.notifyCoalition(_jtacGroupName .. " target " .. _tempUnitInfo.unitType .. " KIA. Good Job! Scanning for Targets. ", 10, _jtacUnit:getCoalition()) end --remove from smoke list ctld.jtacSmokeMarks[_tempUnitInfo.name] = nil -- remove from target list ctld.jtacCurrentTargets[_jtacGroupName] = nil --stop lasing ctld.cancelLase(_jtacGroupName) end if _enemyUnit == nil then _enemyUnit = ctld.findNearestVisibleEnemy(_jtacUnit, _lock) if _enemyUnit ~= nil then -- store current target for easy lookup ctld.jtacCurrentTargets[_jtacGroupName] = { name = _enemyUnit:getName(), unitType = _enemyUnit:getTypeName(), unitId = _enemyUnit:getID() } ctld.notifyCoalition(_jtacGroupName .. " lasing new target " .. _enemyUnit:getTypeName() .. '. CODE: ' .. _laserCode .. ctld.getPositionString(_enemyUnit) .. ". Smoke: " .. ctld.GetColorName(_colour), 10, _jtacUnit:getCoalition()) -- create smoke if _smoke == true then --create first smoke ctld.createSmokeMarker(_enemyUnit, _colour) end end end if _enemyUnit ~= nil then ctld.laseUnit(_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode) -- env.info('Timer timerSparkleLase '..jtacGroupName.." "..laserCode.." "..enemyUnit:getName()) timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 1) if _smoke == true then local _nextSmokeTime = ctld.jtacSmokeMarks[_enemyUnit:getName()] --recreate smoke marker after 5 mins if _nextSmokeTime ~= nil and _nextSmokeTime < timer.getTime() then ctld.createSmokeMarker(_enemyUnit, _colour) end end else -- env.info('LASE: No Enemies Nearby') -- stop lazing the old spot ctld.cancelLase(_jtacGroupName) -- env.info('Timer Slow timerSparkleLase '..jtacGroupName.." "..laserCode.." "..enemyUnit:getName()) timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 5) end end function ctld.JTACAutoLaseStop(_jtacGroupName) ctld.jtacStop[_jtacGroupName] = true end -- used by the timer function function ctld.timerJTACAutoLase(_args) ctld.JTACAutoLase(_args[1], _args[2], _args[3], _args[4], _args[5]) end function ctld.cleanupJTAC(_jtacGroupName) -- clear laser - just in case ctld.cancelLase(_jtacGroupName) -- Cleanup ctld.jtacUnits[_jtacGroupName] = nil ctld.jtacCurrentTargets[_jtacGroupName] = nil end function ctld.notifyCoalition(_message, _displayFor, _side) trigger.action.outTextForCoalition(_side, _message, _displayFor) trigger.action.outSoundForCoalition(_side, "radiobeep.ogg") end function ctld.createSmokeMarker(_enemyUnit, _colour) --recreate in 5 mins ctld.jtacSmokeMarks[_enemyUnit:getName()] = timer.getTime() + 300.0 -- move smoke 2 meters above target for ease local _enemyPoint = _enemyUnit:getPoint() trigger.action.smoke({ x = _enemyPoint.x, y = _enemyPoint.y + 2.0, z = _enemyPoint.z }, _colour) end function ctld.cancelLase(_jtacGroupName) --local index = "JTAC_"..jtacUnit:getID() local _tempLase = ctld.jtacLaserPoints[_jtacGroupName] if _tempLase ~= nil then Spot.destroy(_tempLase) ctld.jtacLaserPoints[_jtacGroupName] = nil -- env.info('Destroy laze '..index) _tempLase = nil end local _tempIR = ctld.jtacIRPoints[_jtacGroupName] if _tempIR ~= nil then Spot.destroy(_tempIR) ctld.jtacIRPoints[_jtacGroupName] = nil -- env.info('Destroy laze '..index) _tempIR = nil end end function ctld.laseUnit(_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode) --cancelLase(jtacGroupName) local _spots = {} local _enemyVector = _enemyUnit:getPoint() local _enemyVectorUpdated = { x = _enemyVector.x, y = _enemyVector.y + 2.0, z = _enemyVector.z } local _oldLase = ctld.jtacLaserPoints[_jtacGroupName] local _oldIR = ctld.jtacIRPoints[_jtacGroupName] if _oldLase == nil or _oldIR == nil then -- create lase local _status, _result = pcall(function() _spots['irPoint'] = Spot.createInfraRed(_jtacUnit, { x = 0, y = 2.0, z = 0 }, _enemyVectorUpdated) _spots['laserPoint'] = Spot.createLaser(_jtacUnit, { x = 0, y = 2.0, z = 0 }, _enemyVectorUpdated, _laserCode) return _spots end) if not _status then env.error('ERROR: ' .. _result, false) else if _result.irPoint then -- env.info(jtacUnit:getName() .. ' placed IR Pointer on '..enemyUnit:getName()) ctld.jtacIRPoints[_jtacGroupName] = _result.irPoint --store so we can remove after end if _result.laserPoint then -- env.info(jtacUnit:getName() .. ' is Lasing '..enemyUnit:getName()..'. CODE:'..laserCode) ctld.jtacLaserPoints[_jtacGroupName] = _result.laserPoint end end else -- update lase if _oldLase ~= nil then _oldLase:setPoint(_enemyVectorUpdated) end if _oldIR ~= nil then _oldIR:setPoint(_enemyVectorUpdated) end end end -- get currently selected unit and check they're still in range function ctld.getCurrentUnit(_jtacUnit, _jtacGroupName) local _unit = nil if ctld.jtacCurrentTargets[_jtacGroupName] ~= nil then _unit = Unit.getByName(ctld.jtacCurrentTargets[_jtacGroupName].name) end local _tempPoint = nil local _tempDist = nil local _tempPosition = nil local _jtacPosition = _jtacUnit:getPosition() local _jtacPoint = _jtacUnit:getPoint() if _unit ~= nil and _unit:getLife() > 0 and _unit:isActive() == true then -- calc distance _tempPoint = _unit:getPoint() -- tempPosition = unit:getPosition() _tempDist = ctld.getDistance(_unit:getPoint(), _jtacUnit:getPoint()) if _tempDist < ctld.JTAC_maxDistance then -- calc visible -- check slightly above the target as rounding errors can cause issues, plus the unit has some height anyways local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z } local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z } if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then return _unit end end end return nil end -- Find nearest enemy to JTAC that isn't blocked by terrain function ctld.findNearestVisibleEnemy(_jtacUnit, _targetType,_distance) local _maxDistance = _distance or ctld.JTAC_maxDistance local _x = 1 local _i = 1 local _units = nil local _groupName = nil local _nearestUnit = nil local _nearestDistance = _maxDistance local _enemyGroups if _jtacUnit:getCoalition() == 1 then _enemyGroups = coalition.getGroups(2, Group.Category.GROUND) else _enemyGroups = coalition.getGroups(1, Group.Category.GROUND) end local _jtacPoint = _jtacUnit:getPoint() local _jtacPosition = _jtacUnit:getPosition() local _tempPoint = nil local _tempPosition = nil local _tempDist = nil -- finish this function local _vhpriority = false local _vpriority = false local _thpriority = false local _tpriority = false for _i = 1, #_enemyGroups do if _enemyGroups[_i] ~= nil then _groupName = _enemyGroups[_i]:getName() _units = ctld.getGroup(_groupName) if #_units > 0 then for _y = 1, #_units do local _targeted = false if not _distance then _targeted = ctld.alreadyTarget(_jtacUnit, _units[_x]) end -- calc distance _tempPoint = _units[_y]:getPoint() _tempDist = ctld.getDistance(_tempPoint, _jtacPoint) if _tempDist < _maxDistance and _tempDist < _nearestDistance then local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z } local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z } -- calc visible if land.isVisible(_offsetEnemyPos, _offsetJTACPos) and _targeted == false then if (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_y]) then _vhpriority = true elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_y]) then _vpriority = true elseif (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_y]) then _thpriority = true elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_y]) then _tpriority = true end end end end end end end for _i = 1, #_enemyGroups do if _enemyGroups[_i] ~= nil then _groupName = _enemyGroups[_i]:getName() _units = ctld.getGroup(_groupName) if #_units > 0 then for _x = 1, #_units do --check to see if a JTAC has already targeted this unit only if a distance --wasnt passed in local _targeted = false if not _distance then _targeted = ctld.alreadyTarget(_jtacUnit, _units[_x]) end local _allowedTarget = true if _targetType == "vehicle" and _vhpriority == true then _allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_x]) elseif _targetType == "vehicle" and _vpriority == true then _allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_x]) elseif _targetType == "vehicle" then _allowedTarget = ctld.isVehicle(_units[_x]) elseif _targetType == "troop" and _thpriority == true then _allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_x]) elseif _targetType == "troop" and _tpriority == true then _allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_x]) elseif _targetType == "troop" then _allowedTarget = ctld.isInfantry(_units[_x]) elseif _vhpriority == true or _thpriority == true then _allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) elseif _vpriority == true or _tpriority == true then _allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) else _allowedTarget = true end if _units[_x]:isActive() == true and _targeted == false and _allowedTarget == true then -- calc distance _tempPoint = _units[_x]:getPoint() _tempDist = ctld.getDistance(_tempPoint, _jtacPoint) if _tempDist < _maxDistance and _tempDist < _nearestDistance then local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z } local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z } -- calc visible if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then _nearestDistance = _tempDist _nearestUnit = _units[_x] end end end end end end end if _nearestUnit == nil then return nil end return _nearestUnit end -- tests whether the unit is targeted by another JTAC function ctld.alreadyTarget(_jtacUnit, _enemyUnit) for _, _jtacTarget in pairs(ctld.jtacCurrentTargets) do if _jtacTarget.unitId == _enemyUnit:getID() then -- env.info("ALREADY TARGET") return true end end return false end -- Returns only alive units from group but the group / unit may not be active function ctld.getGroup(groupName) local _groupUnits = Group.getByName(groupName) local _filteredUnits = {} --contains alive units local _x = 1 if _groupUnits ~= nil and _groupUnits:isExist() then _groupUnits = _groupUnits:getUnits() if _groupUnits ~= nil and #_groupUnits > 0 then for _x = 1, #_groupUnits do if _groupUnits[_x]:getLife() > 0 then -- removed and _groupUnits[_x]:isExist() as isExist doesnt work on single units! table.insert(_filteredUnits, _groupUnits[_x]) end end end end return _filteredUnits end function ctld.getAliveGroup(_groupName) local _group = Group.getByName(_groupName) if _group and _group:isExist() == true and #_group:getUnits() > 0 then return _group end return nil end -- gets the JTAC status and displays to coalition units function ctld.getJTACStatus(_args) --returns the status of all JTAC units local _playerUnit = ctld.getTransportUnit(_args[1]) if _playerUnit == nil then return end local _side = _playerUnit:getCoalition() local _jtacGroupName = nil local _jtacUnit = nil local _message = "JTAC STATUS: \n\n" for _jtacGroupName, _jtacDetails in pairs(ctld.jtacUnits) do --look up units _jtacUnit = Unit.getByName(_jtacDetails.name) if _jtacUnit ~= nil and _jtacUnit:getLife() > 0 and _jtacUnit:isActive() == true and _jtacUnit:getCoalition() == _side then local _enemyUnit = ctld.getCurrentUnit(_jtacUnit, _jtacGroupName) local _laserCode = ctld.jtacLaserPointCodes[_jtacGroupName] local _jtacColor = ctld.jtacColor[_jtacGroupName] if _laserCode == nil then _laserCode = "UNKNOWN" end if _enemyUnit ~= nil and _enemyUnit:getLife() > 0 and _enemyUnit:isActive() == true then _message = _message .. "" .. _jtacGroupName .. " targeting " .. _enemyUnit:getTypeName() .. " CODE: " .. _laserCode .. ctld.getPositionString(_enemyUnit) ..". Visual indication: " .. ctld.GetColorName(_jtacColor).. " smoke." .. "\n" else _message = _message .. "" .. _jtacGroupName .. " searching for targets" .. ctld.getPositionString(_jtacUnit) .. "\n" end end end if _message == "JTAC STATUS: \n\n" then _message = "No Active JTACs" end ctld.notifyCoalition(_message, 10, _side) end function ctld.GetColorName(_Color) local _ColorName = "No" if _Color == 0 then _ColorName = "Green" elseif _Color == 1 then _ColorName = "Red" elseif _Color == 2 then _ColorName = "White" elseif _Color == 3 then _ColorName = "Orange" elseif _Color == 4 then _ColorName = "Blue" end return _ColorName end function ctld.isInfantry(_unit) local _typeName = _unit:getTypeName() --type coerce tostring _typeName = string.lower(_typeName .. "") local _soldierType = { "infantry", "paratrooper", "stinger", "manpad", "mortar" } for _key, _value in pairs(_soldierType) do if string.match(_typeName, _value) then return true end end return false end -- assume anything that isnt soldier is vehicle function ctld.isVehicle(_unit) if ctld.isInfantry(_unit) then return false end return true end -- The entered value can range from 1111 - 1788, -- -- but the first digit of the series must be a 1 or 2 -- -- and the last three digits must be between 1 and 8. -- The range used to be bugged so its not 1 - 8 but 0 - 7. -- function below will use the range 1-7 just incase function ctld.generateLaserCode() ctld.jtacGeneratedLaserCodes = {} -- generate list of laser codes local _code = 1111 local _count = 1 while _code < 1777 and _count < 30 do while true do _code = _code + 1 if not ctld.containsDigit(_code, 8) and not ctld.containsDigit(_code, 9) and not ctld.containsDigit(_code, 0) then table.insert(ctld.jtacGeneratedLaserCodes, _code) --env.info(_code.." Code") break end end _count = _count + 1 end end function ctld.jtacGetLaserCodeBySide(_side) return ctld.laser_codes[_side] end function ctld.containsDigit(_number, _numberToFind) local _thisNumber = _number local _thisDigit = 0 while _thisNumber ~= 0 do _thisDigit = _thisNumber % 10 _thisNumber = math.floor(_thisNumber / 10) if _thisDigit == _numberToFind then return true end end return false end -- 200 - 400 in 10KHz -- 400 - 850 in 10 KHz -- 850 - 1250 in 50 KHz function ctld.generateVHFrequencies() --ignore list --list of all frequencies in KHZ that could conflict with -- 191 - 1290 KHz, beacon range local _skipFrequencies = { 745, --Astrahan 381, 384, 300.50, 312.5, 1175, 342, 735, 300.50, 353.00, 440, 795, 525, 520, 690, 625, 291.5, 300.50, 435, 309.50, 920, 1065, 274, 312.50, 580, 602, 297.50, 750, 485, 950, 214, 1025, 730, 995, 455, 307, 670, 329, 395, 770, 380, 705, 300.5, 507, 740, 1030, 515, 330, 309.5, 348, 462, 905, 352, 1210, 942, 435, 324, 320, 420, 311, 389, 396, 