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Version 1.51
Added sort by distance to nearest crates Added Steggles addition for AI pickup randomisation
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CTLD.lua
76
CTLD.lua
@ -13,11 +13,8 @@
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Contributors:
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- Steggles - https://github.com/Bob7heBuilder
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Version: 1.50 - 22/12/2015 - Internal Rewrite of AA System Creation
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- Added HAWK PCP to HAWK System to fix non firing
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- Added more launchers to HAWK to balance difficulty of building
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- Added ctld.spawnGroupAtPoint
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- Added 326 KHz to ignore list
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Version: 1.51 - 06/01/2015 - Steggles Contribution - Random AI group pickups from a zone
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- Sorted nearby crates list by distance
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]]
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ctld = {} -- DONT REMOVE!
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@ -72,7 +69,7 @@ ctld.deployedBeaconBattery = 30 -- the battery on deployed beacons will last for
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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 = true -- Allows the AI to randomize the loading of infantry teams (specified below) at pickup zones
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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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-- Simulated Sling load configuration
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@ -422,10 +419,10 @@ ctld.spawnableCrates = {
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-- End of KUB
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-- BUK System
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-- { weight = 575, desc = "BUK Launcher", unit = "SA-11 Buk LN 9A310M1"},
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-- { weight = 580, desc = "BUK Search Radar", unit = "SA-11 Buk SR 9S18M1"},
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-- { weight = 585, desc = "BUK CC Radar", unit = "SA-11 Buk CC 9S470M1"},
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-- { weight = 590, desc = "BUK Repair", unit = "BUK Repair"},
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-- { weight = 575, desc = "BUK Launcher", unit = "SA-11 Buk LN 9A310M1"},
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-- { weight = 580, desc = "BUK Search Radar", unit = "SA-11 Buk SR 9S18M1"},
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-- { weight = 585, desc = "BUK CC Radar", unit = "SA-11 Buk CC 9S470M1"},
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-- { weight = 590, desc = "BUK Repair", unit = "BUK Repair"},
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-- END of BUK
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{ weight = 595, desc = "Early Warning Radar", unit = "1L13 EWR", side = 1 }, -- cant be used by BLUE coalition
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@ -2263,6 +2260,10 @@ function ctld.listNearbyCrates(_args)
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local _crates = ctld.getCratesAndDistance(_heli)
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--sort
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local _sort = function( a,b ) return a.dist < b.dist end
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table.sort(_crates,_sort)
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for _, _crate in pairs(_crates) do
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if _crate.dist < 1000 and _crate.details.unit ~= "FOB" then
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@ -2536,7 +2537,7 @@ function ctld.unpackCrates(_arguments)
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end
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return -- stop processing
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-- is multi crate?
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-- is multi crate?
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elseif _crate.details.cratesRequired ~= nil and _crate.details.cratesRequired > 1 then
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-- multicrate
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@ -2569,7 +2570,7 @@ function ctld.unpackCrates(_arguments)
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if _crate.details.unit == "1L13 EWR" then
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ctld.addEWRTask(_spawnedGroups)
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-- env.info("Added EWR")
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-- env.info("Added EWR")
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end
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@ -4052,19 +4053,20 @@ function ctld.checkAIStatus()
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-- env.error("Checking.. ".._unit:getName())
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if _zone.inZone == true and not ctld.troopsOnboard(_unit, true) then
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-- env.error("in zone, loading.. ".._unit:getName())
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if ctld.allowRandomAiTeamPickups == true then
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-- Random troop pickup implementation
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if _unit:getCoalition() == 1 then
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_team = math.floor((math.random(#ctld.redTeams * 100) / 100) + 1)
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ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.redTeams[_team]],true })
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else
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_team = math.floor((math.random(#ctld.blueTeams * 100) / 100) + 1)
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ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.blueTeams[_team]],true })
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end
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else
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ctld.loadTroopsFromZone({ _unitName, true,"",true })
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end
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if ctld.allowRandomAiTeamPickups == true then
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-- Random troop pickup implementation
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local _team = nil
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if _unit:getCoalition() == 1 then
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_team = math.floor((math.random(#ctld.redTeams * 100) / 100) + 1)
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ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.redTeams[_team]],true })
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else
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_team = math.floor((math.random(#ctld.blueTeams * 100) / 100) + 1)
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ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.blueTeams[_team]],true })
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end
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else
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ctld.loadTroopsFromZone({ _unitName, true,"",true })
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end
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elseif ctld.inDropoffZone(_unit) and ctld.troopsOnboard(_unit, true) then
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-- env.error("in dropoff zone, unloading.. ".._unit:getName())
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@ -5258,18 +5260,18 @@ end
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-- Seperate troop teams into red and blue for random AI pickups
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if ctld.allowRandomAiTeamPickups == true then
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ctld.redTeams = {}
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ctld.blueTeams = {}
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for _,_loadGroup in pairs(ctld.loadableGroups) do
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if not _loadGroup.side then
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table.insert(ctld.redTeams, _)
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table.insert(ctld.blueTeams, _)
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elseif _loadGroup.side == 1 then
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table.insert(ctld.redTeams, _)
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elseif _loadGroup.side == 2 then
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table.insert(ctld.blueTeams, _)
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end
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end
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ctld.redTeams = {}
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ctld.blueTeams = {}
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for _,_loadGroup in pairs(ctld.loadableGroups) do
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if not _loadGroup.side then
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table.insert(ctld.redTeams, _)
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table.insert(ctld.blueTeams, _)
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elseif _loadGroup.side == 1 then
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table.insert(ctld.redTeams, _)
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elseif _loadGroup.side == 2 then
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table.insert(ctld.blueTeams, _)
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end
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end
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end
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test-fob.miz
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test-mission.miz
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test-mission.miz
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