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11 Commits
crateMove
...
minimum-di
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3
.gitignore
vendored
Normal file
3
.gitignore
vendored
Normal file
@@ -0,0 +1,3 @@
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*.iml
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.idea/encodings.xml
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*.xml
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361
CTLD.lua
361
CTLD.lua
@@ -16,12 +16,8 @@
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- jmontleon - https://github.com/jmontleon
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- emilianomolina - https://github.com/emilianomolina
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Version: 1.70 - 25/06/2017
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- Added ability to set maximum group size that can be carried
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- Added new sling load crates
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- Fixed bug where crates and / or groups would disappear
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- Fixed bug where count in zone wouldn't work for mission crates
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- Delayed config of F10 menu and other scheduled functions so they can be overwritten by mission if a user wants
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Version: 1.73 - 15/04/2018
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- Allow minimum distance from friendly logistics to be set
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]]
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ctld = {} -- DONT REMOVE!
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@@ -49,6 +45,10 @@ 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.minimumDeployDistance = 1000 -- minimum distance from a friendly pickup zone where you can deploy a crate
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ctld.despawnTroopsTimer = -1 -- if this value is a positive number, any deployed troops will despawn after that amount of seconds have elapsed
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ctld.numberOfTroops = 10 -- default number of troops to load on a transport heli or C-130
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-- also works as maximum size of group that'll fit into a helicopter unless overridden
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ctld.enableFastRopeInsertion = true -- allows you to drop troops by fast rope
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@@ -132,6 +132,8 @@ ctld.JTAC_location = true -- shows location of target in JTAC message
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ctld.JTAC_lock = "all" -- "vehicle" OR "troop" OR "all" forces JTAC to only lock vehicles or troops or all ground units
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ctld.JTAC_despawnTimer = -1 -- if this value is a positive number, any deployed JTACS will despawn after that amount of seconds have elapsed
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-- ***************** Pickup, dropoff and waypoint zones *****************
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-- Available colors (anything else like "none" disables smoke): "green", "red", "white", "orange", "blue", "none",
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@@ -1581,7 +1583,7 @@ function ctld.spawnCrate(_arguments)
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local _position = _heli:getPosition()
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-- check crate spam
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if _heli:getPlayerName() ~= nil and ctld.crateWait[_heli:getPlayerName()] and ctld.crateWait[_heli:getPlayerName()] < timer.getTime() then
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if _heli:getPlayerName() ~= nil and ctld.crateWait[_heli:getPlayerName()] and ctld.crateWait[_heli:getPlayerName()] > timer.getTime() then
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ctld.displayMessageToGroup(_heli,"Sorry you must wait "..(ctld.crateWait[_heli:getPlayerName()] - timer.getTime()).. " seconds before you can get another crate", 20)
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return
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@@ -1657,6 +1659,32 @@ function ctld.troopsOnboard(_heli, _troops)
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end
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end
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-- tracks the troops dropped or JTACS
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-- stores group name and expiry time -- reset on redrop
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ctld.droppedTroopsTracker = {}
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function ctld.despawnTimer(groupName,despawnTimer)
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if despawnTimer > 0 then
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-- resets timer if time reused
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ctld.droppedTroopsTracker[groupName] = (timer.getTime() +despawnTimer) - 1
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timer.scheduleFunction(function()
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-- checks timer hasnt been reset
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if ctld.droppedTroopsTracker[groupName] < timer.getTime() then
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local group = Group.getByName(groupName)
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if group then
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group:destroy()
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end
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end
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end, nil, timer.getTime() + ctld.despawnTroopsTimer)
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end
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end
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-- if its dropped by AI then there is no player name so return the type of unit
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function ctld.getPlayerNameOrType(_heli)
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@@ -1753,6 +1781,9 @@ function ctld.deployTroops(_heli, _troops)
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ctld.processCallback({unit = _heli, unloaded = _droppedTroops, action = "dropped_troops"})
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-- create timer
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ctld.despawnTimer(_droppedTroops:getName(),ctld.despawnTroopsTimer)
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else
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--extract zone!
