Merge pull request #145 from Pax1601/bobprofisker-patch-2

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681
scripts/dynamicTanking.lua Normal file
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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)

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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)

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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