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6 Commits
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72
CTLD.lua
72
CTLD.lua
@ -40,7 +40,7 @@ end
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ctld.Id = "CTLD - "
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ctld.Id = "CTLD - "
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--- Version.
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--- Version.
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ctld.Version = "1.5.0"
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ctld.Version = "1.5.1"
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-- To add debugging messages to dcs.log, change the following log levels to `true`; `Debug` is less detailed than `Trace`
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-- To add debugging messages to dcs.log, change the following log levels to `true`; `Debug` is less detailed than `Trace`
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ctld.Debug = false
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ctld.Debug = false
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@ -491,8 +491,8 @@ ctld.JTAC_LIMIT_RED = 10 -- max number of JTAC Crates for the RED Si
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ctld.JTAC_LIMIT_BLUE = 10 -- max number of JTAC Crates for the BLUE Side
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ctld.JTAC_LIMIT_BLUE = 10 -- max number of JTAC Crates for the BLUE Side
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ctld.JTAC_dropEnabled = true -- allow JTAC Crate spawn from F10 menu
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ctld.JTAC_dropEnabled = true -- allow JTAC Crate spawn from F10 menu
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ctld.JTAC_maxDistance = 10000 -- How far a JTAC can "see" in meters (with Line of Sight)
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ctld.JTAC_maxDistance = 10000 -- How far a JTAC can "see" in meters (with Line of Sight)
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ctld.JTAC_smokeOn_RED = true -- enables marking of target with smoke for RED forces
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ctld.JTAC_smokeOn_RED = false -- enables marking of target with smoke for RED forces
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ctld.JTAC_smokeOn_BLUE = true -- enables marking of target with smoke for BLUE forces
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ctld.JTAC_smokeOn_BLUE = false -- enables marking of target with smoke for BLUE forces
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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_smokeMarginOfError = 50 -- error that the JTAC is allowed to make when popping a smoke (in meters)
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ctld.JTAC_smokeMarginOfError = 50 -- error that the JTAC is allowed to make when popping a smoke (in meters)
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@ -7887,26 +7887,56 @@ function ctld.adjustRoute(_initialRouteTable, _firstWpOfNewRoute) -- create a r
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-- apply offset (_firstWpOfNewRoute) to SwitchWaypoint tasks
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-- apply offset (_firstWpOfNewRoute) to SwitchWaypoint tasks
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local lastWpAsAlreadySwitchWaypoint = false
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local lastWpAsAlreadySwitchWaypoint = false
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for idx = 1, #adjustedRoute do
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for idx2 = 1, #adjustedRoute do
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for j=1, #adjustedRoute[idx].task.params.tasks do
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if #adjustedRoute[idx2] and
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if adjustedRoute[idx].task.params.tasks[j].id ~= "ControlledTask" then
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#adjustedRoute[idx2].task and
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if adjustedRoute[idx].task.params.tasks[j].params.action.id == "SwitchWaypoint" then
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#adjustedRoute[idx2].task.params and
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local goToWaypointIndex = adjustedRoute[idx].task.params.tasks[j].params.action.params.goToWaypointIndex
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#adjustedRoute[idx2].task.params.tasks then
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adjustedRoute[idx].task.params.tasks[j].params.action.params.fromWaypointIndex = idx
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adjustedRoute[idx].task.params.tasks[j].params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
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for j=1, #adjustedRoute[idx2].task.params.tasks do
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if idx == #adjustedRoute then
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if adjustedRoute[idx2].task.params.tasks[j].id and
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lastWpAsAlreadySwitchWaypoint = true
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adjustedRoute[idx2].task.params.tasks[j].id ~= "ControlledTask" then
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if adjustedRoute[idx2].task.params.tasks[j].params and
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adjustedRoute[idx2].task.params.tasks[j].params.action and
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adjustedRoute[idx2].task.params.tasks[j].params.action.id and
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adjustedRoute[idx2].task.params.tasks[j].params.action.id == "SwitchWaypoint" then
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if adjustedRoute[idx2].task.params.tasks[j].params.action.params then
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local goToWaypointIndex = adjustedRoute[idx2].task.params.tasks[j].params.action.params.goToWaypointIndex
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adjustedRoute[idx2].task.params.tasks[j].params.action.params.fromWaypointIndex = idx2
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adjustedRoute[idx2].task.params.tasks[j].params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
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if idx2 == #adjustedRoute then
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lastWpAsAlreadySwitchWaypoint = true
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end