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@@ -1794,12 +1825,18 @@ function ctld.deployTroops(_heli, _troops)
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ctld.processCallback({unit = _heli, unloaded = _droppedVehicles, action = "dropped_vehicles"})
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-- create timer
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ctld.despawnTimer(_droppedVehicles:getName(),ctld.despawnTroopsTimer)
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trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " dropped vehicles from " .. _heli:getTypeName() .. " into combat", 10)
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end
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end
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end
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end
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function ctld.insertIntoTroopsArray(_troopType,_count,_troopArray)
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for _i = 1, _count do
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@@ -2885,6 +2922,16 @@ function ctld.unpackCrates(_arguments)
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local _crates = ctld.getCratesAndDistance(_heli)
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local _crate = ctld.getClosestCrate(_heli, _crates)
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if ctld.inLogisticsZone(_heli) == true or ctld.farEnoughFromLogisticZone(_heli) == false then
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ctld.displayMessageToGroup(_heli, "You can't unpack that here! Take it to where it's needed!", 20)
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return
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end
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if _crate ~= nil and _crate.dist < 750
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and (_crate.details.unit == "FOB" or _crate.details.unit == "FOB-SMALL") then
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@@ -2894,13 +2941,6 @@ function ctld.unpackCrates(_arguments)
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elseif _crate ~= nil and _crate.dist < 200 then
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if ctld.inLogisticsZone(_heli) == true then
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ctld.displayMessageToGroup(_heli, "You can't unpack that here! Take it to where it's needed!", 20)
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return
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end
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if ctld.forceCrateToBeMoved and ctld.crateMove[_crate.crateUnit:getName()] then
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ctld.displayMessageToGroup(_heli,"Sorry you must move this crate before you unpack it!", 20)
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return
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@@ -2963,6 +3003,9 @@ function ctld.unpackCrates(_arguments)
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--put to the end
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table.insert(ctld.jtacGeneratedLaserCodes, _code)
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-- create timer
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ctld.despawnTimer(_spawnedGroups:getName(),ctld.JTAC_despawnTimer)
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ctld.JTACAutoLase(_spawnedGroups:getName(), _code) --(_jtacGroupName, _laserCode, _smoke, _lock, _colour)
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end
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end
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@@ -4382,6 +4425,37 @@ function ctld.inLogisticsZone(_heli)
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return false
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end
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-- are far enough from a friendly logistics zone
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function ctld.farEnoughFromLogisticZone(_heli)
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if ctld.inAir(_heli) then
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return false
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end
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local _heliPoint = _heli:getPoint()
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local _farEnough = true
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for _, _name in pairs(ctld.logisticUnits) do
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local _logistic = StaticObject.getByName(_name)
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if _logistic ~= nil and _logistic:getCoalition() == _heli:getCoalition() then
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--get distance
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local _dist = ctld.getDistance(_heliPoint, _logistic:getPoint())
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-- env.info("DIST ".._dist)
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if _dist <= ctld.minimumDeployDistance then
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-- env.info("TOO CLOSE ".._dist)
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_farEnough = false
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end
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end
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end
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return _farEnough
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end
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function ctld.refreshSmoke()
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if ctld.disableAllSmoke == true then
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@@ -5213,144 +5287,153 @@ end
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-- Find nearest enemy to JTAC that isn't blocked by terrain
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function ctld.findNearestVisibleEnemy(_jtacUnit, _targetType,_distance)
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--local startTime = os.clock()
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local _maxDistance = _distance or ctld.JTAC_maxDistance
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local _x = 1
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local _i = 1
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local _units = nil
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local _groupName = nil
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local _nearestUnit = nil
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local _nearestDistance = _maxDistance
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local _enemyGroups
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local _jtacPoint = _jtacUnit:getPoint()
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local _coa = _jtacUnit:getCoalition()
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if _jtacUnit:getCoalition() == 1 then
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_enemyGroups = coalition.getGroups(2, Group.Category.GROUND)
