Merging pax main

This commit is contained in:
WoodyXP
2023-06-21 18:26:12 +02:00
477 changed files with 40249 additions and 6693 deletions

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@@ -1 +0,0 @@
local Olympuslfs=require('lfs');dofile(Olympuslfs.writedir()..'Scripts/OlympusExport.lua')

View File

@@ -1,15 +1,44 @@
local version = "v0.3.0-alpha"
local debug = false
Olympus.unitCounter = 1
Olympus.payloadRegistry = {}
Olympus.groupIndex = 0
Olympus.groupStep = 40
Olympus.OlympusDLL = nil
Olympus.DLLsloaded = false
Olympus.OlympusModPath = os.getenv('DCSOLYMPUS_PATH')..'\\bin\\'
function Olympus.debug(message, displayFor)
if debug == true then
trigger.action.outText(message, displayFor)
end
end
function Olympus.notify(message, displayFor)
trigger.action.outText(message, displayFor)
end
function Olympus.loadDLLs()
-- Add the .dll paths
package.cpath = package.cpath..';'..Olympus.OlympusModPath..'?.dll;'
local status
status, Olympus.OlympusDLL = pcall(require, 'olympus')
if status then
return true
else
return false
end
end
-- Gets a unit class reference from a given ObjectID (the ID used by Olympus for unit referencing)
function Olympus.getUnitByID(ID)
for name, table in pairs(mist.DBs.unitsByName) do
local unit = Unit.getByName(name)
if unit and unit:getObjectID() == ID then
if unit and unit["getObjectID"] and unit:getObjectID() == ID then
return unit
end
end
@@ -19,9 +48,11 @@ end
function Olympus.getCountryIDByCoalition(coalition)
local countryID = 0
if coalition == 'red' then
countryID = country.id.RUSSIA
countryID = country.id.CJTF_RED
elseif coalition == 'blue' then
countryID = country.id.CJTF_BLUE
else
countryID = country.id.USA
countryID = country.id.UN_PEACEKEEPERS
end
return countryID
end
@@ -50,25 +81,123 @@ function Olympus.buildEnrouteTask(options)
}
}
end
-- Start being an active tanker
elseif options['id'] == 'Tanker' then
task = {
id = 'Tanker',
params = {},
}
-- Start being an active AWACS
elseif options['id'] == 'AWACS' then
task = {
id = 'AWACS',
params = {},
}
end
return task
end
-- Builds a valid task depending on the provided options
function Olympus.buildTask(options)
function Olympus.buildTask(groupName, options)
local task = nil
-- Engage specific target by ID. Checks if target exists.
if options['id'] == 'FollowUnit' and options['leaderID'] and options['offset'] then
local leader = Olympus.getUnitByID(options['leaderID'])
if leader and leader:isExist() then
local group = Group.getByName(groupName)
if (Olympus.isArray(options)) then
local tasks = {}
for idx, subOptions in pairs(options) do
tasks[idx] = Olympus.buildTask(groupName, subOptions) or Olympus.buildEnrouteTask(subOptions)
end
task = {
id = 'ComboTask',
params = {
tasks = tasks
}
}
Olympus.debug(Olympus.serializeTable(task), 30)
else
if options['id'] == 'FollowUnit' and options['leaderID'] and options['offset'] then
local leader = Olympus.getUnitByID(options['leaderID'])
if leader and leader:isExist() then
task = {
id = 'Follow',
params = {
groupId = leader:getGroup():getID(),
pos = options['offset'],
lastWptIndexFlag = false,
lastWptIndex = 1
}
}
end
elseif options['id'] == 'Refuel' then
task = {
id = 'Follow',
id = 'Refueling',
params = {}
}
elseif options['id'] == 'Orbit' then
task = {
id = 'Orbit',
params = {
pattern = options['pattern'] or "Circle"
}
}
if options['altitude'] then
if options ['altitudeType'] then
if options ['altitudeType'] == "AGL" then
local groundHeight = 0
if group then
local groupPos = mist.getLeadPos(group)
groundHeight = land.getHeight({x = groupPos.x, y = groupPos.z})
end
task['params']['altitude'] = groundHeight + options['altitude']
else
task['params']['altitude'] = options['altitude']
end
else
task['params']['altitude'] = options['altitude']
end
end
if options['speed'] then
task['params']['speed'] = options['speed']
end
elseif options['id'] == 'Bombing' and options['lat'] and options['lng'] then
local point = coord.LLtoLO(options['lat'], options['lng'], 0)
task = {
id = 'Bombing',
params = {
groupId = leader:getGroup():getID(),
pos = options['offset'],
lastWptIndexFlag = false,
lastWptIndex = 1
}
point = {x = point.x, y = point.z},
attackQty = 1
}
}
elseif options['id'] == 'CarpetBombing' and options['lat'] and options['lng'] then
local point = coord.LLtoLO(options['lat'], options['lng'], 0)
task = {
id = 'CarpetBombing',
params = {
x = point.x,
y = point.z,
carpetLength = 1000,
attackType = 'Carpet',
expend = "All",
attackQty = 1,
attackQtyLimit = true
}
}
elseif options['id'] == 'AttackMapObject' and options['lat'] and options['lng'] then
local point = coord.LLtoLO(options['lat'], options['lng'], 0)
task = {
id = 'AttackMapObject',
params = {
point = {x = point.x, y = point.z}
}
}
elseif options['id'] == 'FireAtPoint' and options['lat'] and options['lng'] and options['radius'] then
local point = coord.LLtoLO(options['lat'], options['lng'], 0)
task = {
id = 'FireAtPoint',
params = {
point = {x = point.x, y = point.z},
radius = options['radius']
}
}
end
end
@@ -76,23 +205,27 @@ function Olympus.buildTask(options)
end
-- Move a unit. Since many tasks in DCS are Enroute tasks, this function is an important way to control the unit AI
function Olympus.move(ID, lat, lng, altitude, speed, category, taskOptions)
Olympus.notify("Olympus.move " .. ID .. " (" .. lat .. ", " .. lng ..") " .. altitude .. "m " .. speed .. "m/s " .. category, 2)
local unit = Olympus.getUnitByID(ID)
if unit then
function Olympus.move(groupName, lat, lng, altitude, altitudeType, speed, speedType, category, taskOptions)
Olympus.debug("Olympus.move " .. groupName .. " (" .. lat .. ", " .. lng ..") " .. altitude .. "m " .. altitudeType .. " ".. speed .. "m/s " .. category .. " " .. Olympus.serializeTable(taskOptions), 2)
local group = Group.getByName(groupName)
if group then
if category == "Aircraft" then
local startPoint = mist.getLeadPos(unit:getGroup())
local startPoint = mist.getLeadPos(group)
local endPoint = coord.LLtoLO(lat, lng, 0)
if altitudeType == "AGL" then
altitude = land.getHeight({x = endPoint.x, y = endPoint.z}) + altitude
end
local path = {}
if taskOptions and taskOptions['id'] == 'Land' then
path = {
[1] = mist.fixedWing.buildWP(startPoint, flyOverPoint, speed, altitude, 'BARO'),
[1] = mist.fixedWing.buildWP(startPoint, turningPoint, speed, altitude, 'BARO'),
[2] = mist.fixedWing.buildWP(endPoint, landing, speed, 0, 'AGL')
}
else
path = {
[1] = mist.fixedWing.buildWP(startPoint, flyOverPoint, speed, altitude, 'BARO'),
[1] = mist.fixedWing.buildWP(startPoint, turningPoint, speed, altitude, 'BARO'),
[2] = mist.fixedWing.buildWP(endPoint, turningPoint, speed, altitude, 'BARO')
}
end
@@ -115,35 +248,40 @@ function Olympus.move(ID, lat, lng, altitude, speed, category, taskOptions)
},
},
}
group = unit:getGroup()
local groupCon = group:getController()
if groupCon then
groupCon:setTask(missionTask)
end
Olympus.notify("Olympus.move executed successfully on a Aircraft", 2)
Olympus.debug("Olympus.move executed successfully on a Aircraft", 2)
elseif category == "GroundUnit" then
vars =
{
group = unit:getGroup(),
group = group,
point = coord.LLtoLO(lat, lng, 0),
form = "Off Road",
heading = 0,
speed = speed,
disableRoads = true
speed = speed
}
if taskOptions and taskOptions['id'] == 'FollowRoads' and taskOptions['value'] == true then
vars["disableRoads"] = false
else
vars["form"] = "Off Road"
vars["disableRoads"] = true
end
mist.groupToRandomPoint(vars)
Olympus.notify("Olympus.move executed succesfully on a ground unit", 2)
Olympus.debug("Olympus.move executed succesfully on a ground unit", 2)
else
Olympus.notify("Olympus.move not implemented yet for " .. category, 2)
Olympus.debug("Olympus.move not implemented yet for " .. category, 2)
end
else
Olympus.notify("Error in Olympus.move " .. unitName, 2)
Olympus.debug("Error in Olympus.move " .. groupName, 2)
end
end
-- Creates a simple smoke on the ground
function Olympus.smoke(color, lat, lng)
Olympus.notify("Olympus.smoke " .. color .. " (" .. lat .. ", " .. lng ..")", 2)
Olympus.debug("Olympus.smoke " .. color .. " (" .. lat .. ", " .. lng ..")", 2)
local colorEnum = nil
if color == "green" then
colorEnum = trigger.smokeColor.Green
@@ -159,21 +297,44 @@ function Olympus.smoke(color, lat, lng)
trigger.action.smoke(mist.utils.makeVec3GL(coord.LLtoLO(lat, lng, 0)), colorEnum)
end
-- Creates an explosion on the ground
function Olympus.explosion(intensity, lat, lng)
Olympus.debug("Olympus.explosion " .. intensity .. " (" .. lat .. ", " .. lng ..")", 2)
trigger.action.explosion(mist.utils.makeVec3GL(coord.LLtoLO(lat, lng, 0)), intensity)
end
-- Spawns a single ground unit
function Olympus.spawnGroundUnit(coalition, unitType, lat, lng)
Olympus.notify("Olympus.spawnGroundUnit " .. coalition .. " " .. unitType .. " (" .. lat .. ", " .. lng ..")", 2)
Olympus.debug("Olympus.spawnGroundUnit " .. coalition .. " " .. unitType .. " (" .. lat .. ", " .. lng ..")", 2)
local spawnLocation = mist.utils.makeVec3GL(coord.LLtoLO(lat, lng, 0))
local unitTable =
{
[1] =
local unitTable = {}
if Olympus.hasKey(templates, unitType) then
for idx, value in pairs(templates[unitType].units) do
unitTable[#unitTable + 1] = {
["type"] = value.name,
["x"] = spawnLocation.x + value.dx,
["y"] = spawnLocation.z + value.dy,
["playerCanDrive"] = true,
["heading"] = 0,
["skill"] = "High"
}
end
else
unitTable =
{
["type"] = unitType,
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
["playerCanDrive"] = true,
["heading"] = 0,
},
}
[1] =
{
["type"] = unitType,
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
["playerCanDrive"] = true,
["heading"] = 0,
["skill"] = "High"
},
}
end
local countryID = Olympus.getCountryIDByCoalition(coalition)
@@ -186,19 +347,19 @@ function Olympus.spawnGroundUnit(coalition, unitType, lat, lng)
}
mist.dynAdd(vars)
Olympus.unitCounter = Olympus.unitCounter + 1
Olympus.notify("Olympus.spawnGround completed succesfully", 2)
Olympus.debug("Olympus.spawnGround completed succesfully", 2)
end
-- Spawns a single aircraft. Spawn options are:
-- payloadName: a string, one of the names defined in unitPayloads.lua. Must be compatible with the unitType
-- airbaseName: a string, if present the aircraft will spawn on the ground of the selected airbase
-- payload: a table, if present the unit will receive this specific payload. Overrides payloadName
function Olympus.spawnAircraft(coalition, unitType, lat, lng, spawnOptions)
function Olympus.spawnAircraft(coalition, unitType, lat, lng, alt, spawnOptions)
local payloadName = spawnOptions["payloadName"]
local airbaseName = spawnOptions["airbaseName"]