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end
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end
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end
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end
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else -- for "ControlledTask"
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else -- for "ControlledTask"
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if adjustedRoute[idx].task.params.tasks[j].params.task.params.action.id == "SwitchWaypoint" then
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if adjustedRoute[idx2].task.params.tasks[j].params and
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local goToWaypointIndex = adjustedRoute[idx].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex
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adjustedRoute[idx2].task.params.tasks[j].params.task and
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adjustedRoute[idx].task.params.tasks[j].params.task.params.action.params.fromWaypointIndex = idx
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adjustedRoute[idx2].task.params.tasks[j].params.task.params and
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adjustedRoute[idx].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
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adjustedRoute[idx2].task.params.tasks[j].params.task.params.action and
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if idx == #adjustedRoute then
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adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.id and
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lastWpAsAlreadySwitchWaypoint = true
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adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.id == "SwitchWaypoint" then
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if adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params then
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local goToWaypointIndex = adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex
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adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params.fromWaypointIndex = idx2
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adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
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if idx2 == #adjustedRoute then
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lastWpAsAlreadySwitchWaypoint = true
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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@ -7957,7 +7987,7 @@ ctld.reconMenuName = ctld.i18n_translate("RECON") --name of the
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ctld.reconRadioAdded = {} --stores the groups that have had the radio menu added
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ctld.reconRadioAdded = {} --stores the groups that have had the radio menu added
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ctld.reconLosSearchRadius = 2000 -- search radius in meters
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ctld.reconLosSearchRadius = 2000 -- search radius in meters
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ctld.reconLosMarkRadius = 100 -- mark radius dimension in meters
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ctld.reconLosMarkRadius = 100 -- mark radius dimension in meters
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ctld.reconAutoRefreshLosTargetMarks = true -- if true recon LOS marks are automaticaly refreshed on F10 map
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ctld.reconAutoRefreshLosTargetMarks = false -- if true recon LOS marks are automaticaly refreshed on F10 map
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ctld.reconLastScheduleIdAutoRefresh = 0
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ctld.reconLastScheduleIdAutoRefresh = 0
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---- F10 RECON Menus ------------------------------------------------------------------
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---- F10 RECON Menus ------------------------------------------------------------------
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24
README.md
24
README.md
@ -11,6 +11,8 @@ It's open-source and free as in free beer (you don't have to pay to use it), and
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We're always looking for help, please reach out to [Zip on Discord](https://discordapp.com/users/421317390807203850) if you want to participate in maintenance or development.
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We're always looking for help, please reach out to [Zip on Discord](https://discordapp.com/users/421317390807203850) if you want to participate in maintenance or development.
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And if you'd like to support our work, you can [buy me a coffee](https://coff.ee/veaf_zip)!
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## Contents
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## Contents
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This script is a rewrite of some of the functionality of the original Complete Combat Troop Transport Script (CTTS) by Geloxo (http://forums.eagle.ru/showthread.php?t=108523), as well as adding new features.
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This script is a rewrite of some of the functionality of the original Complete Combat Troop Transport Script (CTTS) by Geloxo (http://forums.eagle.ru/showthread.php?t=108523), as well as adding new features.
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@ -865,10 +867,11 @@ 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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JTAC frequency is available through the "JTAC Status" radio menu
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#### Jtac-automatic-orbiting-over-lased-target
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#### Jtac-automatic-orbiting-over-lased-target
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By setting parameter ctld.enableAutoOrbitingFlyingJtacOnTarget = true, a script
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dedicated script puts in orbit each flying JTAC over his detected target.
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By setting parameter ctld.enableAutoOrbitingFlyingJtacOnTarget = true, a script dedicated script puts in orbit each flying JTAC over his detected target.
