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2023.10.01
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45
README.md
45
README.md
@@ -130,10 +130,12 @@ To use the real cargo sling behaviour, set the ```ctld.slingLoad``` option to ``
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-- ************************************************************************
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-- ************************************************************************
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ctld.staticBugFix = true -- When statics are destroyed, DCS Crashes. Set this to FALSE when this bug is fixed or if you want to use REAL sling loads :)
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ctld.staticBugFix = true -- When statics are destroyed, DCS Crashes. Set this to FALSE when this bug is fixed or if you want to use REAL sling loads :)
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ctld.disableAllSmoke = false -- if true, all smoke is diabled at pickup and drop off zones regardless of settings below. Leave false to respect settings below
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ctld.disableAllSmoke = false -- if true, all smoke is disabled at pickup and drop off zones regardless of settings below. Leave false to respect settings below
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ctld.hoverPickup = true -- if set to false you can load crates with the F10 menu instead of hovering...!
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ctld.hoverPickup = true -- if set to false you can load crates with the F10 menu instead of hovering...!
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ctld.loadCrateFromMenu = false -- if set to true, you can load crates with the F10 menu OR hovering, in case of using choppers and planes for example.
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ctld.enableCrates = true -- if false, Helis will not be able to spawn or unpack crates so will be normal CTTS
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ctld.enableCrates = true -- if false, Helis will not be able to spawn or unpack crates so will be normal CTTS
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ctld.slingLoad = false -- if false, crates can be used WITHOUT slingloading, by hovering above the crate, simulating slingloading but not the weight...
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ctld.slingLoad = false -- if false, crates can be used WITHOUT slingloading, by hovering above the crate, simulating slingloading but not the weight...
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-- There are some bug with Sling-loading that can cause crashes, if these occur set slingLoad to false
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-- There are some bug with Sling-loading that can cause crashes, if these occur set slingLoad to false
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@@ -667,6 +669,10 @@ ctld.JTAC_smokeOn_BLUE = true -- enables marking of target with smoke for BLUE f
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ctld.JTAC_smokeColour_RED = 4 -- RED side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
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ctld.JTAC_smokeColour_RED = 4 -- RED side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
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ctld.JTAC_smokeColour_BLUE = 1 -- BLUE side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
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ctld.JTAC_smokeColour_BLUE = 1 -- BLUE side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
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ctld.JTAC_smokeOffset_x = 0.0 -- distance in the X direction from target to spawn smoke marker (default 0 meters)
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ctld.JTAC_smokeOffset_y = 2.0 -- distance in the Y direction from target to spawn smoke marker (default 2 meters)
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ctld.JTAC_smokeOffset_z = 0.0 -- distance in the z direction from target to spawn smoke marker (default 0 meters)
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ctld.JTAC_jtacStatusF10 = false -- enables F10 JTAC Status menu
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ctld.JTAC_jtacStatusF10 = false -- enables F10 JTAC Status menu
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ctld.JTAC_location = false -- shows location of target in JTAC message
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ctld.JTAC_location = false -- shows location of target in JTAC message
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@@ -687,6 +693,8 @@ The JTACs can be configured globally to target only vehicles or troops or all gr
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The script can also be useful in daylight by enabling the JTAC to mark enemy positions with Smoke. The JTAC will only move the smoke to the target every 5 minutes (to stop a huge trail of smoke markers) unless the target is destroyed, in which case the new target will be marked straight away with smoke. There is also an F10 menu option for units allowing the JTAC(s) to report their current status but if a JTAC is down it won't report in.
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The script can also be useful in daylight by enabling the JTAC to mark enemy positions with Smoke. The JTAC will only move the smoke to the target every 5 minutes (to stop a huge trail of smoke markers) unless the target is destroyed, in which case the new target will be marked straight away with smoke. There is also an F10 menu option for units allowing the JTAC(s) to report their current status but if a JTAC is down it won't report in.
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The smoke will be offset from the target by the distances declared in the `ctld.JTAC_smokeOffset_*` constants.
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To add JTACS to the mission using the editor place a JTAC unit on the map putting each JTAC in it's own group containing only itself and no
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To add JTACS to the mission using the editor place a JTAC unit on the map putting each JTAC in it's own group containing only itself and no
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other units. Name the group something easy to remember e.g. JTAC1 and make sure the JTAC units have a unique name which must
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other units. Name the group something easy to remember e.g. JTAC1 and make sure the JTAC units have a unique name which must
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not be the same as the group name. The editor should do this for you but be careful if you copy and paste.
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not be the same as the group name. The editor should do this for you but be careful if you copy and paste.
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@@ -740,6 +748,18 @@ 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 +782,7 @@ 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 +796,26 @@ 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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@@ -806,7 +847,7 @@ Once you've loaded the crate, fly to where you want to drop it and drop using th
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Once on the ground unpack as normal using the CTLD Commands Menu - CTLD->CTLD Commands->Unpack Crate
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Once on the ground unpack as normal using the CTLD Commands Menu - CTLD->CTLD Commands->Unpack Crate
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**Note: You can also set ```ctld.hoverPickup = false``` so you can load crates using the F10 menu instead of Hovering. **
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**Note: You can also set ```ctld.hoverPickup = false``` so you can load crates using the F10 menu instead of Hovering; or keep ```ctld.hoverPickup = true``` and set ```ctld.loadCrateFromMenu = true``` so you can load the crates by hovering OR from the F10 menu**
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### Real Sling Loading
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### Real Sling Loading
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