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else
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_enemyGroups = coalition.getGroups(1, Group.Category.GROUND)
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local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
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local _volume = {
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id = world.VolumeType.SPHERE,
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params = {
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point = _offsetJTACPos,
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radius = _maxDistance
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}
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}
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local _unitList = {}
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local _search = function(_unit, _coa)
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pcall(function()
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if _unit ~= nil
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and _unit:getLife() > 0
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and _unit:isActive()
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and _unit:getCoalition() ~= _coa
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and not _unit:inAir()
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and not ctld.alreadyTarget(_jtacUnit,_unit) then
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local _tempPoint = _unit:getPoint()
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local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
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if land.isVisible(_offsetJTACPos,_offsetEnemyPos ) then
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local _dist = ctld.getDistance(_offsetJTACPos, _offsetEnemyPos)
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if _dist < _maxDistance then
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table.insert(_unitList,{unit=_unit, dist=_dist})
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end
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end
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end
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end)
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return true
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end
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world.searchObjects(Object.Category.UNIT, _volume, _search, _coa)
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--log.info(string.format("JTAC Search elapsed time: %.4f\n", os.clock() - startTime))
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-- generate list order by distance & visible
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-- first check
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-- hpriority
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-- priority
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-- vehicle
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-- unit
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local _sort = function( a,b ) return a.dist < b.dist end
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table.sort(_unitList,_sort)
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-- sort list
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-- check for hpriority
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for _, _enemyUnit in ipairs(_unitList) do
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local _enemyName = _enemyUnit.unit:getName()
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if string.match(_enemyName, "hpriority") then
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return _enemyUnit.unit
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end
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end
|
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|
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for _, _enemyUnit in ipairs(_unitList) do
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local _enemyName = _enemyUnit.unit:getName()
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|
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if string.match(_enemyName, "priority") then
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return _enemyUnit.unit
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end
|
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end
|
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|
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for _, _enemyUnit in ipairs(_unitList) do
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local _enemyName = _enemyUnit.unit:getName()
|
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|
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if (_targetType == "vehicle" and ctld.isVehicle(_enemyUnit.unit)) or _targetType == "all" then
|
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return _enemyUnit.unit
|
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|
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elseif (_targetType == "troop" and ctld.isInfantry(_enemyUnit.unit)) or _targetType == "all" then
|
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return _enemyUnit.unit
|
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end
|
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end
|
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|
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return nil
|
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|
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end
|
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|
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|
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function ctld.listNearbyEnemies(_jtacUnit)
|
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|
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local _maxDistance = ctld.JTAC_maxDistance
|
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|
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local _jtacPoint = _jtacUnit:getPoint()
|
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local _jtacPosition = _jtacUnit:getPosition()
|
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local _coa = _jtacUnit:getCoalition()
|
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|
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local _tempPoint = nil
|
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local _tempPosition = nil
|
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local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
|
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|
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local _tempDist = nil
|
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local _volume = {
|
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id = world.VolumeType.SPHERE,
|
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params = {
|
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point = _offsetJTACPos,
|
