diff --git a/CTLD.lua b/CTLD.lua index 8ecbcd8..41a40e9 100644 --- a/CTLD.lua +++ b/CTLD.lua @@ -21,6 +21,7 @@ - Report status via F10 Radio - Report status every 5 minutes or when targets first appear - Report vague status like 5 armoured vehicles, soldiers and support trucks ?? + ]] @@ -103,18 +104,18 @@ ctld.JTAC_lock = "all" -- "vehicle" OR "troop" OR "all" forces JTAC to only lock -- 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 - +--pickupZones = { "name", "smoke color", "limit (-1 unlimited)", "active (yes/no)", "side (1 = red / 2 = blue)"} ctld.pickupZones = { - { "pickzone1", "blue" }, - { "pickzone2", "blue" }, - { "pickzone3", "none" }, - { "pickzone4", "none" }, - { "pickzone5", "none" }, - { "pickzone6", "none" }, - { "pickzone7", "none" }, - { "pickzone8", "none" }, - { "pickzone9", "none", 5 }, -- limits pickup zone 9 to 5 groups of soldiers or vehicles - { "pickzone10", "none", 10 }, -- limits pickup zone 10 to 10 groups of soldiers or vehicles + { "pickzone1", "red", -1, "yes", 1 }, --unlimited pickups, active on mission start, red side only + { "pickzone2", "blue", -1, "yes", 2 }, --unlimited pickups, active on mission start, blue side only + { "pickzone3", "none", -1, "no", 1 }, --unlimited pickups, not active on mission start, red side only + { "pickzone4", "none", -1, "yes", 1 }, + { "pickzone5", "none", -1, "yes", 1 }, + { "pickzone6", "none", -1, "yes", 1 }, + { "pickzone7", "none", -1, "yes", 1 }, + { "pickzone7", "none", -1, "yes", 2 }, -- Listing pickzone7 a second time with other team makes it available to both sides. + { "pickzone9", "none", 5, "yes", 1 }, -- limits pickup zone 9 to 5 groups of soldiers or vehicles, only red can pick up + { "pickzone10", "none", 10, "yes", 2 }, -- limits pickup zone 10 to 10 groups of soldiers or vehicles, only blue can pick up } ctld.dropOffZones = { @@ -515,6 +516,85 @@ function ctld.createRadioBeaconAtZone(_zone, _coalition, _batteryLife, _name) end end + +------------------------Steggles Functions----------------------- +-- 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 + 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 + + --smoke could get messy if designer keeps calling this on an active zone, check its not active first + if _zoneDetails[4] == 1 then + 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 + 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 + + 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 + -- *************************************************************** -- **************** BE CAREFUL BELOW HERE ************************ -- *************************************************************** @@ -3145,7 +3225,10 @@ function ctld.inPickupZone(_heli) local _dist = ctld.getDistance(_heliPoint, _triggerZone.point) if _dist <= _triggerZone.radius then - return {inZone = true,limit = _zoneDetails[3],index=_i} + local _heliCoalition = _heli:getCoalition() + if _zoneDetails[4] == 1 and _zoneDetails[5] == _heliCoalition then + return {inZone = true,limit = _zoneDetails[3],index=_i} + end end end end @@ -3251,7 +3334,7 @@ function ctld.refreshSmoke() local _triggerZone = trigger.misc.getZone(_zoneDetails[1]) - if _triggerZone ~= nil and _zoneDetails[2] >= 0 then + if _triggerZone ~= nil and _zoneDetails[2] >= 0 and _zoneDetails[4] == 1 then -- Trigger smoke markers @@ -4416,27 +4499,33 @@ for _, _zone in pairs(ctld.pickupZones) do local _zoneName = _zone[1] 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 + 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] == nil then + 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