862, 680, 297.5, 920, 662, 866, 907, 309.5, 822, 515, 470, 342, 1182, 309.5, 720, 528, 337, 312.5, 830, 740, 309.5, 641, 312, 722, 682, 1050, 1116, 935, 1000, 430, 577, 326 -- Nevada } ctld.freeVHFFrequencies = {} local _start = 200000 -- first range while _start < 400000 do -- skip existing NDB frequencies local _found = false for _, value in pairs(_skipFrequencies) do if value * 1000 == _start then _found = true break end end if _found == false then table.insert(ctld.freeVHFFrequencies, _start) end _start = _start + 10000 end _start = 400000 -- second range while _start < 850000 do -- skip existing NDB frequencies local _found = false for _, value in pairs(_skipFrequencies) do if value * 1000 == _start then _found = true break end end if _found == false then table.insert(ctld.freeVHFFrequencies, _start) end _start = _start + 10000 end _start = 850000 -- third range while _start <= 1250000 do -- skip existing NDB frequencies local _found = false for _, value in pairs(_skipFrequencies) do if value * 1000 == _start then _found = true break end end if _found == false then table.insert(ctld.freeVHFFrequencies, _start) end _start = _start + 50000 end end -- 220 - 399 MHZ, increments of 0.5MHZ function ctld.generateUHFrequencies() ctld.freeUHFFrequencies = {} local _start = 220000000 while _start < 399000000 do table.insert(ctld.freeUHFFrequencies, _start) _start = _start + 500000 end end -- 220 - 399 MHZ, increments of 0.5MHZ -- -- first digit 3-7MHz -- -- second digit 0-5KHz -- -- third digit 0-9 -- -- fourth digit 0 or 5 -- -- times by 10000 -- function ctld.generateFMFrequencies() ctld.freeFMFrequencies = {} local _start = 220000000 while _start < 399000000 do _start = _start + 500000 end for _first = 3, 7 do for _second = 0, 5 do for _third = 0, 9 do local _frequency = ((100 * _first) + (10 * _second) + _third) * 100000 --extra 0 because we didnt bother with 4th digit table.insert(ctld.freeFMFrequencies, _frequency) end end end end function ctld.getPositionString(_unit) if ctld.JTAC_location == false then return "" end local _lat, _lon = coord.LOtoLL(_unit:getPosition().p) local _latLngStr = mist.tostringLL(_lat, _lon, 3, false) local _mgrsString = mist.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(_unit:getPosition().p)), 5) return " @ " .. _latLngStr .. " - MGRS " .. _mgrsString end -- ***************** SETUP SCRIPT **************** assert(mist ~= nil, "\n\n** HEY MISSION-DESIGNER! **\n\nMiST has not been loaded!\n\nMake sure MiST 3.6 or higher is running\n*before* running this script!\n") ctld.addedTo = {} ctld.spawnedCratesRED = {} -- use to store crates that have been spawned ctld.spawnedCratesBLUE = {} -- use to store crates that have been spawned ctld.droppedTroopsRED = {} -- stores dropped troop groups ctld.droppedTroopsBLUE = {} -- stores dropped troop groups ctld.droppedVehiclesRED = {} -- stores vehicle groups for c-130 / hercules ctld.droppedVehiclesBLUE = {} -- stores vehicle groups for c-130 / hercules ctld.inTransitTroops = {} ctld.inTransitFOBCrates = {} ctld.inTransitSlingLoadCrates = {} -- stores crates that are being transported by helicopters for alternative to real slingload ctld.droppedFOBCratesRED = {} ctld.droppedFOBCratesBLUE = {} ctld.builtFOBS = {} -- stores fully built fobs ctld.completeAASystems = {} -- stores complete spawned groups from multiple crates ctld.fobBeacons = {} -- stores FOB radio beacon details, refreshed every 60 seconds ctld.deployedRadioBeacons = {} -- stores details of deployed radio beacons ctld.beaconCount = 1 