local payload = spawnOptions["payload"]
Olympus.notify("Olympus.spawnAircraft " .. coalition .. " " .. unitType .. " (" .. lat .. ", " .. lng ..")", 2)
Olympus.debug("Olympus.spawnAircraft " .. coalition .. " " .. unitType .. " (" .. lat .. ", " .. lng ..", " .. alt .. ")", 2)
local spawnLocation = mist.utils.makeVec3GL(coord.LLtoLO(lat, lng, 0))
if payload == nil then
@@ -218,10 +379,13 @@ function Olympus.spawnAircraft(coalition, unitType, lat, lng, spawnOptions)
["type"] = unitType,
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
["alt"] = alt,
["alt_type"] = "BARO",
["skill"] = "Excellent",
["payload"] =
{
["pylons"] = payload,
["fuel"] = 999999,
["flare"] = 60,
["ammo_type"] = 1,
["chaff"] = 60,
@@ -251,17 +415,18 @@ function Olympus.spawnAircraft(coalition, unitType, lat, lng, spawnOptions)
{
[1] =
{
["action"] = "From Runway",
["action"] = "From Parking Area Hot",
["task"] =
{
["id"] = "ComboTask",
["params"] = {["tasks"] = {},},
},
["type"] = "TakeOff",
["type"] = "TakeOffParkingHot",
["ETA"] = 0,
["ETA_locked"] = true,
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
["alt_type"] = "BARO",
["formation_template"] = "",
["airdromeId"] = airbaseID,
["speed_locked"] = true,
@@ -269,8 +434,61 @@ function Olympus.spawnAircraft(coalition, unitType, lat, lng, spawnOptions)
},
}
end
else
route = {
["points"] =
{
[1] =
{
["alt"] = alt,
["alt_type"] = "BARO",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "EPLRS",
["params"] =
{
["value"] = true
},
},
},
},
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "Orbit",
["enabled"] = true,
["params"] =
{
["pattern"] = "Circle"
},
},
},
},
},
["type"] = "Turning Point",
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
}, -- end of [1]
}, -- end of ["points"]
} -- end of ["route"]
end
local vars =
{
units = unitTable,
@@ -286,70 +504,88 @@ function Olympus.spawnAircraft(coalition, unitType, lat, lng, spawnOptions)
-- Save the payload to be reused in case the unit is cloned. TODO: save by ID not by name (it works but I like consistency)
Olympus.payloadRegistry[vars.name] = payload
Olympus.unitCounter = Olympus.unitCounter + 1
Olympus.notify("Olympus.spawnAir completed successfully", 2)
Olympus.debug("Olympus.spawnAir completed successfully", 2)
end
-- Clones a unit by ID. Will clone the unit with the same original payload as the source unit. TODO: only works on Olympus unit not ME units.
function Olympus.clone(ID, lat, lng)
Olympus.notify("Olympus.clone " .. ID, 2)
function Olympus.clone(ID, lat, lng, category)
Olympus.debug("Olympus.clone " .. ID .. ", " .. category, 2)
local unit = Olympus.getUnitByID(ID)
if unit then
local coalition = Olympus.getCoalitionByCoalitionID(unit:getCoalition())
-- TODO: only works on Aircraft
local spawnOptions = {
payload = Olympus.payloadRegistry[unit:getName()]
}
Olympus.spawnAircraft(coalition, unit:getTypeName(), lat, lng, spawnOptions)
if category == "Aircraft" then
local spawnOptions = {
payload = Olympus.payloadRegistry[unit:getName()]
}
Olympus.spawnAircraft(coalition, unit:getTypeName(), lat, lng, unit:getPoint().y, spawnOptions)
elseif category == "GroundUnit" then
Olympus.spawnGroundUnit(coalition, unit:getTypeName(), lat, lng)
end
end
Olympus.notify("Olympus.clone completed successfully", 2)
Olympus.debug("Olympus.clone completed successfully", 2)
end
function Olympus.delete(ID, lat, lng)
Olympus.notify("Olympus.delete " .. ID, 2)
function Olympus.delete(ID, explosion)
Olympus.debug("Olympus.delete " .. ID .. " " .. tostring(explosion), 2)
local unit = Olympus.getUnitByID(ID)
if unit then
unit:destroy();
Olympus.notify("Olympus.delete completed successfully", 2)
end
end
function Olympus.setTask(ID, taskOptions)
Olympus.notify("Olympus.setTask " .. ID .. " " .. Olympus.serializeTable(taskOptions), 2)
local unit = Olympus.getUnitByID(ID)
if unit then
local task = Olympus.buildTask(taskOptions);
if task then
unit:getGroup():getController():setTask(task)
Olympus.notify("Olympus.setTask completed successfully", 2)
if unit:getPlayerName() or explosion then
trigger.action.explosion(unit:getPoint() , 250 ) --consider replacing with forcibly deslotting the player, however this will work for now
Olympus.debug("Olympus.delete completed successfully", 2)
else
unit:destroy(); --works for AI units not players
Olympus.debug("Olympus.delete completed successfully", 2)
end
end
end
function Olympus.resetTask(ID)
Olympus.notify("Olympus.resetTask " .. ID, 2)
local unit = Olympus.getUnitByID(ID)
if unit then
unit:getGroup():getController():resetTask()
Olympus.notify("Olympus.resetTask completed successfully", 2)
function Olympus.setTask(groupName, taskOptions)
Olympus.debug("Olympus.setTask " .. groupName .. " " .. Olympus.serializeTable(taskOptions), 2)
local group = Group.getByName(groupName)
if group then
local task = Olympus.buildTask(groupName, taskOptions);
Olympus.debug("Olympus.setTask " .. Olympus.serializeTable(task), 20)
if task then
group:getController():setTask(task)
Olympus.debug("Olympus.setTask completed successfully", 2)
end
end
end
function Olympus.setCommand(ID, command)
Olympus.notify("Olympus.setCommand " .. ID .. " " .. Olympus.serializeTable(command), 2)
local unit = Olympus.getUnitByID(ID)
if unit then
unit:getGroup():getController():setCommand(command)
Olympus.notify("Olympus.setCommand completed successfully", 2)
function Olympus.resetTask(groupName)
Olympus.debug("Olympus.resetTask " .. groupName, 2)
local group = Group.getByName(groupName)
if group then
group:getController():resetTask()
Olympus.debug("Olympus.resetTask completed successfully", 2)
end
end
function Olympus.setOption(ID, optionID, optionValue)
Olympus.notify("Olympus.setCommand " .. ID .. " " .. optionID .. " " .. optionValue, 2)
local unit = Olympus.getUnitByID(ID)
if unit then
unit:getGroup():getController():setOption(optionID, optionValue)
Olympus.notify("Olympus.setOption completed successfully", 2)
function Olympus.setCommand(groupName, command)
Olympus.debug("Olympus.setCommand " .. groupName .. " " .. Olympus.serializeTable(command), 2)
local group = Group.getByName(groupName)
if group then
group:getController():setCommand(command)
Olympus.debug("Olympus.setCommand completed successfully", 2)
end
end
function Olympus.setOption(groupName, optionID, optionValue)
Olympus.debug("Olympus.setOption " .. groupName .. " " .. optionID .. " " .. tostring(optionValue), 2)
local group = Group.getByName(groupName)
if group then
group:getController():setOption(optionID, optionValue)
Olympus.debug("Olympus.setOption completed successfully", 2)
end
end
function Olympus.setOnOff(groupName, onOff)
Olympus.debug("Olympus.setOnOff " .. groupName .. " " .. tostring(onOff), 2)
local group = Group.getByName(groupName)
if group then
group:getController():setOnOff(onOff)
Olympus.debug("Olympus.setOnOff completed successfully", 2)
end
end
@@ -385,4 +621,148 @@ function Olympus.serializeTable(val, name, skipnewlines, depth)
return tmp
end
Olympus.notify("OlympusCommand script loaded successfully", 2)
function Olympus.isArray(t)
local i = 0
for _ in pairs(t) do
i = i + 1
if t[i] == nil then return false end
end
return true
end
function Olympus.hasValue(tab, val)
for index, value in ipairs(tab) do
if value == val then
return true
end
end
return false
end
function Olympus.hasKey(tab, key)
for k, value in pairs(tab) do
if k == key then
return true
end
end
return false
end
function Olympus.setMissionData(arg, time)
local missionData = {}
-- Bullseye data
local bullseyes = {}
for i = 0, 2 do
local bullseyeVec3 = coalition.getMainRefPoint(i)
local bullseyeLatitude, bullseyeLongitude, bullseyeAltitude = coord.LOtoLL(bullseyeVec3)
bullseyes[i] = {}
bullseyes[i]["latitude"] = bullseyeLatitude
bullseyes[i]["longitude"] = bullseyeLongitude
bullseyes[i]["coalition"] = Olympus.getCoalitionByCoalitionID(i)
end
-- Units tactical data
local unitsData = {}
local startIndex = Olympus.groupIndex
local endIndex = startIndex + Olympus.groupStep
local index = 0
if mist ~= nil and mist.DBs ~= nil and mist.DBs.groupsByName ~= nil then
for groupName, gp in pairs(mist.DBs.groupsByName) do
index = index + 1
if index > startIndex then
if groupName ~= nil then
local group = Group.getByName(groupName)
if group ~= nil then
-- Get the targets detected by the group controller
local controller = group:getController()
local controllerTargets = controller:getDetectedTargets()
for index, unit in pairs(group:getUnits()) do
local unitController = unit:getController()
local table = {}
table["contacts"] = {}
for i, target in ipairs(controllerTargets) do
for det, enum in pairs(Controller.Detection) do
if target.object ~= nil then
local detected = unitController:isTargetDetected(target.object, enum)
if detected then
target["detectionMethod"] = det
table["contacts"][#table["contacts"] + 1] = target
end
end
end
end
table["hasTask"] = controller:hasTask()
table["ammo"] = unit:getAmmo()
table["fuel"] = unit:getFuel()
table["life"] = unit:getLife() / unit:getLife0()
unitsData[unit:getObjectID()] = table
end
end
end
end
if index >= endIndex then
break
end
end
if index ~= endIndex then
Olympus.groupIndex = 0
else
Olympus.groupIndex = endIndex
end
end
-- Airbases data
local base = world.getAirbases()
local airbases = {}
for i = 1, #base do
local info = {}
local latitude, longitude, altitude = coord.LOtoLL(Airbase.getPoint(base[i]))
info["callsign"] = Airbase.getCallsign(base[i])
info["coalition"] = Olympus.getCoalitionByCoalitionID(Airbase.getCoalition(base[i]))
info["latitude"] = latitude
info["longitude"] = longitude
if Airbase.getUnit(base[i]) then
info["unitId"] = Airbase.getUnit(base[i]):getID()
end
airbases[i] = info
end
local mission = {}
mission.theatre = env.mission.theatre
mission.elapsedTime = DCS.getRealTime()
mission.time = mist.time.getDHMS(timer.getAbsTime())
mission.startTime = env.mission.start_time
mission.date = env.mission.date
-- Assemble missionData table
missionData["bullseyes"] = bullseyes
missionData["unitsData"] = unitsData
missionData["airbases"] = airbases
missionData["mission"] = mission
Olympus.missionData = missionData
Olympus.OlympusDLL.setMissionData()
return time + 1
end
local OlympusName = 'Olympus ' .. version .. ' C++ module';
isOlympusModuleInitialized=true;
Olympus.DLLsloaded = Olympus.loadDLLs()
if Olympus.DLLsloaded then
Olympus.notify(OlympusName..' successfully loaded.', 20)
else
Olympus.notify('Failed to load '..OlympusName, 20)
end
timer.scheduleFunction(Olympus.setMissionData, {}, timer.getTime() + 1)
Olympus.notify("OlympusCommand script " .. version .. " loaded successfully", 2, true)

