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small corrections to PR153
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CTLD.lua
28
CTLD.lua
@ -40,11 +40,11 @@ end
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ctld.Id = "CTLD - "
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--- Version.
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ctld.Version = "1.4.0"
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ctld.Version = "1.5.0"
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-- To add debugging messages to dcs.log, change the following log levels to `true`; `Debug` is less detailed than `Trace`
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ctld.Debug = true
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ctld.Trace = true
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ctld.Debug = false
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ctld.Trace = false
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ctld.dontInitialize = false -- if true, ctld.initialize() will not run; instead, you'll have to run it from your own code - it's useful when you want to override some functions/parameters before the initialization takes place
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@ -452,15 +452,13 @@ ctld.troopPickupAtFOB = true -- if true, troops can also be picked up
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ctld.buildTimeFOB = 120 --time in seconds for the FOB to be built
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ctld.crateWaitTime = 40 -- time in seconds to wait before you can spawn another crate
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ctld.forceCrateToBeMoved = true -- a crate must be picked up at least once and moved before it can be unpacked. Helps to reduce crate spam
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ctld.radioSound =
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"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!
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ctld.radioSoundFC3 =
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"beaconsilent.ogg" -- name of the second silent radio file, used so FC3 aircraft dont hear ALL the beacon noises... :)
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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!
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ctld.radioSoundFC3 ="beaconsilent.ogg" -- name of the second silent radio file, used so FC3 aircraft dont hear ALL the beacon noises... :)
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ctld.deployedBeaconBattery = 30 -- the battery on deployed beacons will last for this number minutes before needing to be re-deployed
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ctld.enabledRadioBeaconDrop = true -- if its set to false then beacons cannot be dropped by units
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ctld.allowRandomAiTeamPickups = false -- Allows the AI to randomize the loading of infantry teams (specified below) at pickup zones
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-- Limit the dropping of infantry teams -- this limit control is inactive if ctld.nbLimitSpwanedTroops = {0, 0} ----
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ctld.nbLimitSpwanedTroops = {0, 0} -- {redLimitInfantryCount, blueLimitInfantryCount} when this cumulative number of troops is reached, no more troops can be loaded onboard
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-- Limit the dropping of infantry teams -- this limit control is inactive if ctld.nbLimitSpawnedTroops = {0, 0} ----
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ctld.nbLimitSpawnedTroops = {0, 0} -- {redLimitInfantryCount, blueLimitInfantryCount} when this cumulative number of troops is reached, no more troops can be loaded onboard
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ctld.InfantryInGameCount = {0, 0} -- {redCoaInfantryCount, blueCoaInfantryCount}
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-- Simulated Sling load configuration
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@ -1033,7 +1031,7 @@ ctld.spawnableCrates = {
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--- BLUE
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{ weight = 1000.01, desc = ctld.i18n_translate("Humvee - MG"), unit = "M1043 HMMWV Armament", side = 2 }, --careful with the names as the script matches the desc to JTAC types
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{ weight = 1000.02, desc = ctld.i18n_translate("Humvee - TOW"), unit = "M1045 HMMWV TOW", side = 2, cratesRequired = 2 },
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{ multiple = { 1000.02,1000.02 }, desc = ctld.i18n_translate("Humvee - TOW - All crates"), side = 2 },
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{ multiple = { 1000.02,1000.02 }, desc = ctld.i18n_translate("Humvee - TOW - All crates"), side = 2 },
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{ weight = 1000.03, desc = ctld.i18n_translate("Light Tank - MRAP"), unit = "MaxxPro_MRAP", side = 2, cratesRequired = 2 },
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{ multiple = { 1000.03, 1000.03 }, desc = ctld.i18n_translate("Light Tank - MRAP - All crates"), side = 2 },
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{ weight = 1000.04, desc = ctld.i18n_translate("Med Tank - LAV-25"), unit = "LAV-25", side = 2, cratesRequired = 3 },
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@ -1773,7 +1771,7 @@ end
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-- Deactivates a Waypoint zone
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-- Deactivates a Waypoint zone when called from a trigger
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-- EG: ctld.deactivateWaypointZone("wpzone3")
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-- This disables wpzone3 so that troops dropped in this zone will search for troops as normal
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-- This disables wpzone3 so that troops dropped in this zone will search for troops as normal
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-- These functions can be called by triggers
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function ctld.deactivateWaypointZone(_zoneName)
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local _triggerZone = trigger.misc.getZone(_zoneName)
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@ -3226,13 +3224,13 @@ function ctld.loadTroopsFromZone(_args)
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elseif _zone.inZone == true then
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local heloCoa = _heli:getCoalition()
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ctld.logTrace("FG_ heloCoa = %s", ctld.p(heloCoa))
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ctld.logTrace("FG_ (ctld.nbLimitSpwanedTroops[1]~=0 or ctld.nbLimitSpwanedTroops[2]~=0) = %s", ctld.p(ctld.nbLimitSpwanedTroops[1]~=0 or ctld.nbLimitSpwanedTroops[2]~=0))
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ctld.logTrace("FG_ (ctld.nbLimitSpawnedTroops[1]~=0 or ctld.nbLimitSpawnedTroops[2]~=0) = %s", ctld.p(ctld.nbLimitSpawnedTroops[1]~=0 or ctld.nbLimitSpawnedTroops[2]~=0))
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ctld.logTrace("FG_ ctld.InfantryInGameCount[heloCoa] = %s", ctld.p(ctld.InfantryInGameCount[heloCoa]))
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ctld.logTrace("FG_ _groupTemplate.total = %s", ctld.p(_groupTemplate.total))
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ctld.logTrace("FG_ ctld.nbLimitSpwanedTroops[%s].total = %s", ctld.p(heloCoa), ctld.p(ctld.nbLimitSpwanedTroops[heloCoa]))
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ctld.logTrace("FG_ ctld.nbLimitSpawnedTroops[%s].total = %s", ctld.p(heloCoa), ctld.p(ctld.nbLimitSpawnedTroops[heloCoa]))
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local limitReached = true
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if (ctld.nbLimitSpwanedTroops[1]~=0 or ctld.nbLimitSpwanedTroops[2]~=0) and (ctld.InfantryInGameCount[heloCoa] + _groupTemplate.total > ctld.nbLimitSpwanedTroops[heloCoa]) then -- load troops only if Coa limit not reached
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if (ctld.nbLimitSpawnedTroops[1]~=0 or ctld.nbLimitSpawnedTroops[2]~=0) and (ctld.InfantryInGameCount[heloCoa] + _groupTemplate.total > ctld.nbLimitSpawnedTroops[heloCoa]) then -- load troops only if Coa limit not reached
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ctld.displayMessageToGroup(_heli, ctld.i18n_translate("Count Infantries limit in the mission reached, you can't load more troops"), 10)
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return false
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end
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@ -8393,7 +8391,7 @@ function ctld.initialize()
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if ctld.enableAutoOrbitingFlyingJtacOnTarget then
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timer.scheduleFunction(ctld.TreatOrbitJTAC, {}, timer.getTime()+3)
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end
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if ctld.nbLimitSpwanedTroops[1]~=0 or ctld.nbLimitSpwanedTroops[2]~=0 then
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if ctld.nbLimitSpawnedTroops[1]~=0 or ctld.nbLimitSpawnedTroops[2]~=0 then
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timer.scheduleFunction(ctld.updateTroopsInGame, {}, timer.getTime()+1)
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end
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end, nil, timer.getTime() + 1)
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