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16
CTLD.lua
16
CTLD.lua
@@ -1927,7 +1927,7 @@ end
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-- ***************************************************************
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-- ***************************************************************
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function ctld.getSecureDistanceFromUnit(_unitName) -- return a distance between the center of unitName, to be sure not touch the unitName
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function ctld.getSecureDistanceFromUnit(_unitName) -- return a distance between the center of unitName, to be sure not touch the unitName
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local rotorDiameter = 19 -- meters -- õk for UH & CH47
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local rotorDiameter = 0 --19 -- meters -- õk for UH & CH47
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if Unit.getByName(_unitName) then
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if Unit.getByName(_unitName) then
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local unitUserBox = Unit.getByName(_unitName):getDesc().box
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local unitUserBox = Unit.getByName(_unitName):getDesc().box
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local SecureDistanceFromUnit = 0
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local SecureDistanceFromUnit = 0
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@@ -2619,7 +2619,7 @@ function ctld.getPointInFrontSector(_unit, _offset)
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local playerHeading = mist.getHeading(_unit)
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local playerHeading = mist.getHeading(_unit)
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local randomHeading = ctld.RandomReal(playerHeading - math.pi/4, playerHeading + math.pi/4)
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local randomHeading = ctld.RandomReal(playerHeading - math.pi/4, playerHeading + math.pi/4)
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if _offset == nil then
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if _offset == nil then
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_offset = 30
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_offset = 20
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end
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end
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return ctld.getPointAtDirection(_unit, _offset, randomHeading)
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return ctld.getPointAtDirection(_unit, _offset, randomHeading)
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end
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end
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@@ -6072,12 +6072,12 @@ function ctld.updateRepackMenu(_playerUnitName)
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for i, _vehicle in ipairs(repackableVehicles) do
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for i, _vehicle in ipairs(repackableVehicles) do
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if ctld.isUnitInMenuEntriesTable(menuEntries, _vehicle.desc) == false then
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if ctld.isUnitInMenuEntriesTable(menuEntries, _vehicle.desc) == false then
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_vehicle.playerUnitName = _playerUnitName
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_vehicle.playerUnitName = _playerUnitName
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menuEntries[i] = { text = ctld.i18n_translate("repack ") .. _vehicle.unit,
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table.insert(menuEntries, { text = ctld.i18n_translate("repack ") .. _vehicle.unit,
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groupId = _groupId,
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groupId = _groupId,
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subMenuPath = RepackmenuPath,
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subMenuPath = RepackmenuPath,
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menuFunction = ctld.repackVehicleRequest,
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menuFunction = ctld.repackVehicleRequest,
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menuArgsTable = mist.utils.deepCopy(_vehicle)
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menuArgsTable = mist.utils.deepCopy(_vehicle)
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}
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})
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end
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end
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end
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end
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--ctld.logTrace("FG_ menuEntries = %s", ctld.p(menuEntries))
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--ctld.logTrace("FG_ menuEntries = %s", ctld.p(menuEntries))
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@@ -1018,6 +1018,11 @@ You can also repair a partially destroyed HAWK / BUK or KUB system by dropping a
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## Crate Repacking
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## Crate Repacking
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The F10 menu allows you to repack units having associated crate types in the "ctld.spawnableCrates" table.
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The F10 menu allows you to repack units having associated crate types in the "ctld.spawnableCrates" table.
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Simply land near the unit you wish to repack and select it from the list presented by the "CTLD//Vehicle/FOB transport...//Repack Vehicles" menu.
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Simply land near the unit you wish to repack and select it from the list presented by the "CTLD//Vehicle/FOB transport...//Repack Vehicles" menu.
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The defined radius of vehicles detection is specified by the parameter
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ctld.maximumDistanceRepackableUnitsSearch = 200 -- max distance from transportUnit to search force repackable units in meters
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WARNING: Due to technical reasons related to the refresh time of the F10 menus, there may be inconsistencies between the type of vehicles requested and those provided. It is recommended to wait 5 to 10 seconds without moving after landing and opening the F10 menu for a packaging order.
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## Forward Operating Base (FOB) Construction
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## Forward Operating Base (FOB) Construction
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FOBs can be built by loading special FOB crates from a **Logistics** unit into a C-130 or other large aircraft configured in the script. To load the crate use the F10 - Troop Commands Menu. The idea behind FOBs is to make player vs player missions even more dynamic as these can be deployed in most locations. Once destroyed the FOB can no longer be used.
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FOBs can be built by loading special FOB crates from a **Logistics** unit into a C-130 or other large aircraft configured in the script. To load the crate use the F10 - Troop Commands Menu. The idea behind FOBs is to make player vs player missions even more dynamic as these can be deployed in most locations. Once destroyed the FOB can no longer be used.
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