View File

@@ -1,38 +0,0 @@
Olympus = {}
Olympus.OlympusDLL = nil
Olympus.cppRESTDLL = nil
Olympus.DLLsloaded = false
Olympus.OlympusModPath = os.getenv('DCSOLYMPUS_PATH')..'\\bin\\'
log.write('Olympus.EXPORT.LUA', log.INFO, 'Executing OlympusExport.lua')
function Olympus.loadDLLs()
-- Add the .dll paths
package.cpath = package.cpath..';'..Olympus.OlympusModPath..'?.dll;'
local status
log.write('Olympus.HOOKS.LUA', log.INFO, 'Loading olympus.dll from ['..Olympus.OlympusModPath..']')
status, Olympus.OlympusDLL = pcall(require, 'olympus')
if status then
log.write('Olympus.HOOKS.LUA', log.INFO, 'olympus.dll loaded successfully')
return true
else
log.write('Olympus.HOOKS.LUA', log.ERROR, 'Error loading olympus.dll: '..Olympus.OlympusDLL)
return false
end
end
do
if isOlympusModuleInitialized~=true then
local OlympusName = 'Olympus 0.0.1 C++ module';
isOlympusModuleInitialized=true;
Olympus.DLLsloaded = Olympus.loadDLLs()
if Olympus.DLLsloaded then
log.write('Olympus.EXPORT.LUA', log.INFO, OlympusName..' successfully loaded.')
else
log.write('Olympus.EXPORT.LUA', log.ERROR, 'Failed to load '..OlympusName)
end
else
log.write('Olympus.EXPORT.LUA', log.INFO, 'olympus.dll already initialized')
end
end

View File

@@ -1,3 +1,5 @@
local version = 'v0.3.0-alpha'
Olympus = {}
Olympus.OlympusDLL = nil
Olympus.cppRESTDLL = nil
@@ -24,7 +26,7 @@ end
do
if isOlympusModuleInitialized~=true then
local OlympusName = 'Olympus 0.0.1 C++ module';
local OlympusName = 'Olympus ' .. version .. ' C++ module';
Olympus.loadDLLs();
-- Register callbacks

View File

@@ -1,106 +0,0 @@
Olympus = {}
function Olympus.notify(message, displayFor)
trigger.action.outText(message, displayFor)
end
function Olympus.setMissionData(arg, time)
local missionData = {}
-- Bullseye data
local bullseye = {}
for i = 0, 2 do
local bullseyeVec3 = coalition.getMainRefPoint(i)
local bullseyeLatitude, bullseyeLongitude, bullseyeAltitude = coord.LOtoLL(bullseyeVec3)
bullseye[i] = {}
bullseye[i]["lat"] = bullseyeLatitude
bullseye[i]["lng"] = bullseyeLongitude
end
-- Units tactical data
-- TODO find some way to spread the load of getting this data (split)
local unitsData = {}
for groupName, gp in pairs(mist.DBs.groupsByName) do
if groupName ~= nil then
local group = Group.getByName(groupName)
if group ~= nil then
local controller = group:getController()
for index, unit in pairs(group:getUnits()) do
local table = {}
table["targets"] = {}
table["targets"]["visual"] = controller:getDetectedTargets(1)
table["targets"]["radar"] = controller:getDetectedTargets(4)
table["targets"]["rwr"] = controller:getDetectedTargets(16)
table["targets"]["other"] = controller:getDetectedTargets(2, 8, 32)
table["hasTask"] = controller:hasTask()
table["ammo"] = unit:getAmmo()
table["fuel"] = unit:getFuel()
table["life"] = unit:getLife() / unit:getLife0()
unitsData[unit:getObjectID()] = table
end
end
end
end
-- Airbases data
local base = world.getAirbases()
local basesData = {}
for i = 1, #base do
local info = {}
local latitude, longitude, altitude = coord.LOtoLL(Airbase.getPoint(base[i]))
info["callsign"] = Airbase.getCallsign(base[i])
info["coalition"] = Airbase.getCoalition(base[i])
info["lat"] = latitude
info["lng"] = longitude
if Airbase.getUnit(base[i]) then
info["unitId"] = Airbase.getUnit(base[i]):getID()
end
basesData[i] = info
end
-- Assemble missionData table
missionData["bullseye"] = bullseye
missionData["unitsData"] = unitsData
missionData["airbases"] = basesData
local command = "Olympus.missionData = " .. Olympus.serializeTable(missionData) .. "\n" .. "Olympus.OlympusDLL.setMissionData()"
net.dostring_in("export", command)
return time + 5
end
function Olympus.serializeTable(val, name, skipnewlines, depth)
skipnewlines = skipnewlines or false
depth = depth or 0
local tmp = string.rep(" ", depth)
if name then
if type(name) == "number" then
tmp = tmp .. "[" .. name .. "]" .. " = "
else
tmp = tmp .. name .. " = "
end
end
if type(val) == "table" then
tmp = tmp .. "{" .. (not skipnewlines and "\n" or "")
for k, v in pairs(val) do
tmp = tmp .. Olympus.serializeTable(v, k, skipnewlines, depth + 1) .. "," .. (not skipnewlines and "\n" or "")
end
tmp = tmp .. string.rep(" ", depth) .. "}"
elseif type(val) == "number" then
tmp = tmp .. tostring(val)
elseif type(val) == "string" then
tmp = tmp .. string.format("%q", val)
elseif type(val) == "boolean" then
tmp = tmp .. (val and "true" or "false")
else
tmp = tmp .. "\"[inserializeable datatype:" .. type(val) .. "]\""
end
return tmp
end
timer.scheduleFunction(Olympus.setMissionData, {}, timer.getTime() + 1)
Olympus.notify("OlympusMission script loaded correctly", 10)

47
scripts/coals.lua Normal file
View File

@@ -0,0 +1,47 @@
coal = {}
function coal.notify(message, displayFor)
trigger.action.outText(message, displayFor)
end
function coal.listRed()
coal.coals = env.mission.coalitions.red --solid naming this
coal.notify(mist.utils.tableShow(coal.coals),5)
pickOne = math.random(#coal.coals)
countryIs = country.name[coal.coals[pickOne]]
coal.notify(countryIs,10)
end
function coal.listBlue()
coal.coals = env.mission.coalitions.blue --solid naming this
coal.notify(mist.utils.tableShow(coal.coals),5)
pickOne = math.random(#coal.coals)
countryIs = country.name[coal.coals[pickOne]]
coal.notify(countryIs,10)
end
function coal.listNeutrals()
coal.coals = env.mission.coalitions.neutrals --solid naming this
coal.notify(mist.utils.tableShow(coal.coals),5)
pickOne = math.random(#coal.coals)
countryIs = country.name[coal.coals[pickOne]]
coal.notify(countryIs,10)
end
do
longRangeShots = missionCommands.addSubMenu("Coal check")
missionCommands.addCommand ("List reds", longRangeShots, coal.listRed)
missionCommands.addCommand ("List blue", longRangeShots, coal.listBlue)
missionCommands.addCommand ("List neutrals", longRangeShots, coal.listNeutrals)
end
coal.notify("coals.lua loaded", 2)
-- env.mission.coalitions.red
-- env.mission.coalitions.blue
-- env.mission.coalitions.neutrals
--coalition.getCountryCoalition(countryID)

305
scripts/coolEffects.lua Normal file
View File

@@ -0,0 +1,305 @@
effects = {}
effects.shooterName = "TestInfantry"
effects.napalmCounter = 1
effects.fireCounter = 1
function effects.notify(message, displayFor)
trigger.action.outText(message, displayFor, false)
end
--------------------------------------------
--------------------------------------------
--------------------------------------------
----NAPALM
function effects.napalmSingle ()
unit = Unit.getByName(effects.shooterName)
local unitPos = unit:getPosition().p
vec3 = mist.utils.makeVec3GL(unitPos)
effects.spawnNapalm (vec3)
end
function effects.spawnNapalm (vec3)
napeName = "napalmStrike" .. effects.napalmCounter
effects.napalmCounter = effects.napalmCounter + 1
mist.dynAddStatic(
{
country = 20,
category = 'Fortifications',
hidden = true,
name = napeName,
type ="Fuel tank",
x = vec3.x,
y = vec3.z,
heading = 0,
} -- end of function
)
timer.scheduleFunction(effects.explode,vec3, timer.getTime() + 0.1)
timer.scheduleFunction(effects.napalam_death,napeName, timer.getTime() + 0.12)
end
function effects.explode(vec3)
trigger.action.explosion(vec3, 10)
end
function effects.napalam_death(staticName) --yes i know bad pun, removes the fuel tank after a set time
StaticObject.getByName(staticName):destroy()
end
--------------------------------------------
--------------------------------------------
--------------------------------------------
----Basic smoke or fire that despawns
function effects.smokeFire ()
unit = Unit.getByName(effects.shooterName)
local unitPos = unit:getPosition().p
vec3 = mist.utils.makeVec3GL(unitPos)
effects.createFire (vec3, 2)
-- 1 = small smoke and fire
-- 2 = medium smoke and fire
-- 3 = large smoke and fire
-- 4 = huge smoke and fire
-- 5 = small smoke
-- 6 = medium smoke
-- 7 = large smoke
-- 8 = huge smoke
end
function effects.createFire (vec3, size)
smokeName = "smokeName" .. effects.fireCounter
effects.fireCounter = effects.fireCounter + 1
trigger.action.effectSmokeBig(vec3 , size , 1, smokeName)
trigger.action.explosion(vec3, 1) -- looks wierd to spawn in on flat land without this
timer.scheduleFunction(effects.removeFire,smokeName, timer.getTime() + 20) --you could set a timer, or if selected give option to despawn later
end
function effects.removeFire (smokeName)
trigger.action.effectSmokeStop(smokeName)
end
--------------------------------------------
--------------------------------------------
--------------------------------------------
----White phosporus secondaries extra effect, like round cooking off
--if you up the number going pop to somewhere in the 200-400 region with a white phosporus impact it would look mental cool
function effects.secondaries ()
unit = Unit.getByName(effects.shooterName)
local unitPos = unit:getPosition().p
vec3 = mist.utils.makeVec3GL(unitPos)
--trigger.action.smoke(vec3 , 2 )
for i = 1,math.random(3,10) do
angle = mist.utils.toRadian((math.random(1,360)))
local randVec = mist.utils.makeVec3GL((mist.getRandPointInCircle(vec3 ,5 , 1 ,0 ,360)))
trigger.action.signalFlare(randVec , 2 , angle )
end
end
--------------------------------------------
--------------------------------------------
--------------------------------------------
----Depth Charges
-- these also make, on land, good dust clouds for a bomb hit in a sandy area?
-- local surface = land.getSurfaceType(mist.utils.makeVec2(unitPos)) -- optional check for water, value 3 or 2
function effects.depthCharge ()
local unit = Unit.getByName(effects.shooterName)
local unitPos = unit:getPosition().p
vec3 = mist.utils.makeVec3GL(unitPos)
vec3.y = vec3.y - 1000
bang = vec3
distance = 20
explosionSize = 2
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
trigger.action.explosion(vec3,explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
trigger.action.explosion(vec3,explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
timer.scheduleFunction(effects.depthChargeMain,vec3, timer.getTime() + 5)
end
function effects.depthChargeMain (vec3)
explosionSize = 250
trigger.action.explosion(vec3,explosionSize)
trigger.action.explosion(vec3,explosionSize)
vec3.x = vec3.x
trigger.action.explosion(vec3,explosionSize)
vec3.x = vec3.x - 10
trigger.action.explosion(vec3,explosionSize)
vec3.z = vec3.z
trigger.action.explosion(vec3,explosionSize)
vec3.z = vec3.z - 10
end
--------------------------------------------
--------------------------------------------
--------------------------------------------
----Normal small explosion
function effects.normalSmallExplosion (vec3)
unit = Unit.getByName(effects.shooterName)
local unitPos = unit:getPosition().p
vec3 = mist.utils.makeVec3GL(unitPos)
trigger.action.explosion(vec3,10)
end
do
longRangeShots = missionCommands.addSubMenu("Effects")
missionCommands.addCommand ("Napalm", longRangeShots, effects.napalmSingle)
missionCommands.addCommand ("Fire or smoke", longRangeShots, effects.smokeFire)
missionCommands.addCommand ("Secondary explosions", longRangeShots, effects.secondaries)
missionCommands.addCommand ("Depth Charge", longRangeShots, effects.depthCharge)
missionCommands.addCommand ("A regular explosion", longRangeShots, effects.normalSmallExplosion)
end
effects.notify("effects.lua ran", 2)

