Release 1.8.3

Adds ability to block a slot using optional other script
Extra fix for rescue to FARP to work around DCS Bug
This commit is contained in:
Ciaran Fisher
2016-01-17 12:43:15 +00:00
parent f05e3aca04
commit a6ee7901bd
3 changed files with 258 additions and 61 deletions

167
CSAR.lua
View File

@@ -1,11 +1,11 @@
-- CSAR Script for DCS Ciribob - 2015
-- Version 1.8.2 - 31/12/2015
-- Version 1.8.3 - 17/01/2016
-- DCS 1.5 Compatible - Needs Mist 4.0.55 or higher!
csar = {}
-- SETTINGS FOR MISSION DESIGNER vvvvvvvvvvvvvvvvvv
csar.csarUnits = {
csar.csarUnits = {
"helicargo1",
"helicargo2",
"helicargo3",
@@ -98,30 +98,30 @@ csar.csarUnits = {
} -- List of all the MEDEVAC _UNIT NAMES_ (the line where it says "Pilot" in the ME)!
csar.bluemash = {
"BlueMASH #1",
"BlueMASH #2",
"BlueMASH #3",
"BlueMASH #4",
"BlueMASH #5",
"BlueMASH #6",
"BlueMASH #7",
"BlueMASH #8",
"BlueMASH #9",
"BlueMASH #10"
} -- The unit that serves as MASH for the blue side
csar.bluemash = {
"BlueMASH #1",
"BlueMASH #2",
"BlueMASH #3",
"BlueMASH #4",
"BlueMASH #5",
"BlueMASH #6",
"BlueMASH #7",
"BlueMASH #8",
"BlueMASH #9",
"BlueMASH #10"
} -- The unit that serves as MASH for the blue side
csar.redmash = {
"RedMASH #1",
"RedMASH #2",
"RedMASH #3",
"RedMASH #4",
"RedMASH #5",
"RedMASH #6",
"RedMASH #7",
"RedMASH #8",
"RedMASH #9",
"RedMASH #10"
csar.redmash = {
"RedMASH #1",
"RedMASH #2",
"RedMASH #3",
"RedMASH #4",
"RedMASH #5",
"RedMASH #6",
"RedMASH #7",
"RedMASH #8",
"RedMASH #9",
"RedMASH #10"
} -- The unit that serves as MASH for the red side
csar.disableAircraft = true -- DISABLE player aircraft until the pilot is rescued?
@@ -139,6 +139,11 @@ csar.disableCSARAircraft = false -- if set to TRUE then if a CSAR heli crashes o
csar.enableForAI = false -- set to false to disable AI units from being rescued.
csar.enableSlotBlocking = false -- if set to true, you need to put the csarSlotBlockGameGUI.lua
-- in C:/Users/<YOUR USERNAME>/DCS/Scripts for 1.5 or C:/Users/<YOUR USERNAME>/DCS.openalpha/Scripts for 2.0
-- For missions using FLAGS and this script, make sure that all mission value numbers are higher than 1000 to ensure
-- the scripts dont conflict
csar.bluesmokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue
csar.redsmokecolor = 1 -- Color of smokemarker for red side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue
@@ -162,7 +167,7 @@ csar.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or
-- SETTINGS FOR MISSION DESIGNER ^^^^^^^^^^^^^^^^^^^*
-- Sanity checks of mission designer
assert(mist ~= nil, "\n\n** HEY MISSION-DESIGNER! **\n\nMiST has not been loaded!\n\nMake sure MiST 3.7 or higher is running\n*before* running this script!\n")
assert(mist ~= nil, "\n\n** HEY MISSION-DESIGNER! **\n\nMiST has not been loaded!\n\nMake sure MiST 4.0.57 or higher is running\n*before* running this script!\n")
csar.addedTo = {}
@@ -182,12 +187,14 @@ csar.heliCloseMessage = {} -- tracks heli close message ie heli < 500m distance
csar.radioBeacons = {} -- all current beacons
csar.max_units = 5 --number of pilots that can be carried
csar.max_units = 6 --number of pilots that can be carried
csar.currentlyDisabled = {} --stored disabled aircraft
csar.hoverStatus = {} -- tracks status of a helis hover above a downed pilot