ctld.usedUHFFrequencies = {} ctld.usedVHFFrequencies = {} ctld.usedFMFrequencies = {} ctld.freeUHFFrequencies = {} ctld.freeVHFFrequencies = {} ctld.freeFMFrequencies = {} --used to lookup what the crate will contain ctld.crateLookupTable = {} ctld.extractZones = {} -- stored extract zones ctld.missionEditorCargoCrates = {} --crates added by mission editor for triggering cratesinzone ctld.hoverStatus = {} -- tracks status of a helis hover above a crate ctld.callbacks = {} -- function callback -- Remove intransit troops when heli / cargo plane dies --ctld.eventHandler = {} --function ctld.eventHandler:onEvent(_event) -- -- if _event == nil or _event.initiator == nil then -- env.info("CTLD null event") -- elseif _event.id == 9 then -- -- Pilot dead -- ctld.inTransitTroops[_event.initiator:getName()] = nil -- -- elseif world.event.S_EVENT_EJECTION == _event.id or _event.id == 8 then -- -- env.info("Event unit - Pilot Ejected or Unit Dead") -- ctld.inTransitTroops[_event.initiator:getName()] = nil -- -- -- env.info(_event.initiator:getName()) -- end -- --end -- create crate lookup table for _subMenuName, _crates in pairs(ctld.spawnableCrates) do for _, _crate in pairs(_crates) do -- convert number to string otherwise we'll have a pointless giant -- table. String means 'hashmap' so it will only contain the right number of elements ctld.crateLookupTable[tostring(_crate.weight)] = _crate end end --sort out pickup zones for _, _zone in pairs(ctld.pickupZones) do local _zoneName = _zone[1] local _zoneColor = _zone[2] local _zoneActive = _zone[4] if _zoneColor == "green" then _zone[2] = trigger.smokeColor.Green elseif _zoneColor == "red" then _zone[2] = trigger.smokeColor.Red elseif _zoneColor == "white" then _zone[2] = trigger.smokeColor.White elseif _zoneColor == "orange" then _zone[2] = trigger.smokeColor.Orange elseif _zoneColor == "blue" then _zone[2] = trigger.smokeColor.Blue else _zone[2] = -1 -- no smoke colour end -- add in counter for troops or units if _zone[3] == -1 then _zone[3] = 10000; end -- change active to 1 / 0 if _zoneActive == "yes" then _zone[4] = 1 else _zone[4] = 0 end end --sort out dropoff zones for _, _zone in pairs(ctld.dropOffZones) do local _zoneColor = _zone[2] if _zoneColor == "green" then _zone[2] = trigger.smokeColor.Green elseif _zoneColor == "red" then _zone[2] = trigger.smokeColor.Red elseif _zoneColor == "white" then _zone[2] = trigger.smokeColor.White elseif _zoneColor == "orange" then _zone[2] = trigger.smokeColor.Orange elseif _zoneColor == "blue" then _zone[2] = trigger.smokeColor.Blue else _zone[2] = -1 -- no smoke colour end --mark as active for refresh smoke logic to work _zone[4] = 1 end --sort out waypoint zones for _, _zone in pairs(ctld.wpZones) do local _zoneColor = _zone[2] if _zoneColor == "green" then _zone[2] = trigger.smokeColor.Green elseif _zoneColor == "red" then _zone[2] = trigger.smokeColor.Red elseif _zoneColor == "white" then _zone[2] = trigger.smokeColor.White elseif _zoneColor == "orange" then _zone[2] = trigger.smokeColor.Orange elseif _zoneColor == "blue" then _zone[2] = trigger.smokeColor.Blue else _zone[2] = -1 -- no smoke colour end --mark as active for refresh smoke logic to work -- change active to 1 / 0 if _zone[3] == "yes" then _zone[3] = 1 else _zone[3] = 0 end end -- Sort out extractable groups for _, _groupName in pairs(ctld.extractableGroups) do local _group = Group.getByName(_groupName) if _group ~= nil then if _group:getCoalition() == 1 then table.insert(ctld.droppedTroopsRED, _group:getName()) else