681
scripts/dynamicTanking.lua Normal file
View File

@@ -0,0 +1,681 @@
tankers = {}
tankers.tankerName = "TankerClone"
function tankers.notify(message, displayFor)
trigger.action.outText(message, displayFor, false)
end
function tankers.setFrequency(freq)
unit = Unit.getByName(tankers.tankerName)
local controller = unit:getController()
freq = freq or 260 --in MHz, 260 channel 19 is our default tanker thing in refs
SetFrequency = {
id = 'SetFrequency',
params = {
frequency = freq*1000000 , --in Hz
modulation = 0, --AM 0 or FM 1
}
}
controller:setCommand(SetFrequency)
end
function tankers.changeCallsign()
---https://wiki.hoggitworld.com/view/DCS_command_setCallsign
unit = Unit.getByName(tankers.tankerName)
local controller = unit:getController()
SetCallsign = {
id = 'SetCallsign',
params = {
callname = 3, --1 texaco, --2 arco -- 3 shell
number = 1, --1 through 9 valid for tankers only ever 1?
}
}
controller:setCommand(SetCallsign)
end
--remember to only pick valid tacan channel ranges
-- https://wiki.radioreference.com/index.php/Instrument_Landing_System_(ILS)_Frequencies -- what freqs go with which tacans
-- you want the reply channels on the tankers so the fighter tunes the one you want
function tankers.setTacan(channel, xRay)
defaultTac = 40
defaultXray = true
channel = channel or defaultTac -- the channel you want to tell the fighters to enter in, if not provided defaults
xRay = xRay or defaultXray -- X or Y are only options so true or false
unit = Unit.getByName(tankers.tankerName)
local controller = unit:getController()
--tacan maths is easy
--for X ray reply it is, channel + 961, Yankee reply is channel + 1087
if xRay == true then
--to not break everyone elses datalink / tacan 37 and above (X)
if channel > 36 then
freq = channel + 961
ActivateBeacon = {
id = 'ActivateBeacon',
params = {
type = 4,
system = 3,
name = "TKR",
callsign = "ABC", --what shows as a listed word / plays as morese code, 3 max no spaces
frequency = freq*1000000,
}
}
controller:setCommand(ActivateBeacon)
end
elseif xRay == false then
--to not break everyone elses datalink / tacan 30 - 46 (Y) but I don't think the "above" is correct
if channel > 29 then
freq = channel + 1087
ActivateBeacon = {
id = 'ActivateBeacon',
params = {
type = 4,
system = 3,
name = "TKR",
callsign = "ABC", --what shows as a listed word / plays as morese code, 3 max no spaces
frequency = freq*1000000,
}
}
controller:setCommand(ActivateBeacon)
end
end
end
function tankers.dryPlugTanking () -- for whatever reason this ends up being no fuel transfer?
--tankers.setFrequency(260)
--tankers.setTacan(41, true)
--tankers.changeCallsign()
unit = Unit.getByName(tankers.tankerName)
cvn = Unit.getByName("CVN")
local cvnPos = cvn:getPosition().p
local tnkrPos = unit:getPosition().p
local speed = 250
local controller = unit:getController()
--if you want to try making a tanker do something else
--https://www.digitalcombatsimulator.com/en/support/faq/1267/#3307682 maybe? stop conditions etc
--personally i think delete the thing if it doesn't work
--there is a recovery tanker option, but for me it makes planes stall and hit the floor and we can fake it with this already
-- this might all seem very over the top compared to the docs, but if you don't do it the tanker instantly RTBs, though you can tank on final which is hillarious
task1 = {
["number"] = 1,
["auto"] = false,
["id"] = "ControlledTask",
["enabled"] = true,
["params"] =
{
["task"] =
{
["id"] = "Tanker",
["params"] =
{
}, -- end of ["params"]
}, -- end of ["task"]
["stopCondition"] =
{
["duration"] = 600,
["userFlag"] = "1",
}, -- end of ["stopCondition"]
}, -- end of ["params"]
}
task2 = {
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TKR",
["modeChannel"] = "Y",
["channel"] = 71,
["system"] = 5,
["unitId"] = 188,
["bearing"] = true,
["frequency"] = 1032000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}
task3 =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "SetFrequency",
["params"] =
{
["power"] = 10,
["modulation"] = 0,
["frequency"] = 305000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}
task4 =
{
["number"] = 4,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "SetInvisible",
["params"] =
{
["value"] = true,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}
point1 = {
['speed_locked'] = false,
['type'] = 'Turning Point',
['action'] = 'Turning Point',
['alt_type'] = 'BARO',
['y'] = cvnPos.z,
['x'] = cvnPos.x,
['speed'] = 128.611,
['task'] = {
['id'] = 'ComboTask',
['params'] = {
['tasks'] = {
[1] = task1, --tanker first
[2] = task2, --whatever second
[3] = task3,
[4] = task4,
}
}
},
['alt'] = tnkrPos.y
}
point2 = {
['speed_locked'] = true,
['type'] = 'Turning Point',
['action'] = 'Turning Point',
['alt_type'] = 'BARO',
['y'] = 30553,
['x'] = 35881,
['speed'] = 128.611,
['task'] = {
['id'] = 'ComboTask',
['params'] = {
['tasks'] = {
}
}
},
['alt'] = 2133.6
}
missionTask =
{
['id'] = 'Mission',
['params'] = {
['route'] = {
['points'] = {
[1] = point1,
--[2] = point2,
}
},
['airborne'] = true
}
}
controller:pushTask(missionTask)
end
function tankers.followInFront ()
unit = Unit.getByName(tankers.tankerName)
local controller = unit:getController()
FollowAheadOfGroup = {
["enabled"] = true,
["auto"] = false,
["id"] = "Follow",
["number"] = 1,
["params"] =
{
["lastWptIndexFlagChangedManually"] = false,
["groupId"] = 74,
["lastWptIndex"] = 2,
["lastWptIndexFlag"] = false,
["pos"] =
{
["y"] = 152.4, --mins for KC 135 to accidentally stern rejoin and overfly
["x"] = 1000.8,
["z"] = 39.9288,
}, -- end of ["pos"]
}, -- end of ["params"]
}
controller:pushTask(FollowAheadOfGroup)
end
function tankers.followInFrontClose ()
unit = Unit.getByName(tankers.tankerName)
local controller = unit:getController()
FollowAheadOfGroup = {
["enabled"] = true,
["auto"] = false,
["id"] = "Follow",
["number"] = 1,
["params"] =
{
["lastWptIndexFlagChangedManually"] = false,
["groupId"] = 74,
["lastWptIndex"] = 2,
["lastWptIndexFlag"] = false,
["pos"] =
{
["y"] = 25, --mins for KC 135 to accidentally stern rejoin and overfly
["x"] = 150,
["z"] = 41.45,
}, -- end of ["pos"]
}, -- end of ["params"]
}
controller:pushTask(FollowAheadOfGroup)
end
function tankers.cloneTanker()
local groupName = 'TankerClone' -- Name of the group in the ME
group = mist.getGroupData(groupName)
group.route = { points = mist.getGroupRoute(groupName, true) }
group.groupName = "Tanker1"
group.groupId = nil
group.units[1].unitId = nil
group.units[1].unitName = newName
group.country = country
group.category = 'AIRPLANE'
mist.dynAdd(group)
end
function tankers.newTanker()
local groupName = 'TankerClone' -- Name of the group in the ME
local cloneGroupPos = Unit.getByName(groupName):getPosition().p
cvn = Unit.getByName("CVN")
local cvnPos = cvn:getPosition().p
group = mist.getGroupData(groupName)
group.route = {
["points"] =
{
[1] =
{
["alt"] = 2133.6,
["action"] = "Turning Point",
["alt_type"] = "BARO",
["speed"] = 179.86111111111,
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = false,
["id"] = "ControlledTask",
["enabled"] = true,
["params"] =
{
["task"] =
{
["id"] = "Tanker",
["params"] =
{
}, -- end of ["params"]
}, -- end of ["task"]
["stopCondition"] =
{
["duration"] = 900,
}, -- end of ["stopCondition"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TKR",
["modeChannel"] = "Y",
["channel"] = 71,
["system"] = 5,
["unitId"] = 188,
["bearing"] = true,
["frequency"] = 1032000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "SetFrequency",
["params"] =
{
["power"] = 10,
["modulation"] = 0,
["frequency"] = 260000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["number"] = 4,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "SetInvisible",
["params"] =
{
["value"] = true,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["type"] = "Turning Point",
["ETA"] = 96.50677034026,
["ETA_locked"] = false,
["y"] = cvnPos.z,
["x"] = cvnPos.x,
["formation_template"] = "",
["speed_locked"] = true,
}, -- end of [1]
}, -- end of ["points"]
}
--group.units[1].type = "S-3B Tanker"
group.groupName = "Tanker1"
group.groupId = nil
group.units[1].unitId = nil
group.units[1].unitName = newName
group.country = country
group.category = 'AIRPLANE'
group.units[1].x = cloneGroupPos.x
group.units[1].y = cloneGroupPos.z
group.units[1].z = cloneGroupPos.y
group.units[1].speed = 999999
Group.destroy(Group.getByName(groupName))
mist.dynAdd(group)
--timer.scheduleFunction(mist.dynAdd,group, timer.getTime() + 0.00000000001)
end
function tankers.startEnrouteTankingTest (vec3) -- this is the one that works well, clone an existing tanker that is currently mission editor tanking
--tankers.setFrequency(260)
--tankers.setTacan(41, true)
--tankers.changeCallsign()
route = mist.getGroupRoute(tankers.tankerName, true)
unit = Unit.getByName(tankers.tankerName)
cvn = Unit.getByName("CVN")
local cvnPos = cvn:getPosition().p
local vec3 = vec3 or cvnPos
route[1].x = unit:getPosition().p.x
route[1].y = unit:getPosition().p.z
route[2].x = vec3.x
route[2].y = vec3.z
route[2].z = vec3.y + 100
mist.goRoute(tankers.tankerName , route )
end
function tankers.hyperSpace (vec3) -- this is the one that works well, clone an existing tanker that is currently mission editor tanking
local groupName = 'TankerClone' -- Name of the group in the ME
local cloneGroupPos = Unit.getByName(groupName):getPosition().p
cvn = Unit.getByName("CVN")
local cvnPos = cvn:getPosition().p
group = mist.getGroupData(groupName)
group.route = {
["points"] =
{
[1] =
{
["alt"] = 2133.6,
["action"] = "Turning Point",
["alt_type"] = "BARO",
["speed"] = 179.86111111111,
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = false,
["id"] = "ControlledTask",
["enabled"] = true,
["params"] =
{
["task"] =
{
["id"] = "Tanker",
["params"] =
{
}, -- end of ["params"]
}, -- end of ["task"]
["stopCondition"] =
{
["duration"] = 900,
}, -- end of ["stopCondition"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TKR",
["modeChannel"] = "Y",
["channel"] = 71,
["system"] = 5,
["unitId"] = 188,
["bearing"] = true,
["frequency"] = 1032000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "SetFrequency",
["params"] =
{
["power"] = 10,
["modulation"] = 0,
["frequency"] = 260000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["number"] = 4,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "SetInvisible",
["params"] =
{
["value"] = true,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["type"] = "Turning Point",
["ETA"] = 96.50677034026,
["ETA_locked"] = false,
["y"] = cvnPos.z,
["x"] = cvnPos.x,
["formation_template"] = "",
["speed_locked"] = true,
}, -- end of [1]
}, -- end of ["points"]
}
--group.units[1].type = "S-3B Tanker"
group.groupName = "Tanker1"
group.groupId = nil
group.units[1].unitId = nil
group.units[1].unitName = newName
group.country = country
group.category = 'AIRPLANE'
group.units[1].x = cvnPos.x-100
group.units[1].y = cvnPos.z
group.units[1].z = cloneGroupPos.y
group.units[1].heading = 0.000000000001
group.units[1].speed = 300
--Group.destroy(Group.getByName(groupName))
mist.dynAdd(group)
group.groupName = "Tanker2"
group.units[1].x = cvnPos.x+100
group.units[1].heading = 3.1415926537
group.units[1].y = cvnPos.z
mist.dynAdd(group)
end
handler = {}
local function protectedCall(...)
local status, retval = pcall(...)
if not status then
end
end
function tankers.eventHandler (event)
if (26 == event.id) then --this is when someone types into a mark
local vec3 = mist.utils.makeVec3GL(event.pos)
tankers.startEnrouteTankingTest (vec3)
end
end
function handler:onEvent(event)
protectedCall(tankers.eventHandler, event)
end
do
--world.addEventHandler(handler)
world.addEventHandler(handler)
end
do
longRangeShots = missionCommands.addSubMenu("Dynamic Tanking")
missionCommands.addCommand ("Hyperspace entry", longRangeShots, tankers.hyperSpace)
missionCommands.addCommand ("Start tanking", longRangeShots, tankers.startEnrouteTankingTest)
missionCommands.addCommand ("Frequency change approved", longRangeShots, tankers.setFrequency)
missionCommands.addCommand ("Callsign change approved", longRangeShots, tankers.changeCallsign)
missionCommands.addCommand ("Tacan change approved", longRangeShots, tankers.setTacan)
missionCommands.addCommand ("Start a new tanker", longRangeShots, tankers.newTanker)
missionCommands.addCommand ("Rejoin on a unit", longRangeShots, tankers.followInFront)
missionCommands.addCommand ("Rejoin close", longRangeShots, tankers.followInFrontClose)
end
tankers.notify("tankers.lua loaded",2)