function csar.tableLength(T)
if T == nil then
@@ -220,31 +227,31 @@ function csar.eventHandler:onEvent(_event)
elseif _event.id == 15 then --player entered unit
-- if its a sar heli, re-add check status script
for _, _heliName in pairs(csar.csarUnits) do
-- if its a sar heli, re-add check status script
for _, _heliName in pairs(csar.csarUnits) do
if _heliName == _event.initiator:getName() then
-- add back the status script
for _woundedName, _groupInfo in pairs(csar.woundedGroups) do
if _heliName == _event.initiator:getName() then
-- add back the status script
for _woundedName, _groupInfo in pairs(csar.woundedGroups) do
if _groupInfo.side == _event.initiator:getCoalition() then
if _groupInfo.side == _event.initiator:getCoalition() then
--env.info(string.format("Schedule Respawn %s %s",_heliName,_woundedName))
-- queue up script
-- Schedule timer to check when to pop smoke
timer.scheduleFunction(csar.checkWoundedGroupStatus, { _heliName, _woundedName }, timer.getTime() + 5)
--env.info(string.format("Schedule Respawn %s %s",_heliName,_woundedName))
-- queue up script
-- Schedule timer to check when to pop smoke
timer.scheduleFunction(csar.checkWoundedGroupStatus, { _heliName, _woundedName }, timer.getTime() + 5)
end
end
end
end
end
if _event.initiator:getName() then
if _event.initiator:getName() then
env.info("Checking Unit - ".._event.initiator:getName())
csar.checkDisabledAircraftStatus( _event.initiator:getName())
end
env.info("Checking Unit - ".._event.initiator:getName())
csar.checkDisabledAircraftStatus( _event.initiator:getName())
end
return true
return true
elseif (_event.id == 9) then
-- Pilot dead
@@ -275,7 +282,15 @@ function csar.eventHandler:onEvent(_event)
end
end
csar.currentlyDisabled[_unit:getName()] = {timeout = (csar.disableTimeoutTime*60) + timer.getTime(),desc="",noPilot = true}
csar.currentlyDisabled[_unit:getName()] = {timeout = (csar.disableTimeoutTime*60) + timer.getTime(),desc="",noPilot = true,unitId=_unit:getID() }
-- disable aircraft
if csar.enableSlotBlocking then
trigger.action.setUserFlag(_unit:getID(),100)
env.info("Unit Disabled: ".._unit:getName().." ID:".._unit:getID())
end
end
return
@@ -332,8 +347,15 @@ function csar.eventHandler:onEvent(_event)
end
if _disable then
csar.currentlyDisabled[_unit:getName()] = {timeout = (csar.disableTimeoutTime*60) + timer.getTime(),desc=_text, noPilot = false}
csar.currentlyDisabled[_unit:getName()] = {timeout = (csar.disableTimeoutTime*60) + timer.getTime(),desc=_text, noPilot = false,unitId=_unit:getID()}
-- timer.scheduleFunction(csar.checkDisabledAircraftStatus, _unit:getName(), timer.getTime() + 1)
-- disable aircraft
if csar.enableSlotBlocking then
trigger.action.setUserFlag(_unit:getID(),100)
env.info("Unit Disabled: ".._unit:getName().." ID:".._unit:getID())
end
end
end
@@ -347,21 +369,31 @@ function csar.eventHandler:onEvent(_event)
if csar.allowFARPRescue then
-- env.info("Landing")
local _unit = _event.initiator
if _unit == nil then
-- env.info("Unit Nil on Landing")
return -- error!
end
local _place = _event.place
if _place == nil then
-- env.info("Landing Place Nil")
return -- error!
end
if _place:getCoalition() == _unit:getCoalition() or _place:getCoalition() == 0 then
-- Coalition == 3 seems to be a bug... unless it means contested?!