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Associated with CTLD/JTAC functions, you can assign a fly route to the JTAC drone,
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this one follow it, and start orbiting when he detects a target.
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Associated with CTLD/JTAC functions, you can assign a fly route to the JTAC drone, this one follow it, and start orbiting when he detects a target.
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As soon as it don't detect a target, it restart following its initial route at the nearest waypoint
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As soon as it don't detect a target, it restart following its initial route at the nearest waypoint
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# In Game
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# In Game
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@ -927,11 +930,13 @@ ctld.JTAC_WEIGHT = 15 -- kg
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```
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```
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## Limit troop Loading
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## Limit troop Loading
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The number of Infantries units in mission can be limited by setting the table below :
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The number of Infantries units in mission can be limited by setting the table below :
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ctld.nbLimitSpwanedTroops = {0, 0} -- {redLimitInfantryCount, blueLimitInfantryCount}
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`ctld.nbLimitSpawnedTroops = {0, 0} -- {redLimitInfantryCount, blueLimitInfantryCount}`
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When this cumulative number of troops is reached for a coalition, no more troops can be loaded onboard, and a message is sent to player.
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When this cumulative number of troops is reached for a coalition, no more troops can be loaded onboard, and a message is sent to player.
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If ctld.nbLimitSpwanedTroops = {0, 0} (both values at 0) the limit control is disabled.
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If set to `ctld.nbLimitSpawnedTroops = {0, 0}` (both values at 0) the limit control is disabled. This is the default.
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If either value is non-zero, limit control becomes active for both coalitions.
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If either value is non-zero, limit control becomes active for both coalitions.
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## Cargo Spawning and Sling Loading
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## Cargo Spawning and Sling Loading
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@ -1024,13 +1029,14 @@ Rearming:
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You can also repair a partially destroyed HAWK / BUK or KUB system by dropping a repair crate next to it and unpacking. A repair crate will also re-arm the system.
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You can also repair a partially destroyed HAWK / BUK or KUB system by dropping a repair crate next to it and unpacking. A repair crate will also re-arm the system.
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## Crate Repacking
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## Crate Repacking
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The F10 menu allows you to repack units having associated crate types in the "ctld.spawnableCrates" table.
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The F10 menu allows you to repack units having associated crate types in the "ctld.spawnableCrates" table.
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Simply land near the unit you wish to repack and select it from the list presented by the "CTLD//Vehicle/FOB transport...//Repack Vehicles" menu.
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Simply land near the unit you wish to repack and select it from the list presented by the "CTLD//Vehicle/FOB transport...//Repack Vehicles" menu.
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The defined radius of vehicles detection is specified by the parameter
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ctld.maximumDistanceRepackableUnitsSearch = 200 -- max distance from transportUnit to search force repackable units in meters
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The defined radius of vehicles detection is specified by the parameter `ctld.maximumDistanceRepackableUnitsSearch` (default 200 meters).
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WARNING: Due to technical reasons related to the refresh time of the F10 menus, there may be inconsistencies between the type of vehicles requested and those provided. It is recommended to wait 5 to 10 seconds without moving after landing and opening the F10 menu for a packaging order.
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*WARNING*: Due to technical reasons related to the refresh time of the F10 menus, there may be inconsistencies between the type of vehicles requested and those provided. It is recommended to wait 5 to 10 seconds without moving after landing and opening the F10 menu for a packaging order.
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## Forward Operating Base (FOB) Construction
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## Forward Operating Base (FOB) Construction
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FOBs can be built by loading special FOB crates from a **Logistics** unit into a C-130 or other large aircraft configured in the script. To load the crate use the F10 - Troop Commands Menu. The idea behind FOBs is to make player vs player missions even more dynamic as these can be deployed in most locations. Once destroyed the FOB can no longer be used.
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FOBs can be built by loading special FOB crates from a **Logistics** unit into a C-130 or other large aircraft configured in the script. To load the crate use the F10 - Troop Commands Menu. The idea behind FOBs is to make player vs player missions even more dynamic as these can be deployed in most locations. Once destroyed the FOB can no longer be used.
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