112
scripts/forceBubble.lua Normal file
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--Spawn a SAM integrated with IADS
--Spawn a normal SAM
--SAM bubble shields
forceBub = {}
forceBub.handler = {}
forceBub.missileList = {}
forceBub.missilesActive = 0
forceBub.shieldOn = false
function forceBub.notify(message, displayFor)
trigger.action.outText(message, displayFor, true)
end
function forceBub.setShield()
forceBub.notify("Shield on", 2)
end
function forceBub.stopShield()
forceBub.shieldOn = false
end
local function protectedCall(...)
local status, retval = pcall(...)
if not status then
--rf.notify("Caught error " .. retval,2)
end
end
function forceBub.handler:onEvent(event)
protectedCall(forceBub.eventHandler, event)
end
function forceBub.checkMissiles ()
local currentTime = timer.getTime()
if forceBub.missilesActive > 0 then
for index, data in pairs(forceBub.missileList) do
output = mist.utils.tableShow(forceBub.missileList[index])
if forceBub.missileList[index].exists == true then
if Object.isExist(forceBub.missileList[index].weapon) == true then
forceBub.missileList[index].pos = forceBub.missileList[index].weapon:getPosition()
local missilePosition = forceBub.missileList[index].pos.p
unit = Unit.getByName("Test")
local unitPosition = unit:getPosition().p
local distance = mist.utils.get3DDist(unitPosition , missilePosition )
forceBub.notify(distance,1)
if forceBub.shieldOn == true and distance < 100 then --this distance is the sweet spot any less and you probably take damage and die, less than 75 death
trigger.action.explosion(missilePosition , 1) --just blows up the missile
end
else
forceBub.missileList[index] = nil
forceBub.missilesActive = forceBub.missilesActive - 1
end
else
end
end
end
timer.scheduleFunction(forceBub.checkMisProtectCall,{},currentTime + 0.01)
end
function forceBub.eventHandler (event)
--forceBub.notify(mist.utils.tableShow(event),10)
if (event.id == 1) then
--check if weapon is a missile
--rf.notify("Missile fired id " .. event.weapon.id_ ,2)
forceBub.notify(mist.utils.tableShow(Weapon.getDesc(event.weapon)),10)
if Weapon.getDesc(event.weapon).missileCategory == 2 then
local newMis = {}
newMis.id = event.weapon.id_
newMis.pos = event.weapon:getPosition()
newMis.weapon = event.weapon
newMis.exists = Object.isExist(newMis.weapon)
forceBub.missileList[event.weapon.id_] = newMis
forceBub.missilesActive = forceBub.missilesActive + 1
end
end
end
function forceBub.checkMisProtectCall()
protectedCall(forceBub.checkMissiles,{})
end
function forceBub.setShield()
forceBub.shieldOn = true
end
do
forceField = missionCommands.addSubMenu("Force Field")
missionCommands.addCommand ("Forcefield on", forceField, forceBub.setShield)
missionCommands.addCommand ("Stop Field", forceField, forceBub.stopShield)
end
do
world.addEventHandler(forceBub.handler)
end
protectedCall(forceBub.checkMissiles,{})
forceBub.notify("forceBubble.lua loaded", 2)

View File

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lddl = {}
lddl.refreshRate = 1
function lddl.pointer ()
origin = Unit.getByName("Laser")
originPos = origin:getPosition().p
targetPos = Unit.getByName("LaserTGT"):getPosition().p
laser = Spot.createInfraRed(origin , originPos, targetPos)
timer.scheduleFunction(lddl.removePointer,laser, timer.getTime() + lddl.refreshRate)
end
function lddl.removePointer(laser)
Spot.destroy(laser)
timer.scheduleFunction(lddl.pointer,{}, timer.getTime() + lddl.refreshRate)
end
lddl.pointer ()

File diff suppressed because it is too large Load Diff

184
scripts/parrotSpeak.lua Normal file
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--------------------------------THIS FIRST BIT IS THE SRS CODE BLOCK-------------------
-------------------- first 4 things need to be set correctly for the server, they are for ours, we don't do the google creds yet
STTS = {}
-- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
STTS.DIRECTORY = "C:\\Users\\Administrator\\Desktop\\DCS\\SRS Refugees"
STTS.SRS_PORT = 5002 -- LOCAL SRS PORT - DEFAULT IS 5002
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
-- DONT CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
local random = math.random
function STTS.uuid()
local template ='yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c)
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
return string.format('%x', v)
end)
end
function STTS.round(x, n)
n = math.pow(10, n or 0)
x = x * n
if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end
return x / n
end
function STTS.getSpeechTime(length,speed,isGoogle)
-- Function returns estimated speech time in seconds
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word
-- so 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
-- so lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec
-- map function: (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
local maxRateRatio = 3
speed = speed or 1.0
isGoogle = isGoogle or false
local speedFactor = 1.0
if isGoogle then
speedFactor = speed
else
if speed ~= 0 then
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1
end
if speed < 0 then
speedFactor = 1/speedFactor
end
end
local wpm = math.ceil(100 * speedFactor)
local cps = math.floor((wpm * 5)/60)
if type(length) == "string" then
length = string.len(length)
end
return math.ceil(length/cps)
end
function STTS.TextToSpeech(message,freqs,modulations, volume,name, coalition,point, speed,gender,culture,voice, googleTTS )
if os == nil or io == nil then
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ")
return
end
speed = speed or 1
gender = gender or "female"
culture = culture or ""
voice = voice or ""
message = message:gsub("\"","\\\"")
local cmd = string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs, modulations, coalition,STTS.SRS_PORT, name )
if voice ~= "" then
cmd = cmd .. string.format(" -V \"%s\"",voice)
else
if culture ~= "" then
cmd = cmd .. string.format(" -l %s",culture)
end
if gender ~= "" then
cmd = cmd .. string.format(" -g %s",gender)
end
end
if googleTTS == true then
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS)
end
if speed ~= 1 then
cmd = cmd .. string.format(" -s %s",speed)
end
if volume ~= 1.0 then
cmd = cmd .. string.format(" -v %s",volume)
end
if point and type(point) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point)
lat = STTS.round(lat,4)
lon = STTS.round(lon,4)
alt = math.floor(alt)
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
end
cmd = cmd ..string.format(" -t \"%s\"",message)
if string.len(cmd) > 255 then
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open(filename,"w+")
script:write(cmd .. " && exit" )
script:close()
cmd = string.format("\"%s\"",filename)
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1)
end
if string.len(cmd) > 255 then
env.info("[DCS-STTS] - cmd string too long")
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n")
end
os.execute(cmd)
return STTS.getSpeechTime(message,speed,googleTTS)
end
function STTS.PlayMP3(pathToMP3,freqs,modulations, volume,name, coalition,point )
local cmd = string.format("start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs, modulations, coalition,STTS.SRS_PORT, name, volume )
if point and type(point) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point)
lat = STTS.round(lat,4)
lon = STTS.round(lon,4)
alt = math.floor(alt)
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
end
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n")
os.execute(cmd)
end
------------------------THIS BIT IS THE CODE YOU'D RUN IN GAME
tts = {}
tts.words = "All players, all players, AO update in 5 Magic to all players AO update as follows Weather over North ranges is good, recommending full up war. altimeter 3 0 decimal 1 2 , flare restrictions above 5000,in the MOA's and burnout by 100 ft in western ranges. Chaff below 20,000 for all playersAir picture is multiple groups bandits forming a north south CAP 60 miles north west of bullseye, no SAM,manpad or triple A. All units are approved to start moving into tracks for exercise start, exercise commences in 5 minutes"
tts.atis = "All players, all players, AO update in 5 Magic to all players AO update as follows Weather over North ranges is good, recommending full up war. altimeter 3 0 decimal 1 2 , flare restrictions above 5000,in the MOA's and burnout by 100 ft in western ranges. Chaff below 20,000 for all playersAir picture is multiple groups bandits forming a north south CAP 60 miles north west of bullseye, no SAM,manpad or triple A. All units are approved to start moving into tracks for exercise start, exercise commences in 5 minutes"
function tts.notify(message, displayFor)
trigger.action.outText(message, displayFor)
end
function tts.normal ()
STTS.TextToSpeech(tts.words,"251","AM","1.0","SRS",2)
end
function tts.russian ()
STTS.TextToSpeech(tts.words,"251","AM","1.0","SRS",2,null,1,"female","ru-RU","Microsoft Irina Desktop")
end
do
longRangeShots = missionCommands.addSubMenu("Crash checks")
missionCommands.addCommand ("Speak", longRangeShots, tts.normal)
missionCommands.addCommand ("Speak russian", longRangeShots, tts.russian)
end
tts.notify("crashTest.lua loaded", 2)