if _place:getCoalition() == _unit:getCoalition() or _place:getCoalition() == 0 or _place:getCoalition() == 3 then
csar.rescuePilots(_unit)
--env.info("Rescued")
-- env.info("Rescued by Landing")
else
-- env.info("Cant Rescue ")
-- env.info(string.format("airfield %d, unit %d",_place:getCoalition(),_unit:getCoalition()))
end
end
@@ -374,6 +406,18 @@ function csar.eventHandler:onEvent(_event)
end
end
function csar.enableAircraft(_name)
--remove from disabled
local _disabledAircraft = csar.currentlyDisabled[_name]
if _disabledAircraft ~= nil and csar.enableSlotBlocking then
trigger.action.setUserFlag(_disabledAircraft.unitId,0)
env.info("Unit Enable: ".._name.." ID:".._disabledAircraft.unitId)
end
csar.currentlyDisabled[_name] = nil
end
function csar.checkDisabledAircraftStatus(_name)
local _details = csar.currentlyDisabled[_name]
@@ -382,8 +426,7 @@ function csar.checkDisabledAircraftStatus(_name)
if csar.disableAircraftTimeout and timer.getTime() >= _details.timeout then
--remove from disabled
csar.currentlyDisabled[_name] = nil
csar.enableAircraft(_name)
return
end
@@ -433,14 +476,14 @@ function csar.destroyUnit(_unit)
-- if a new player got in it'll be destroyed in a bit anyways
if _unit ~= nil and _unit:getPlayerName() ~= nil then
if csar.heightDiff(_unit) > csar.destructionHeight then
if csar.heightDiff(_unit) > csar.destructionHeight then
csar.displayMessageToSAR(_unit, "Aircraft Destroyed as the pilot needs to be rescued!", 10,true)
--if we're off the ground then explode
trigger.action.explosion(_unit:getPoint(),100);
csar.displayMessageToSAR(_unit, "Aircraft Destroyed as the pilot needs to be rescued!", 10,true)
--if we're off the ground then explode
trigger.action.explosion(_unit:getPoint(),100);
return true
end
return true
end
--_unit:destroy() destroy doesnt work for playes who arent the host in multiplayer
end
@@ -885,7 +928,8 @@ function csar.scheduledSARFlight(_args)
-- enable pilots again
for _, _rescueGroup in pairs(_rescuedGroups) do
csar.currentlyDisabled[_rescueGroup.originalUnit] = nil
csar.enableAircraft(_rescueGroup.originalUnit)
end
end
@@ -904,11 +948,11 @@ function csar.scheduledSARFlight(_args)
local _dist = csar.getClosetMASH(_heliUnit)
if _dist == -1 then
-- Can now rescue to FARP
-- Can now rescue to FARP
-- Mash Dead
-- csar.inTransitGroups[_heliUnit:getName()][_woundedGroupName] = nil
-- csar.inTransitGroups[_heliUnit:getName()][_woundedGroupName] = nil
-- csar.displayMessageToSAR(_heliUnit, string.format("%s: NO MASH! The pilot died of despair!", _heliUnit:getName()), 10)
-- csar.displayMessageToSAR(_heliUnit, string.format("%s: NO MASH! The pilot died of despair!", _heliUnit:getName()), 10)
return
end
@@ -948,12 +992,13 @@ function csar.rescuePilots(_heliUnit)
-- enable pilots again
for _, _rescueGroup in pairs(_rescuedGroups) do
csar.currentlyDisabled[_rescueGroup.originalUnit] = nil
csar.enableAircraft(_rescueGroup.originalUnit)
end
csar.displayMessageToSAR(_heliUnit, _txt, 10)
env.info("Rescued")
-- env.info("Rescued")
end

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152
csarSlotBlockGameGUI.lua Normal file
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@@ -0,0 +1,152 @@
local csarSlotBlock = {} -- DONT REMOVE!!!
--[[
CSAR Slot Blocking - V1.8.3
Put this file in C:/Users/<YOUR USERNAME>/DCS/Scripts for 1.5 or C:/Users/<YOUR USERNAME>/DCS.openalpha/Scripts for 2.0
This script will use flags to disable and enable slots when a pilot is shot down and ejects.
