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33
README.md
33
README.md
@@ -740,6 +740,18 @@ the mission but there can be a delay of up to 30 seconds after activation for th
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You can also change the **name of a unit*** (unit, not group) to include "**hpriority**" to make it high priority for the JTAC, or "**priority**" to set it to be medium priority. JTAC's will prioritize targets within view by first marking hpriority targets, then priority targets, and finally all others. This works seemlessly with the all/vehicle/troop functionality as well. In this way you can have them lase SAMS, then AAA, then armor, or any other order you decide is preferable.
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You can also change the **name of a unit*** (unit, not group) to include "**hpriority**" to make it high priority for the JTAC, or "**priority**" to set it to be medium priority. JTAC's will prioritize targets within view by first marking hpriority targets, then priority targets, and finally all others. This works seemlessly with the all/vehicle/troop functionality as well. In this way you can have them lase SAMS, then AAA, then armor, or any other order you decide is preferable.
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If the `DCS-SimpleTextToSpeech.lua` script is loaded (you'll find it [here](https://github.com/ciribob/DCS-SimpleTextToSpeech)), and configured (i.e. the `STTS.DIRECTORY`, `STTS.SRS_PORT` and optionaly the `STTS.GOOGLE_CREDENTIALS` variables are set), the JTAC can talk over SRS.
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To do this, you can specify the _radio parameter when calling ctld.JTACAutoLase like in this example :
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```lua
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ctld.JTACAutoLase('JTAC1', 1688, true,"all", 4, { freq = "251.50", mod = "AM", name = "JTAC one" })
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```
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If you don't use the _radio parameter, CTLD will compute a FM frequency based on the laser designator code : 30Mhz + [second figure of the code] + [last two figures of the code] * 0.05.
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For example, if the laser code is *1688*, the frequency will be *40.40Mhz*.
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JTAC frequency is available through the "JTAC Status" radio menu
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# In Game
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# In Game
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## Troop Loading and Unloading
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## Troop Loading and Unloading
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@@ -762,6 +774,7 @@ Different Troop Groups can be loaded from a pickup zone. The ```ctld.loadableGro
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-- at is RPG-16
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-- at is RPG-16
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-- aa is Stinger or Igla
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-- aa is Stinger or Igla
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-- mortar is a 2B11 mortar unit
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-- mortar is a 2B11 mortar unit
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-- jtac is a JTAC soldier, which will use JTACAutoLase
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-- You must add a name to the group for it to work
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-- You must add a name to the group for it to work
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-- You can also add an optional coalition side to limit the group to one side
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-- You can also add an optional coalition side to limit the group to one side
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-- for the side - 2 is BLUE and 1 is RED
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-- for the side - 2 is BLUE and 1 is RED
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@@ -775,6 +788,26 @@ ctld.loadableGroups = {
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```
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```
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The infantry groups have a weight, too. It is calculated based on the soldiers' roles, and the weight of their kit
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- Every soldier weights between 90% and 120% of ctld.SOLDIER_WEIGHT, and they all carry a backpack and their helmet (ctld.KIT_WEIGHT)
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- Standard grunts have a rifle and ammo (ctld.RIFLE_WEIGHT)
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- AA soldiers have a MANPAD tube (ctld.MANPAD_WEIGHT)
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- Anti-tank soldiers have a RPG and a rocket (ctld.RPG_WEIGHT)
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- Machine gunners have the squad MG and 200 bullets (ctld.MG_WEIGHT)
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- JTAC have the laser sight, radio and binoculars (ctld.JTAC_WEIGHT)
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- Mortar servants carry their tube and a few rounds (ctld.MORTAR_WEIGHT)
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```lua
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ctld.SOLDIER_WEIGHT = 80 -- kg, will be randomized between 90% and 120%
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ctld.KIT_WEIGHT = 20 -- kg
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ctld.RIFLE_WEIGHT = 5 -- kg
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ctld.MANPAD_WEIGHT = 18 -- kg
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ctld.RPG_WEIGHT = 7.6 -- kg
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ctld.MG_WEIGHT = 10 -- kg
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ctld.MORTAR_WEIGHT = 26 -- kg
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ctld.JTAC_WEIGHT = 15 -- kg
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```
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## Cargo Spawning and Sling Loading
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## Cargo Spawning and Sling Loading
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