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v1.2.2
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minimum-di
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644b4dc2fe |
42
CTLD.lua
42
CTLD.lua
@@ -47,6 +47,8 @@ ctld.maximumMoveDistance = 2000 -- max distance for troops to move from drop poi
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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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@@ -130,6 +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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@@ -1655,6 +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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@@ -1751,6 +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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@@ -1792,12 +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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@@ -2964,6 +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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