*** NOTE: if you're using FLAGS in your mission, pick high values, above 1000 for flag numbers so this script doesn't interfere
with your mission flags ***
]]
csarSlotBlock.showEnabledMessage = true -- if set to true, the player will be told that the slot is enabled when switching to it
csarSlotBlock.version = "1.8.3"
-- Logic for determining if player is allowed in a slot
function csarSlotBlock.shouldAllowSlot(_playerID, _slotID) -- _slotID == Unit ID unless its multi aircraft in which case slotID is unitId_seatID
local _unitId = csarSlotBlock.getUnitId(_slotID);
local _status,_error = net.dostring_in('server', " return trigger.misc.getUserFlag(".._unitId.."); ")
if not _status and _error then
net.log("error getting flag: ".._error)
return true
else
-- net.log("flag value ".._unitId.." value: ".._status)
--disabled
if tonumber(_status) == 100 then
return false
else
return true
end
end
end
-- _slotID == Unit ID unless its multi aircraft in which case slotID is unitId_seatID
function csarSlotBlock.getUnitId(_slotID)
local _unitId = tostring(_slotID)
if string.find(tostring(_unitId),"_",1,true) then
--extract substring
_unitId = string.sub(_unitId,1,string.find(_unitId,"_",1,true))
net.log("Unit ID Substr ".._unitId)
end
return tonumber(_unitId)
end
--DOC
-- onGameEvent(eventName,arg1,arg2,arg3,arg4)
--"friendly_fire", playerID, weaponName, victimPlayerID
--"mission_end", winner, msg
--"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName
--"self_kill", playerID
--"change_slot", playerID, slotID, prevSide
--"connect", id, name
--"disconnect", ID_, name, playerSide
--"crash", playerID, unit_missionID
--"eject", playerID, unit_missionID
--"takeoff", playerID, unit_missionID, airdromeName
--"landing", playerID, unit_missionID, airdromeName
--"pilot_death", playerID, unit_missionID
--
csarSlotBlock.onGameEvent = function(eventName,playerID,arg2,arg3,arg4) -- This stops the user flying again after crashing or other events
if DCS.isServer() and DCS.isMultiplayer() then
if DCS.getModelTime() > 1 then -- must check this to prevent a possible CTD by using a_do_script before the game is ready to use a_do_script. -- Source GRIMES :)
if eventName ~= "connect"
and eventName ~= "disconnect"
and eventName ~= "mission_end"
and eventName ~= "change_slot" then
-- is player in a slot and valid?
local _playerDetails = net.get_player_info(playerID)
if _playerDetails ~=nil and _playerDetails.side ~= 0 and _playerDetails.slot ~= "" and _playerDetails.slot ~= nil then
local _allow = csarSlotBlock.shouldAllowSlot(playerID, _playerDetails.slot)
if not _allow then
csarSlotBlock.rejectPlayer(playerID)
end
end
end
end
end
end
csarSlotBlock.onPlayerTryChangeSlot = function(playerID, side, slotID)
if DCS.isServer() and DCS.isMultiplayer() then
if (side ~=0 and slotID ~='' and slotID ~= nil) then
local _allow = csarSlotBlock.shouldAllowSlot(playerID,slotID)
if not _allow then
csarSlotBlock.rejectPlayer(playerID)
return false
else
local _playerName = net.get_player_info(playerID, 'name')
if _playerName ~= nil and csarSlotBlock.showEnabledMessage then
--Disable chat message to user
local _chatMessage = string.format("*** %s - Aircraft Enabled! If you eject you will need to be rescued by CSAR. Protect the Helis! ***",_playerName)
net.send_chat_to(_chatMessage, playerID)
end
end
end
net.log("CSAR - allowing - playerid: "..playerID.." side:"..side.." slot: "..slotID)
end
return true
end
csarSlotBlock.rejectPlayer = function(playerID)
net.log("Reject Slot - force spectators - "..playerID)
-- put to spectators
net.force_player_slot(playerID, 0, '')
local _playerName = net.get_player_info(playerID, 'name')
if _playerName ~= nil then
--Disable chat message to user
local _chatMessage = string.format("*** Sorry %s - Slot DISABLED, Pilot has been shot down and needs to be rescued by CSAR ***",_playerName)
net.send_chat_to(_chatMessage, playerID)
end
end
csarSlotBlock.trimStr = function(_str)
return string.format( "%s", _str:match( "^%s*(.-)%s*$" ) )
end
DCS.setUserCallbacks(csarSlotBlock)
net.log("Loaded - CSAR SLOT BLOCK k v"..csarSlotBlock.version.. " by Ciribob")