From e8b4e629833592ebae22f6aa670130b098972b71 Mon Sep 17 00:00:00 2001 From: bob7hebuilder Date: Mon, 28 Dec 2015 20:24:12 +1000 Subject: [PATCH] Added option to turn random AI pickups on/off --- CTLD.lua | 44 +++++++++++++++++++++++++------------------- 1 file changed, 25 insertions(+), 19 deletions(-) diff --git a/CTLD.lua b/CTLD.lua index 3cca984..506bed2 100644 --- a/CTLD.lua +++ b/CTLD.lua @@ -39,7 +39,7 @@ ctld.maximumDistanceLogistic = 200 -- max distance from vehicle to logistics to 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.numberOfTroops = 8 -- default number of troops to load on a transport heli or C-130 +ctld.numberOfTroops = 10 -- default number of troops to load on a transport heli or C-130 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 @@ -72,6 +72,7 @@ ctld.deployedBeaconBattery = 30 -- the battery on deployed beacons will last for ctld.enabledRadioBeaconDrop = true -- if its set to false then beacons cannot be dropped by units +ctld.allowRandomAiTeamPickups = true -- Allows the AI to randomize the loading of infantry teams (specified below) at pickup zones -- Simulated Sling load configuration @@ -364,7 +365,7 @@ ctld.vehicleTransportEnabled = { ctld.loadableGroups = { {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 {name = "Anti Air", inf = 2, aa = 3 }, - {name = "Anti Tank", inf = 3, at = 6 }, + {name = "Anti Tank", inf = 2, at = 6 }, {name = "Mortar Squad", mortar = 6 }, -- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only } @@ -4052,14 +4053,17 @@ function ctld.checkAIStatus() if _zone.inZone == true and not ctld.troopsOnboard(_unit, true) then -- env.error("in zone, loading.. ".._unit:getName()) - --ctld.loadTroopsFromZone({ _unitName, true,"",true }) - -- Random troop pickup implementation - if _unit:getCoalition() == 1 then - _team = math.floor((math.random(#ctld.redTeams * 100) / 100) + 1) - ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.redTeams[_team]],true }) + if ctld.allowRandomAiTeamPickups == true then + -- Random troop pickup implementation + if _unit:getCoalition() == 1 then + _team = math.floor((math.random(#ctld.redTeams * 100) / 100) + 1) + ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.redTeams[_team]],true }) + else + _team = math.floor((math.random(#ctld.blueTeams * 100) / 100) + 1) + ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.blueTeams[_team]],true }) + end else - _team = math.floor((math.random(#ctld.blueTeams * 100) / 100) + 1) - ctld.loadTroopsFromZone({ _unitName, true,ctld.loadableGroups[ctld.blueTeams[_team]],true }) + ctld.loadTroopsFromZone({ _unitName, true,"",true }) end elseif ctld.inDropoffZone(_unit) and ctld.troopsOnboard(_unit, true) then @@ -5253,16 +5257,18 @@ end -- Seperate troop teams into red and blue for random AI pickups -ctld.redTeams = {} -ctld.blueTeams = {} -for _,_loadGroup in pairs(ctld.loadableGroups) do - if not _loadGroup.side then - table.insert(ctld.redTeams, _) - table.insert(ctld.blueTeams, _) - elseif _loadGroup.side == 1 then - table.insert(ctld.redTeams, _) - elseif _loadGroup.side == 2 then - table.insert(ctld.blueTeams, _) +if ctld.allowRandomAiTeamPickups == true then + ctld.redTeams = {} + ctld.blueTeams = {} + for _,_loadGroup in pairs(ctld.loadableGroups) do + if not _loadGroup.side then + table.insert(ctld.redTeams, _) + table.insert(ctld.blueTeams, _) + elseif _loadGroup.side == 1 then + table.insert(ctld.redTeams, _) + elseif _loadGroup.side == 2 then + table.insert(ctld.blueTeams, _) + end end end