diff --git a/CTLD.lua b/CTLD.lua index 368a991..1c40b74 100644 --- a/CTLD.lua +++ b/CTLD.lua @@ -858,21 +858,16 @@ ctld.slingLoad = false -- if false, crates can be used WITHOUT slingloading, by -- 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 = true -- 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 = 200 -- 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 = 2000 -- max distance for troops to move from drop point if no enemy is nearby - ctld.minimumDeployDistance = 1000 -- 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 = { "BRDM-2", "BTR_D" } -- 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.vehiclesWeight = { @@ -884,35 +879,25 @@ ctld.vehiclesWeight = { 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 = true -- 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.enabledFOBBuilding = true -- 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 1/3 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.crateWaitTime = 40 -- time in seconds to wait before you can spawn another crate - ctld.forceCrateToBeMoved = true -- a crate must be picked up at least once and moved before it can be unpacked. Helps to reduce crate spam - 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 = 30 -- 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 @@ -920,10 +905,8 @@ ctld.hoverTime = 10 -- Time to hold hover above a crate for loading in seconds -- end of Simulated Sling load configuration --- AA SYSTEM CONFIG -- - +-- ***************** AA SYSTEM CONFIG ***************** ctld.aaLaunchers = 3 -- controls how many launchers to add to the AA systems when its spawned if no amount is specified in the template. - -- 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 @@ -931,44 +914,31 @@ ctld.aaLaunchers = 3 -- controls how many launchers to add to the AA systems whe -- to unpack them ctld.AASystemLimitRED = 20 -- Red side limit - ctld.AASystemLimitBLUE = 20 -- Blue side limit -- Allows players to create systems using as many crates as they like -- Example : an amount X of patriot launcher crates allows for Y launchers to be deployed, if a player brings 2*X+Z crates (Z being lower then X), then deploys the patriot site, 2*Y launchers will be in the group and Z launcher crate will be left over ctld.AASystemCrateStacking = false - ---END AA SYSTEM CONFIG -- +--END AA SYSTEM CONFIG ------------------------------------ -- ***************** JTAC CONFIGURATION ***************** - ctld.JTAC_LIMIT_RED = 10 -- max number of JTAC Crates for the RED Side ctld.JTAC_LIMIT_BLUE = 10 -- 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 = true -- enables marking of target with smoke for RED forces ctld.JTAC_smokeOn_BLUE = true -- 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_smokeMarginOfError = 50 -- error that the JTAC is allowed to make when popping a smoke (in meters) - ctld.JTAC_smokeOffset_x = 0.0 -- distance in the X direction from target to smoke (meters) ctld.JTAC_smokeOffset_y = 2.0 -- distance in the Y direction from target to smoke (meters) ctld.JTAC_smokeOffset_z = 0.0 -- distance in the z direction from target to smoke (meters) - ctld.JTAC_jtacStatusF10 = true -- enables F10 JTAC Status menu - ctld.JTAC_location = true -- shows location of target in JTAC message ctld.location_DMS = false -- shows coordinates as Degrees Minutes Seconds instead of Degrees Decimal minutes - ctld.JTAC_lock = "all" -- "vehicle" OR "troop" OR "all" forces JTAC to only lock vehicles or troops or all ground units - ctld.JTAC_allowStandbyMode = true -- if true, allow players to toggle lasing on/off ctld.JTAC_laseSpotCorrections = true -- if true, each JTAC will have a special option (toggle on/off) available in it's menu to attempt to lead the target, taking into account current wind conditions and the speed of the target (particularily useful against moving heavy armor) ctld.JTAC_allowSmokeRequest = true -- if true, allow players to request a smoke on target (temporary) @@ -977,21 +947,14 @@ ctld.JTAC_allow9Line = true -- if true, allow players to ask for a 9Line (indivi -- ***************** 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", "blue", -1, "yes", 0 }, @@ -1019,7 +982,6 @@ ctld.pickupZones = { { "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 }, @@ -1034,7 +996,6 @@ ctld.dropOffZones = { { "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 }, @@ -1049,7 +1010,6 @@ ctld.wpZones = { { "wpzone10", "none","no", 0 }, -- Both sides as its set to 0 } - -- ******************** Transports names ********************** -- If ctld.addPlayerAircraftByType = True, comment or uncomment lines to allow aircraft's type carry CTLD ctld.aircraftTypeTable = { @@ -1197,7 +1157,6 @@ ctld.transportPilotNames = { -- *** AI transports names (different names only to ease identification in mission) *** -- Use any of the predefined names or set your own ones - "transport1", "transport2", "transport3", @@ -1230,7 +1189,6 @@ ctld.transportPilotNames = { -- *************** Optional Extractable GROUPS ***************** -- Use any of the predefined names or set your own ones - ctld.extractableGroups = { "extract1", "extract2", @@ -1265,7 +1223,6 @@ ctld.extractableGroups = { -- 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", @@ -1296,9 +1253,7 @@ ctld.dynamicCargoUnits = { "CH-47Fbl1", } - -- ************** Maximum Units SETUP for UNITS ****************** - -- Put the name of the Unit you want to limit group sizes too -- i.e -- ["UH-1H"] = 10, @@ -1307,7 +1262,6 @@ ctld.dynamicCargoUnits = { -- Make sure the unit name is exactly right or it wont work ctld.unitLoadLimits = { - -- Remove the -- below to turn on options -- ["SA342Mistral"] = 4, -- ["SA342L"] = 4, @@ -1362,7 +1316,6 @@ ctld.unitLoadLimits = { } -- Put the name of the Unit you want to enable loading multiple crates - ctld.internalCargoLimits = { -- Remove the -- below to turn on options @@ -1372,7 +1325,6 @@ ctld.internalCargoLimits = { -- ************** 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