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radius = _maxDistance
|
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}
|
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}
|
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local _enemies = nil
|
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|
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-- finish this function
|
||||
local _vhpriority = false
|
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local _vpriority = false
|
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local _thpriority = false
|
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local _tpriority = false
|
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for _i = 1, #_enemyGroups do
|
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if _enemyGroups[_i] ~= nil then
|
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_groupName = _enemyGroups[_i]:getName()
|
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_units = ctld.getGroup(_groupName)
|
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if #_units > 0 then
|
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for _y = 1, #_units do
|
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local _targeted = false
|
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if not _distance then
|
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_targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
|
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local _search = function(_unit, _coa)
|
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pcall(function()
|
||||
|
||||
if _unit ~= nil
|
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and _unit:getLife() > 0
|
||||
and _unit:isActive()
|
||||
and _unit:getCoalition() ~= _coa
|
||||
and not _unit:inAir() then
|
||||
|
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local _tempPoint = _unit:getPoint()
|
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local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
|
||||
|
||||
if land.isVisible(_offsetJTACPos,_offsetEnemyPos ) then
|
||||
|
||||
if not _enemies then
|
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_enemies = {}
|
||||
end
|
||||
|
||||
-- calc distance
|
||||
_tempPoint = _units[_y]:getPoint()
|
||||
_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
|
||||
_enemies[_unit:getTypeName()] = _unit:getTypeName()
|
||||
|
||||
if _tempDist < _maxDistance and _tempDist < _nearestDistance then
|
||||
|
||||
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
|
||||
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
|
||||
-- calc visible
|
||||
|
||||
if land.isVisible(_offsetEnemyPos, _offsetJTACPos) and _targeted == false then
|
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if (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_y]) then
|
||||
_vhpriority = true
|
||||
elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_y]) then
|
||||
_vpriority = true
|
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elseif (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_y]) then
|
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_thpriority = true
|
||||
elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_y]) then
|
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_tpriority = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
for _i = 1, #_enemyGroups do
|
||||
if _enemyGroups[_i] ~= nil then
|
||||
_groupName = _enemyGroups[_i]:getName()
|
||||
_units = ctld.getGroup(_groupName)
|
||||
if #_units > 0 then
|
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world.searchObjects(Object.Category.UNIT, _volume, _search, _coa)
|
||||
|
||||
for _x = 1, #_units do
|
||||
|
||||
--check to see if a JTAC has already targeted this unit only if a distance
|
||||
--wasnt passed in
|
||||
local _targeted = false
|
||||
if not _distance then
|
||||
_targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
|
||||
end
|
||||
|
||||
|
||||
local _allowedTarget = true
|
||||
|
||||
if _targetType == "vehicle" and _vhpriority == true then
|
||||
_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_x])
|
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elseif _targetType == "vehicle" and _vpriority == true then
|
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_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_x])
|
||||
elseif _targetType == "vehicle" then
|
||||
_allowedTarget = ctld.isVehicle(_units[_x])
|
||||
elseif _targetType == "troop" and _thpriority == true then
|
||||
_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_x])
|
||||
elseif _targetType == "troop" and _tpriority == true then
|
||||
_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_x])
|
||||
elseif _targetType == "troop" then
|
||||
_allowedTarget = ctld.isInfantry(_units[_x])
|
||||
elseif _vhpriority == true or _thpriority == true then
|
||||
_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil)
|
||||
elseif _vpriority == true or _tpriority == true then
|
||||
_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil)
|
||||
else
|
||||
_allowedTarget = true
|
||||
end
|
||||
|
||||
if _units[_x]:isActive() == true and _targeted == false and _allowedTarget == true then
|
||||
|
||||
-- calc distance
|
||||
_tempPoint = _units[_x]:getPoint()
|
||||
_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
|
||||
|
||||
if _tempDist < _maxDistance and _tempDist < _nearestDistance then
|
||||
|
||||
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
|
||||
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
|
||||
|
||||
|
||||
-- calc visible
|
||||
if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then
|
||||
|
||||
_nearestDistance = _tempDist
|
||||
_nearestUnit = _units[_x]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if _nearestUnit == nil then
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
return _nearestUnit
|
||||
return _enemies
|
||||
end
|
||||
|
||||
-- tests whether the unit is targeted by another JTAC
|
||||
@@ -5439,6 +5522,18 @@ function ctld.getJTACStatus(_args)
|
||||
|
||||
if _enemyUnit ~= nil and _enemyUnit:getLife() > 0 and _enemyUnit:isActive() == true then
|
||||
_message = _message .. "" .. _jtacGroupName .. " targeting " .. _enemyUnit:getTypeName() .. " CODE: " .. _laserCode .. ctld.getPositionString(_enemyUnit) .. "\n"
|
||||
|
||||
local _list = ctld.listNearbyEnemies(_jtacUnit)
|
||||
|
||||
if _list then
|
||||
_message = _message.."Visual On: "
|
||||
|
||||
for _,_type in pairs(_list) do
|
||||
_message = _message.._type.." "
|
||||
end
|
||||
_message = _message.."\n"
|
||||
end
|
||||
|
||||
else
|
||||
_message = _message .. "" .. _jtacGroupName .. " searching for targets" .. ctld.getPositionString(_jtacUnit) .. "\n"
|
||||
end
|
||||
|
||||
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BIN
test-fob.miz
BIN
test-fob.miz
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BIN
test-mission-jtac-priority.miz
Normal file
BIN
test-mission-jtac-priority.miz
Normal file
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BIN
test-mission.miz
BIN
test-mission.miz
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Reference in New Issue
Block a user