table.insert(ctld.droppedTroopsBLUE, _group:getName()) end end end -- Seperate troop teams into red and blue for random AI pickups if ctld.allowRandomAiTeamPickups == true then ctld.redTeams = {} ctld.blueTeams = {} for _,_loadGroup in pairs(ctld.loadableGroups) do if not _loadGroup.side then table.insert(ctld.redTeams, _) table.insert(ctld.blueTeams, _) elseif _loadGroup.side == 1 then table.insert(ctld.redTeams, _) elseif _loadGroup.side == 2 then table.insert(ctld.blueTeams, _) end end end -- add total count for _,_loadGroup in pairs(ctld.loadableGroups) do _loadGroup.total = 0 if _loadGroup.aa then _loadGroup.total = _loadGroup.aa + _loadGroup.total end if _loadGroup.inf then _loadGroup.total = _loadGroup.inf + _loadGroup.total end if _loadGroup.mg then _loadGroup.total = _loadGroup.mg + _loadGroup.total end if _loadGroup.at then _loadGroup.total = _loadGroup.at + _loadGroup.total end if _loadGroup.mortar then _loadGroup.total = _loadGroup.mortar + _loadGroup.total end end -- Scheduled functions (run cyclically) -- but hold execution for a second so we can override parts timer.scheduleFunction(ctld.checkAIStatus, nil, timer.getTime() + 1) timer.scheduleFunction(ctld.checkTransportStatus, nil, timer.getTime() + 5) timer.scheduleFunction(function() timer.scheduleFunction(ctld.refreshRadioBeacons, nil, timer.getTime() + 5) timer.scheduleFunction(ctld.refreshSmoke, nil, timer.getTime() + 5) timer.scheduleFunction(ctld.addF10MenuOptions, nil, timer.getTime() + 5) if ctld.enableCrates == true and ctld.slingLoad == false and ctld.hoverPickup == true then timer.scheduleFunction(ctld.checkHoverStatus, nil, timer.getTime() + 1) end end,nil, timer.getTime()+1 ) --event handler for deaths --world.addEventHandler(ctld.eventHandler) --env.info("CTLD event handler added") env.info("Generating Laser Codes") ctld.generateLaserCode() env.info("Generated Laser Codes") env.info("Generating UHF Frequencies") ctld.generateUHFrequencies() env.info("Generated UHF Frequencies") env.info("Generating VHF Frequencies") ctld.generateVHFrequencies() env.info("Generated VHF Frequencies") env.info("Generating FM Frequencies") ctld.generateFMFrequencies() env.info("Generated FM Frequencies") -- Search for crates -- Crates are NOT returned by coalition.getStaticObjects() for some reason -- Search for crates in the mission editor instead env.info("Searching for Crates") for _coalitionName, _coalitionData in pairs(env.mission.coalition) do if (_coalitionName == 'red' or _coalitionName == 'blue') and type(_coalitionData) == 'table' then if _coalitionData.country then --there is a country table for _, _countryData in pairs(_coalitionData.country) do if type(_countryData) == 'table' then for _objectTypeName, _objectTypeData in pairs(_countryData) do if _objectTypeName == "static" then if ((type(_objectTypeData) == 'table') and _objectTypeData.group and (type(_objectTypeData.group) == 'table') and (#_objectTypeData.group > 0)) then for _groupId, _group in pairs(_objectTypeData.group) do if _group and _group.units and type(_group.units) == 'table' then for _unitNum, _unit in pairs(_group.units) do if _unit.canCargo == true then local _cargoName = env.getValueDictByKey(_unit.name) ctld.missionEditorCargoCrates[_cargoName] = _cargoName env.info("Crate Found: " .. _unit.name.." - Unit: ".._cargoName) end end end end end end end end end end end end env.info("END search for crates") env.info("CTLD READY") --DEBUG FUNCTION -- for key, value in pairs(getmetatable(_spawnedCrate)) do -- env.info(tostring(key)) -- env.info(tostring(value)) -- end