628
scripts/poleGen.lua Normal file
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--max range, altitude and it fails?
--shoot right up
--fix sa10 and sa 11
--different static layouts on a carrier depending on what is going on
--guns on a static ship at sea?
pg = {}
handler = {}
pg.name = "Sam"
pg.cloneName = "Clone"
pg.fakeTargetName = "Player"
pg.samCounter = 1
pg.droneAlt = 20000
pg.delay = 40
pg.missileSpeed = 565
pg.samLoc = {}
pg.samLoc.x = 1
pg.samLoc.y = 1
pg.samLoc.z = 1
pg.missilesActive = 0
pg.droneName = nil
pg.droneSpeed = 300
pg.hidden = false
pg.samDB = {[1] = {["missileDelay"] = 40, ["missileSpeed"] = 770},
[2] = {["missileDelay"] = 40, ["missileSpeed"] = 770},
[3] = {["missileDelay"] = 120, ["missileSpeed"] = 550},
[4] = {["missileDelay"] = 40, ["missileSpeed"] = 770},
[5] = {["missileDelay"] = 65, ["missileSpeed"] = 770},
[6] = {["missileDelay"] = 60, ["missileSpeed"] = 500},
[7] = {["missileDelay"] = 40, ["missileSpeed"] = 770},
[8] = {["missileDelay"] = 40, ["missileSpeed"] = 770},
[9] = {["missileDelay"] = 40, ["missileSpeed"] = 770},
[10] = {["missileDelay"] = 60, ["missileSpeed"] = 1400},
}
function pg.notify(message, displayFor)
trigger.action.outText(message, displayFor, false)
end
function pg.fakeSam(vec3)
playerTarget = Unit.getByName(pg.fakeTargetName)
pointFakeTarget = playerTarget:getPosition().p
vec3 = vec3 or pg.samLoc
vecSub = mist.vec.sub(pointFakeTarget , vec3)
planeHeading = mist.utils.getDir(vecSub)
missileType = 2
pg.spawnDrone (vec3,planeHeading,playerTarget,missileType)
--pg.notify("FakeSam Ran", 10)
targetID = Group.getByName("TargetDrone" .. pg.samCounter):getUnit(1):getID()
samGroup = Group.getByName("poleGenerator" .. pg.samCounter)
vars = {[1] = targetID, [2] = samGroup}
timer.scheduleFunction(pg.attack ,vars, timer.getTime() + 1)
pg.samCounter = pg.samCounter + 1
end
function pg.spawnSamSA2 (vec3,heading)
--where
--name
group = {}
group.groupName = "poleGenerator" .. pg.samCounter
group.units = {
[1] =
{
["skill"] = "High",
["coldAtStart"] = false,
["hidden"] = pg.hidden,
["type"] = "S_75M_Volhov",
--["unitId"] = 35,
["y"] = vec3.z-40,
["x"] = vec3.x-40,
--["name"] = "Ground-1-2",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [1]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "SNR_75V",
--["unitId"] = 34,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
}
group.hidden = pg.hidden
group.category = "VEHICLE"
group.country = 54
mist.dynAdd(group)
--heading
end
function pg.spawnSamSA3 (vec3,heading)
--where
--name
group = {}
group.groupName = "poleGenerator" .. pg.samCounter
group.units = {
[1] =
{
["skill"] = "High",
["coldAtStart"] = false,
["hidden"] = pg.hidden,
["type"] = "snr s-125 tr",
--["unitId"] = 35,
["y"] = vec3.z-40,
["x"] = vec3.x-40,
--["name"] = "Ground-1-2",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [1]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "5p73 s-125 ln",
--["unitId"] = 34,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
}
group.hidden = pg.hidden
group.category = "VEHICLE"
group.country = 54
mist.dynAdd(group)
--heading
end
function pg.spawnSamSA5 (vec3,heading)
--where
--name
group = {}
group.groupName = "poleGenerator" .. pg.samCounter
group.units = {
[1] =
{
["skill"] = "High",
["coldAtStart"] = false,
["hidden"] = pg.hidden,
["type"] = "RPC_5N62V",
--["unitId"] = 35,
["y"] = vec3.z-40,
["x"] = vec3.x-40,
--["name"] = "Ground-1-2",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [1]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "RLS_19J6",
--["unitId"] = 34,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
[3] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "S-200_Launcher",
--["unitId"] = 34,
["y"] = vec3.z-80,
["x"] = vec3.x-80,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [3]
}
group.hidden = pg.hidden
group.category = "VEHICLE"
group.country = 54
mist.dynAdd(group)
--heading
end
function pg.spawnSamSA6 (vec3,heading)
--where
--name
group = {}
group.groupName = "poleGenerator" .. pg.samCounter
group.units = {
[1] =
{
["skill"] = "High",
["coldAtStart"] = false,
["hidden"] = pg.hidden,
["type"] = "Kub 1S91 str",
--["unitId"] = 35,
["y"] = vec3.z-40,
["x"] = vec3.x-40,
--["name"] = "Ground-1-2",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [1]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "Kub 2P25 ln",
--["unitId"] = 34,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
}
group.hidden = pg.hidden
group.category = "VEHICLE"
group.country = 54
mist.dynAdd(group)
--heading
end
function pg.spawnSamSA10 (vec3,heading)
--where
--name
group = {}
group.groupName = "poleGenerator" .. pg.samCounter
group.units = {
[1] =
{
["skill"] = "High",
["coldAtStart"] = false,
["hidden"] = pg.hidden,
["type"] = "S-300PS 40B6M tr",
--["unitId"] = 35,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-2",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [1]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "S-300PS 64H6E sr",
--["unitId"] = 34,
["y"] = vec3.z-10,
["x"] = vec3.x-10,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
[3] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "S-300PS 54K6 cp",
--["unitId"] = 34,
["y"] = vec3.z-20,
["x"] = vec3.x-20,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [3]
[4] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "S-300PS 5P85C ln",
--["unitId"] = 34,
["y"] = vec3.z-40,
["x"] = vec3.x-40,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [4]
}
group.hidden = pg.hidden
group.category = "VEHICLE"
group.country = 54
mist.dynAdd(group)
--heading
end
function pg.spawnSamSA11 (vec3,heading)
--where
--name
group = {}
group.groupName = "poleGenerator" .. pg.samCounter
group.units = {
[1] =
{
["skill"] = "High",
["coldAtStart"] = false,
["hidden"] = pg.hidden,
["type"] = "SA-11 Buk SR 9S18M1",
--["unitId"] = 35,
["y"] = vec3.z-40,
["x"] = vec3.x-40,
--["name"] = "Ground-1-2",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [1]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "SA-11 Buk CC 9S470M1",
--["unitId"] = 34,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
[2] =
{
["skill"] = "High",
["coldAtStart"] = false,
["type"] = "SA-11 Buk LN 9A310M1",
--["unitId"] = 34,
["y"] = vec3.z,
["x"] = vec3.x,
--["name"] = "Ground-1-1",
["heading"] = heading+math.pi,
["playerCanDrive"] = false,
}, -- end of [2]
}
group.hidden = pg.hidden
group.category = "VEHICLE"
group.country = 54
mist.dynAdd(group)
--heading
end
function pg.spawnDrone(vec3,planeHeading,playerTarget,missileType)
-- where is the plane going to be in x seconds
playerTargetPos = playerTarget:getPosition().p
futurePlayerTargetPos = playerTargetPos
playerMotionVec = Object.getVelocity(playerTarget)
--work out what type of SAM we are shooting to work out the delay, missile speed etc
if missileType == 2 then
pg.delay = pg.samDB[2].missileDelay
pg.missileSpeed = pg.samDB[2].missileSpeed
elseif missileType == 3 then
pg.delay = pg.samDB[3].missileDelay
pg.missileSpeed = pg.samDB[3].missileSpeed
elseif missileType == 5 then
pg.delay = pg.samDB[5].missileDelay
pg.missileSpeed = pg.samDB[5].missileSpeed
elseif missileType == 6 then
pg.delay = pg.samDB[6].missileDelay
pg.missileSpeed = pg.samDB[5].missileSpeed
elseif missileType == 10 then
pg.delay = pg.samDB[10].missileDelay
pg.missileSpeed = pg.samDB[10].missileSpeed
elseif missileType == 11 then
pg.delay = pg.samDB[11].missileDelay
pg.missileSpeed = pg.samDB[11].missileSpeed
else --assume SA2
pg.delay = pg.samDB[2].missileDelay
pg.missileSpeed = pg.samDB[2].missileSpeed
end
futurePlayerTargetPos.x = playerTargetPos.x + playerMotionVec.x*pg.delay
futurePlayerTargetPos.y = playerTargetPos.y + playerMotionVec.y*pg.delay
futurePlayerTargetPos.z = playerTargetPos.z + playerMotionVec.z*pg.delay
droneTurnPoint = mist.projectPoint(futurePlayerTargetPos, 10000 ,planeHeading+math.pi)
--this is where the plane will be when the missile is launched
--pythago to get hyp
--x^2 + y^x = hyp^2
x = mist.utils.get2DDist(futurePlayerTargetPos,vec3)
y = playerTargetPos.y
--pg.notify(y,5)
hyp = math.sqrt(x^2 + y^2)
roughFlightTime = hyp /pg.missileSpeed-- distance / speed
futurePlayerTargetPos.x = futurePlayerTargetPos.x + playerMotionVec.x*roughFlightTime
futurePlayerTargetPos.y = futurePlayerTargetPos.y + playerMotionVec.y*roughFlightTime
futurePlayerTargetPos.z = futurePlayerTargetPos.z + playerMotionVec.z*roughFlightTime
--this is where the plane will be when the missile arrives at its altitude
--now we need to work out where the drone is going to go
vecSub = mist.vec.sub(vec3,futurePlayerTargetPos)
heading = mist.utils.getDir(vecSub) --heading between picked location and future pos
extendDistance = x + 10000
alt = (((futurePlayerTargetPos.y) * extendDistance)/x)
droneAtTimePos = mist.projectPoint(vec3, extendDistance ,heading +math.pi)
extendDistance = extendDistance + pg.droneSpeed*roughFlightTime
droneAtStartPos = mist.projectPoint(vec3, extendDistance ,heading +math.pi)
--we want to curve the missile in the players direction
--planeHeading
pg.makeDrone(droneAtStartPos,heading, droneAtTimePos, futurePlayerTargetPos,alt,droneTurnPoint)
if missileType == 2 then
pg.spawnSamSA2 (vec3,heading)
elseif missileType == 3 then
pg.spawnSamSA3 (vec3,heading)
elseif missileType == 5 then
pg.spawnSamSA5 (vec3,heading)
elseif missileType == 6 then
pg.spawnSamSA6 (vec3,heading)
elseif missileType == 10 then
pg.spawnSamSA10 (vec3,heading)
else --assume SA2
pg.spawnSamSA2 (vec3,heading)
end
end
function pg.makeDrone(spawnVec,heading, routeVec, nextRouteVec,alt,droneTurnPoint)
--this spawns in the drone
group = DroneClone
group.groupName = "TargetDrone" .. pg.samCounter
group.groupId = nil
group.units[1].unitId = nil
group.units[1].unitName = nil
group.units[1].y = spawnVec.z
group.units[1].x = spawnVec.x
group.units[1].heading = heading
group.units[1].alt = alt
group.route["points"][2] = group.route["points"][1]
group.route["points"][3] = group.route["points"][1]
group.route["points"][1]["y"] = routeVec.z
group.route["points"][1]["x"] = routeVec.x
group.route["points"][1]["alt"] = alt
group.route["points"][2]["y"] = nextRouteVec.z
group.route["points"][2]["x"] = nextRouteVec.x
group.route["points"][2]["alt"] = alt
group.route["points"][3]["y"] = droneTurnPoint.z
group.route["points"][3]["x"] = droneTurnPoint.x
group.route["points"][3]["alt"] = alt
group.countryId = 56
group.category = 'AIRPLANE'
mist.dynAdd(group)
end
function pg.attack (vars)
targetID = vars[1]
samGroup = vars[2]
AttackUnit = {
id = 'AttackUnit',
params = {
unitId = targetID,
attackQtyLimit = true,
attackQty = 1,
}
}
local controller = samGroup:getController()
controller:pushTask(AttackUnit)
end
function pg.radarOff ()
group = Group.getByName(pg.name)
local controller = group:getController()
controller:setOption(9,1)
end
function pg.radarOn ()
group = Group.getByName(pg.name)
local controller = group:getController()
controller:setOption(9,0)
end
DroneClone=
{
["modulation"] = 0,
["tasks"] =
{
}, -- end of ["tasks"]
["task"] = "Reconnaissance",
["uncontrolled"] = false,
["route"] =
{
["points"] =
{
[1] =
{
["alt"] = 2000,
["action"] = "Turning Point",
["alt_type"] = "BARO",
["speed"] = 82.222222222222,
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["type"] = "Turning Point",
["ETA"] = 0,
["ETA_locked"] = true,
["y"] = 0,
["x"] = 0,
["formation_template"] = "",
["speed_locked"] = true,
}, -- end of [1]
[2] =
{
["alt"] = 2000,
["action"] = "Turning Point",
["alt_type"] = "BARO",
["speed"] = 82.222222222222,
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["type"] = "Turning Point",
["ETA"] = 157.20107538291,
["ETA_locked"] = false,
["y"] = 0,
["x"] = 0,
["formation_template"] = "",
["speed_locked"] = true,
}, -- end of [2]
}, -- end of ["points"]
}, -- end of ["route"]
--["groupId"] = 1,
["hidden"] = pg.hidden,
["units"] =
{
[1] =
{
["alt"] = 2000,
["alt_type"] = "BARO",
["livery_id"] = "'camo' scheme",
["skill"] = "High",
["speed"] = 82.222222222222,
["type"] = "MQ-9 Reaper",
--["unitId"] = 1,
--["psi"] = -3.129323330636,
["y"] = 0,
["x"] = 0,
["payload"] =
{
["pylons"] =
{
}, -- end of ["pylons"]
["fuel"] = 1300,
["flare"] = 0,
["chaff"] = 0,
["gun"] = 100,
}, -- end of ["payload"]
["heading"] = 0.5,
["callsign"] =
{
[1] = 1,
[2] = 1,
[3] = 1,
["name"] = "Enfield11",
}, -- end of ["callsign"]
["onboard_num"] = "010",
}, -- end of [1]
}, -- end of ["units"]
["y"] = 0,
["x"] = 0,
["communication"] = true,
["start_time"] = 0,
["frequency"] = 124,
}
local function protectedCall(...)
local status, retval = pcall(...)
if not status then
end
end
function handler:onEvent(event)
protectedCall(pg.eventHandler, event)
end
function pg.eventHandler (event)
if (26 == event.id) then --this is when someone types into a mark
local vec3 = mist.utils.makeVec3GL(event.pos)
pg.fakeSam (vec3)
end
end
function handler:onEvent(event)
protectedCall(pg.eventHandler, event)
end
do
longRangeShots = missionCommands.addSubMenu("SAM")
missionCommands.addCommand ("Generate pole", longRangeShots, pg.fakeSam)
world.addEventHandler(handler)
end
pg.notify("poleGen.lua",10)

