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https://github.com/ciribob/DCS-CTLD.git
synced 2025-08-15 06:17:22 +00:00
Added option to turn random AI pickups on/off
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commit
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44
CTLD.lua
44
CTLD.lua
@ -39,7 +39,7 @@ ctld.maximumDistanceLogistic = 200 -- max distance from vehicle to logistics to
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ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy
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ctld.maximumMoveDistance = 2000 -- max distance for troops to move from drop point if no enemy is nearby
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ctld.numberOfTroops = 8 -- default number of troops to load on a transport heli or C-130
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ctld.numberOfTroops = 10 -- default number of troops to load on a transport heli or C-130
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ctld.enableFastRopeInsertion = true -- allows you to drop troops by fast rope
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ctld.fastRopeMaximumHeight = 18.28 -- in meters which is 60 ft max fast rope (not rappell) safe height
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@ -72,6 +72,7 @@ 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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-- Simulated Sling load configuration
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@ -364,7 +365,7 @@ ctld.vehicleTransportEnabled = {
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ctld.loadableGroups = {
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{name = "Standard Group", inf = 6, mg = 2, at = 2 }, -- will make a loadable group with 5 infantry, 2 MGs and 2 anti-tank for both coalitions
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{name = "Anti Air", inf = 2, aa = 3 },
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{name = "Anti Tank", inf = 3, at = 6 },
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{name = "Anti Tank", inf = 2, at = 6 },
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{name = "Mortar Squad", mortar = 6 },
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-- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only
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}
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@ -4052,14 +4053,17 @@ function ctld.checkAIStatus()
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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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--ctld.loadTroopsFromZone({ _unitName, true,"",true })
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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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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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_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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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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@ -5253,16 +5257,18 @@ end
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-- Seperate troop teams into red and blue for random AI pickups
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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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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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end
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