319
scripts/raisedShots.lua Normal file
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@@ -0,0 +1,319 @@
shots = {} --https://www.youtube.com/watch?v=XNtTEibFvlQ mandatory terrible listening
shots.shooterName = "TestInfantry"
shots.targetName = "TestTarget1"
function shots.notify(message, displayFor)
trigger.action.outText(message, displayFor, false)
end
--infantry
function shots.set556 () --red
roundVelocity = 910
unitBarrelHeight = 1
shotsToFire = 5
shotDelay = 4.5
shots.notify("5.56 M4 Georgia", 2)
shots.fire()
end
function shots.set556SAW () --red
roundVelocity = 915
unitBarrelHeight = 0.4
shotsToFire = 5
shotDelay = 4.5
shots.notify("5.56 M249 SAW", 2)
shots.fire()
end
function shots.setAk74() --red
roundVelocity = 900
unitBarrelHeight = 0.9
shotsToFire = 5
shotDelay = 4.5
shots.notify("Ak74", 2)
shots.fire()
end
--technicals
function shots.hmmwv() --red
roundVelocity = 928
unitBarrelHeight = 2.6
shotsToFire = 5
shotDelay = 2.5
shots.notify("Humm drumm Vee", 2)
shots.fire()
shots.notify(unitBarrelHeight,2)
end
function shots.technicalDHSKA() --green
roundVelocity = 928
unitBarrelHeight = 2.2
shotsToFire = 5
shotDelay = 2.5
shots.notify("technicalDHSKA", 2)
shots.fire()
shots.notify(unitBarrelHeight,2)
end
function shots.cobra() --green
roundVelocity = 928
unitBarrelHeight = 2.85
shotsToFire = 5
shotDelay = 2.6
shots.notify("Cobra", 2)
shots.fire()
shots.notify(unitBarrelHeight,2)
end
--IFVs
function shots.setWarrior() --white
roundVelocity = 1070
unitBarrelHeight = 2.28
shotsToFire = 3
shotDelay = 6.3
shots.fire()
end
function shots.setBMP2() --red
roundVelocity = 970
unitBarrelHeight = 1.95
shotsToFire = 3
shotDelay = 6
shots.fire()
end
--Tanks
function shots.m1a1() --red
roundVelocity = 928
unitBarrelHeight = 2.15
shotsToFire = 5
shotDelay = 3
shots.notify("Abrams 50 cal", 2)
shots.fire()
shots.notify(unitBarrelHeight,2)
end
function shots.t55() --red and green
roundVelocity = 928
unitBarrelHeight = 1.75
shotsToFire = 5
shotDelay = 2.6
shots.notify("T-72B", 2)
shots.fire()
shots.notify(unitBarrelHeight,2)
end
---aaaaaaaaaaaaaaaa
function shots.ZSU57() --red
roundVelocity = 1070
shotsToFire = 2
shotDelay = 10.5
shots.notify("ZSU57", 2)
unitMaxRange = 6000
shots.fireAAA()
end
function shots.ZSU23() --red
roundVelocity = 1050
shotsToFire = 2
shotDelay = 12
shots.notify("ZSU23", 2)
unitMaxRange = 2000
shots.fireAAA()
end
function shots.vulcan() --red
roundVelocity = 1030
shotsToFire = 5
shotDelay = 5
shots.notify("Vulcan M163", 2)
unitMaxRange = 1500
shots.fireAAA()
end
function shots.flak18() --red and green
roundVelocity = 870
shotsToFire = 1
shotDelay = 10.5
shots.notify("Flak 18", 2)
unitMaxRange = 4000
shots.fireAAA()
end
-- This one is really obvious, however I set towards the end of this file the "parameters" of the shots.
function shots.fire()
unit = Unit.getByName(shots.shooterName)
target = Unit.getByName(shots.targetName)
local targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's
--local targetMotionVec = nil
local targetPos = target:getPosition().p
shots.calculateAngle(roundVelocity, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVec)
end
--main bit that does the maths for simulating a "roughly level" fire fight, not to be used when aiming AAA at aircraft
function shots.calculateAngle(v, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVector)
--v muzzle velocity
--unit is unit object you want shooting
--targetPos is a position on the ground, doesn't have to be a targets actual location
--unitBarrelHeigh is the height the gun is at when it fires
--shotsToFire is how many rounds to shoot, 5 is a nice number except for large calibre slow guns
--shotDelay how long it on average takes to aim from scratch at something and shoot, mostly used in aiming lead
--targetMotionVector a vec3 of the targets motion if nil just shoots at a spot
g = 9.81 -- gravity, change if on the moon veltro you comment reading prick
local unitPos = unit:getPosition().p
local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range
local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range
y = targetPos.y - unitPos.y
y = y - unitBarrelHeight
--works out some stuff for trig later, like x,y and hypoteneueussueee
if targetMotionVector == nil then
--no moving? nothing to ammend
else --work out where target will be when the bullet arrives
shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot
newPosition = mist.utils.tableShow(targetMotionVector)
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
end
x = x - 10 --we actually are aiming 10m in front always so need to remove this
local inner = v^4 - g * (g * x^2 + 2 * y * v^2) -- this is the inner bit of the quadratic equation for ease of code
if inner < 0 then
-- No solution exists for these parameters, too far away do nothing we can't hit it, saves us crashing if sqrt of negative
else
local angle2 = math.atan((v^2 - math.sqrt(inner)) / (g * x)) -- do the whole quadratic equation
-- we didn't need to do the +- sqrt b^2..... bits as we care about the flat path not the one shot miles up falling down
local aimUp = 10 * math.tan(angle2)*math.cos(angle2) -- we have to tell dcs to "aim up" at a point 10m ahead of it, this is distance * tan(angle) , so where the fuck has the cos come from? That is because aim correction for shooting up and down is basically modfied by cos(angle) so lazy correction and dcs can't shoot vertically up
local xPosDifference = (targetPos.x - unitPos.x)
local zPosDifference = (targetPos.z - unitPos.z)
local hyp = math.sqrt((xPosDifference*xPosDifference) + (zPosDifference*zPosDifference))
xPosDifference = (xPosDifference /hyp) * 10
zPosDifference = (zPosDifference / hyp) * 10
unitPos.x = unitPos.x + xPosDifference
unitPos.z = unitPos.z + zPosDifference
--that was all basic trig maths
local controller = unit:getController()
FireAtPoint = {
id = 'FireAtPoint',
params = {
point = {x = unitPos.x, y = unitPos.z},
radius = 0.0001,
expendQty = shotsToFire,
expendQtyEnabled = true,
altitude = unitPos.y+unitBarrelHeight +aimUp, --this is a realtive to sea level shot, so we can shoot down
alt_type = 0, --0 = sea level, 1 = ground level
}
}
controller:pushTask(FireAtPoint) --FIREEEEEE
end
end
function shots.fireAAA()
unit = Unit.getByName(shots.shooterName)
target = Unit.getByName(shots.targetName)
targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's
--local targetMotionVec = nil
targetPos = target:getPosition().p
shots.aaa(roundVelocity, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVec)
end
--aaa fires almost straight up, no line of sight fakery needed or working out lobbing bullets onto random points
--if in range just needs to be told to shoot where the target will be in a few seconds
--if out of range, we just need to extrapolate back and fire inside max range and randomise the up and down, then let it miss
function shots.aaa(v, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVector)
local unitPos = unit:getPosition().p
local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range
local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range
if x3d > unitMaxRange then
if targetMotionVector == nil then
--no moving? nothing to ammend
else --work out where target will be when the bullet arrives
shotDelay = shotDelay + x3d/(v/2) --time taken to aim and time for bullet to fly to spot long range roughly 50% slowdown
newPosition = mist.utils.tableShow(targetMotionVector)
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
end
difference = mist.vec.sub(targetPos,unitPos)
unitVec = mist.vec.getUnitVec(difference)
extendPath = mist.vec.scalar_mult(unitVec ,unitMaxRange)
targetPos = mist.vec.add(extendPath,unitPos)
local controller = unit:getController()
FireAtPoint = {
id = 'FireAtPoint',
params = {
point = {x = targetPos.x, y = targetPos.z},
radius = 0.0001,
expendQty = shotsToFire,
expendQtyEnabled = true,
altitude = targetPos.y+math.random(1,500), --this is a realtive to sea level shot, so we can shoot down
alt_type = 0, --0 = sea level, 1 = ground level
}
}
controller:pushTask(FireAtPoint) --FIREEEEEE
else
if targetMotionVector == nil then
--no moving? nothing to ammend
else --work out where target will be when the bullet arrives
shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot
newPosition = mist.utils.tableShow(targetMotionVector)
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
end
local controller = unit:getController()
FireAtPoint = {
id = 'FireAtPoint',
params = {
point = {x = targetPos.x, y = targetPos.z},
radius = 0.0001,
expendQty = shotsToFire,
expendQtyEnabled = true,
altitude = targetPos.y, --this is a realtive to sea level shot, so we can shoot down
alt_type = 0, --0 = sea level, 1 = ground level
}
}
controller:pushTask(FireAtPoint) --FIREEEEEE
end
end
do
longRangeShots = missionCommands.addSubMenu("Firefight")
missionCommands.addCommand ("Fire", longRangeShots, shots.vulcan)
end
shots.notify("raisedShots.lua ran", 2)

540
scripts/samSimulator.lua Normal file
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--Spawn a SAM integrated with IADS
--Spawn a normal SAM
--SAM bubble shields
samSim = {}
samSim.samSuffix = 1
do -- needs to go early on
redIADS = SkynetIADS:create('Red')
redIADS:setUpdateInterval(5)
redIADS:activate()
--redIADS:addRadioMenu()
end
function samSim.genSAten() --gens an SA 10 as you can imagine,
unit = Unit.getByName("Test")
local pointVec3Gl = unit:getPosition().p -- this is just to find where my aircraft is and whack an SA10 below it, lazy not relevant
local isHiddenCheck = math.random(100)
if isHiddenCheck > 10 then
isHidden = false
else
isHidden = true -- fairly obvious hides from F10 and F7 view
end
mist.dynAdd(
{
country = 'USSR',
category = 'vehicle',
name = "SAM " .. samSim.samSuffix,
groupName = "SAM " .. samSim.samSuffix,
groupId = 10000+samSim.samSuffix,
hidden = isHidden,
units =
{ [1] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 40B6MD sr", --search radar needs to be first always for avoiding a skynet bug
["y"] = pointVec3Gl.z + 50,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [1]
[2] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 40B6M tr",
["y"] = pointVec3Gl.z,
["x"] = pointVec3Gl.x,
["heading"] = 4.7123889803847,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [2]
[3] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 54K6 cp",
["y"] = pointVec3Gl.z + 100,
["x"] = pointVec3Gl.x,
["heading"] = 3.1415926535898,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [3]
[4] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 64H6E sr",
["y"] = pointVec3Gl.z - 50,
["x"] = pointVec3Gl.x,
["heading"] = 3.1415926535898,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [4]
[5] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 5P85C ln",
["y"] = pointVec3Gl.z +200 ,
["x"] = pointVec3Gl.x,
["heading"] = 3.1415926535898,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [5]
[6] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 5P85C ln",
["y"] = pointVec3Gl.z -200,
["x"] = pointVec3Gl.x,
["heading"] = 3.3161255787892,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [6]
[7] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S-300PS 5P85C ln",
["y"] = pointVec3Gl.z ,
["x"] = pointVec3Gl.x + 200,
["heading"] = 2.9670597283904,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [7]
[8] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Excellent",
["type"] = "S-300PS 5P85C ln",
["y"] = pointVec3Gl.z,
["x"] = pointVec3Gl.x -200,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [8]
[9] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "generator_5i57",
["y"] = pointVec3Gl.z +200,
["x"] = pointVec3Gl.x + 200,
["heading"] = 6.1086523819802,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [9]
[10] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "ATZ-5",
["y"] = pointVec3Gl.z -200,
["x"] = pointVec3Gl.x -200,
["heading"] = 0.17453292519943,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [10]
[11] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "ATZ-5",
["y"] = pointVec3Gl.z +550,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [11]
[12] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "GAZ-66",
["y"] = pointVec3Gl.z +580,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [12]
[13] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "ATZ-60_Maz",
["y"] = pointVec3Gl.z +600,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [13]
[14] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "KAMAZ Truck",
["y"] = pointVec3Gl.z +500,
["x"] = pointVec3Gl.x + 20,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [14]
}, -- end of units
} -- end of function
)
redIADS:addSAMSite("SAM " .. samSim.samSuffix) --skynet bit
local detectChance = math.random(50,90)
local goLiveRange = math.random(50,90)
local harmStop = math.random(2)
if harmStop == 1 then
harmStopping = true
else
harmStopping = false
end
redIADS:getSAMSiteByGroupName("SAM " .. samSim.samSuffix):setHARMDetectionChance(detectChance) -- doesn't bloody work no idea, don't care want to reinvent this myself
redIADS:getSAMSiteByGroupName("SAM " .. samSim.samSuffix):setGoLiveRangeInPercent(goLiveRange) -- doesn't bloody work no idea, don't care want to reinvent this myself
redIADS:getSAMSiteByGroupName("SAM " .. samSim.samSuffix):setCanEngageHARM(harmStopping) -- doesn't bloody work no idea, don't care want to reinvent this myself
samSim.samSuffix = samSim.samSuffix + 1
end
function samSim.genSAtwo()
unit = Unit.getByName("Test")
local pointVec3Gl = unit:getPosition().p -- this is just to find where my aircraft is and whack an SA10 below it, lazy not relevant
local isHiddenCheck = math.random(100)
if isHiddenCheck > 50 then
isHidden = false
else
isHidden = true
end
mist.dynAdd(
{
country = 'USSR',
category = 'vehicle',
name = "SAM " .. samSim.samSuffix,
groupName = "SAM " .. samSim.samSuffix,
groupId = 10000+samSim.samSuffix,
hidden = isHidden,
units =
{
[1] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "SNR_75V",
["y"] = pointVec3Gl.z,
["x"] = pointVec3Gl.x,
["heading"] = 4.7123889803847,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [1]
[2] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S_75M_Volhov",
["y"] = pointVec3Gl.z + 50,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [2]
[3] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S_75M_Volhov",
["y"] = pointVec3Gl.z + 100,
["x"] = pointVec3Gl.x,
["heading"] = 3.1415926535898,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [3]
[4] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S_75M_Volhov",
["y"] = pointVec3Gl.z - 50,
["x"] = pointVec3Gl.x,
["heading"] = 3.1415926535898,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [4]
[5] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S_75M_Volhov",
["y"] = pointVec3Gl.z +200 ,
["x"] = pointVec3Gl.x,
["heading"] = 3.1415926535898,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [5]
[6] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "S_75M_Volhov",
["y"] = pointVec3Gl.z -200,
["x"] = pointVec3Gl.x,
["heading"] = 3.3161255787892,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [6]
[7] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "SKP-11",
["y"] = pointVec3Gl.z ,
["x"] = pointVec3Gl.x + 200,
["heading"] = 2.9670597283904,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [7]
[8] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Excellent",
["type"] = "SKP-11",
["y"] = pointVec3Gl.z,
["x"] = pointVec3Gl.x -200,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [8]
[9] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "p-19 s-125 sr",
["y"] = pointVec3Gl.z +200,
["x"] = pointVec3Gl.x + 200,
["heading"] = 6.1086523819802,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [9]
[10] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "Ural-4320 APA-5D",
["y"] = pointVec3Gl.z -200,
["x"] = pointVec3Gl.x -200,
["heading"] = 0.17453292519943,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [10]
[11] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "ATMZ-5",
["y"] = pointVec3Gl.z +550,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [11]
[12] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "Ural-4320T",
["y"] = pointVec3Gl.z +580,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [12]
[13] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "Ural-4320T",
["y"] = pointVec3Gl.z +600,
["x"] = pointVec3Gl.x,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [13]
[14] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Random",
["type"] = "ATMZ-5",
["y"] = pointVec3Gl.z +500,
["x"] = pointVec3Gl.x + 20,
["heading"] = 0,
["playerCanDrive"] = true,
livery_id = "desert",
}, -- end of [14]
}, -- end of units
} -- end of function
)
redIADS:addSAMSite("SAM " .. samSim.samSuffix)
local detectChance = math.random(75,100)
local goLiveRange = math.random(50,90)
redIADS:getSAMSiteByGroupName("SAM " .. samSim.samSuffix):setHARMDetectionChance(detectChance)
redIADS:getSAMSiteByGroupName("SAM " .. samSim.samSuffix):setGoLiveRangeInPercent(goLiveRange)
samSim.samSuffix = samSim.samSuffix + 1
end
function samSim.genCMD()
unit = Unit.getByName("Test")
local pointVec3Gl = unit:getPosition().p
mist.dynAddStatic(
{
country = 'USSR',
category = 'Fortifications',
name = "CMD " .. samSim.samSuffix,
type = ".Command Center",
x = pointVec3Gl.x,
y = pointVec3Gl.z,
heading = math.pi*3/2,
} -- end of function
)
nameToAdd = "CMD ".. samSim.samSuffix --.. " " .. "unit1"
local commandCenter = StaticObject.getByName(nameToAdd)
redIADS:addCommandCenter(commandCenter)
redIADS = SkynetIADS:create(nameToAdd)
redIADS:activate()
samSim.samSuffix = samSim.samSuffix + 1
end
function samSim.genEWR()
unit = Unit.getByName("Test")
local pointVec3Gl = unit:getPosition().p
mist.dynAdd(
{
country = 'USSR',
category = 'vehicle',
groupName = "EW " .. samSim.samSuffix,
name = "EW " .. samSim.samSuffix,
groupId = 20000+samSim.samSuffix,
units =
{
[1] =
{
["skill"] = "Random",
["type"] = "55G6 EWR",
["y"] = pointVec3Gl.z,
["x"] = pointVec3Gl.x,
livery_id = "",
["heading"] = 0,
["playerCanDrive"] = true,
},
}, -- end of units
} -- end of function
)
nameToAdd = "EW ".. samSim.samSuffix .. " " .. "unit1" -- oddly this is the unit name not the group, if you don't use this naming convention change it
redIADS:addEarlyWarningRadar(nameToAdd)
--redIADS:addEarlyWarningRadarsByPrefix("EW")
samSim.samSuffix = samSim.samSuffix + 1
end
do
samSims = missionCommands.addSubMenu("Sam stuff")
missionCommands.addCommand ("Spawn SA 10", samSims, samSim.genSAten)
missionCommands.addCommand ("Spawn EWR", samSims, samSim.genEWR)
missionCommands.addCommand ("Spawn SA 2", samSims, samSim.genSAtwo)
missionCommands.addCommand ("Spawn Command Centre and activate", samSims, samSim.genCMD)
end

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scripts/templates.lua Normal file

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