From 18abb7914a33c6066ca6adeed457afaefc2323ca Mon Sep 17 00:00:00 2001 From: iTracerFacer <134304944+iTracerFacer@users.noreply.github.com> Date: Wed, 5 Nov 2025 17:59:08 -0600 Subject: [PATCH] Created Player Guides --- Moose_CTLD_Pure/Player_Mission_Guide.html | 301 ++++++++++++++++++++++ Moose_CTLD_Pure/Player_Mission_Guide.md | 279 ++++++++++++++++++++ 2 files changed, 580 insertions(+) create mode 100644 Moose_CTLD_Pure/Player_Mission_Guide.html create mode 100644 Moose_CTLD_Pure/Player_Mission_Guide.md diff --git a/Moose_CTLD_Pure/Player_Mission_Guide.html b/Moose_CTLD_Pure/Player_Mission_Guide.html new file mode 100644 index 0000000..9932325 --- /dev/null +++ b/Moose_CTLD_Pure/Player_Mission_Guide.html @@ -0,0 +1,301 @@ + + + + + +Complete MOOSE CTLD System — Player & Mission Setup Guide + + + +

Complete MOOSE CTLD System — Player & Mission Setup Guide

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Welcome! This guide explains what logistics means in DCS, how the CTLD system lets players change the battlefield, and exactly how to use the in-game menus. It also includes a concise mission-maker setup section.

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What is CTLD and why it matters

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Screenshot placeholder: F10 -> CTLD root menu
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Tip: The loop you’ll repeat is Request → Deliver → Build → Fight.

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Getting started (players)

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  1. Spawn in a supported helicopter or transport.
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  3. Fly to a friendly Supply (Pickup) Zone.
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  5. Open F10 Other -> CTLD.
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  7. Use Logistics -> Request Crate to spawn crates; use Operations -> Build to assemble units/sites.
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  9. Use Navigation to get vectors and Hover Coach, and Field Tools to mark or create a quick Drop Zone.
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  11. Deliver, build, and watch the mission evolve.
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Screenshot placeholder: Example Pickup Zone with smoke
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Menu overview (matches in-game structure)

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Below are the menu groups and the common actions you’ll see under each. Some options appear only when relevant (e.g., inventory enabled, crates nearby, zones configured).

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Operations

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Screenshot placeholder: Operations menu open
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Logistics

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Screenshot placeholder: Logistics -> Request Crate
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Field Tools

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Screenshot placeholder: Field Tools menu open
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Navigation

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Screenshot placeholder: Navigation menu open
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Admin/Help

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Screenshot placeholder: Admin/Help menu open
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How players influence the mission

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Screenshot placeholder: Example built SAM site
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Mission setup (for mission makers)

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Keep this section short and focused. You can find the defaults and toggles inside:

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Load order (Do Script File in Mission Editor)

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  1. Moose.lua
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  3. Moose_CTLD_Pure/Moose_CTLD.lua
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  5. A catalog file from Moose_CTLD_Pure/catalogs/ (optional but recommended)
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  7. Moose_CTLD_Pure/Moose_CTLD_FAC.lua (optional FAC/RECCE)
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  9. Your mission init block (you can use Moose_CTLD_Pure/init_mission_dual_coalition.lua as-is or adapt it)
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Screenshot placeholder: Mission Editor Do Script File list
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Minimal snippet (example) — keep it to the point:

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Hint: See the shipped init_mission_dual_coalition.lua for a clean example of both BLUE and RED.

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Zones you must create in the Mission Editor

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Use the names referenced by your init script. The example init uses flags to control active/inactive state.

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Screenshot placeholder: Trigger zones for Pickup/Drop/FOB
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Frequently configured options (where to change)

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All of the following live under CTLD.Config in Moose_CTLD.lua or can be provided in the table passed to _MOOSE_CTLD:New({...}) in your init script.

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Crate catalog (recipes)

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Screenshot placeholder: Request Crate categories
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Dual-coalition setup

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FAC/RECCE (optional, from Moose_CTLD_FAC.lua)

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Sanity checks and troubleshooting

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Screenshot ideas (drop your captures in the placeholders above)

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Appendix: File locations and names

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No large code is required; most options are cleanly exposed in the config tables. Keep snippets tiny when needed.

+ + \ No newline at end of file diff --git a/Moose_CTLD_Pure/Player_Mission_Guide.md b/Moose_CTLD_Pure/Player_Mission_Guide.md new file mode 100644 index 0000000..e7f3432 --- /dev/null +++ b/Moose_CTLD_Pure/Player_Mission_Guide.md @@ -0,0 +1,279 @@ +# Complete MOOSE CTLD System — Player & Mission Setup Guide + +Welcome! This guide explains what logistics means in DCS, how the CTLD system lets players change the battlefield, and exactly how to use the in-game menus. It also includes a concise mission-maker setup section. + +--- + +## What is CTLD and why it matters + +- CTLD (logistics & troop transport) turns helicopters and transports into force multipliers. +- You request “crates” at Supply (Pickup) Zones, deliver them, and build combat units, SAM sites, radars, FOBs, and support vehicles. +- You can also transport troops and deploy them to hold ground or attack. +- Every delivered asset can change the front line: new air defenses, JTACs, EWR coverage, armor pushes, or an FOB that shortens logistics legs. + +[screenshot: F10 -> CTLD root menu] + +Tip: The loop you’ll repeat is Request → Deliver → Build → Fight. + +--- + +## Getting started (players) + +1) Spawn in a supported helicopter or transport. +2) Fly to a friendly Supply (Pickup) Zone. +3) Open F10 Other -> CTLD. +4) Use Logistics -> Request Crate to spawn crates; use Operations -> Build to assemble units/sites. +5) Use Navigation to get vectors and Hover Coach, and Field Tools to mark or create a quick Drop Zone. +6) Deliver, build, and watch the mission evolve. + +[screenshot: Example Pickup Zone with smoke] + +--- + +## Menu overview (matches in-game structure) + +Below are the menu groups and the common actions you’ll see under each. Some options appear only when relevant (e.g., inventory enabled, crates nearby, zones configured). + +### Operations + +[screenshot: Operations menu open] + +- Troop Transport + - Load Troops: Load infantry while inside an ACTIVE Supply (Pickup) Zone if the mission enforces this rule. + - Deploy Troops (Defend): Unload troops to hold the current area and defend nearby. + - Deploy Troops (Attack): Unload troops and order them to seek and engage enemies or move toward enemy-held bases (mission-configured behavior and speed). Static/unsuitable units will hold position. + - Notes + - Troop loading may be restricted to Pickup Zones. The nearest zone will be shown in messages if you’re outside. + - Deployment is blocked inside Pickup Zones when restrictions are enabled. + +- Build + - Build Here: Consumes nearby crates (within the Build Radius) and spawns the unit/site at your position. Includes a “confirm within X seconds” safety and a cooldown between builds. + - Build (Advanced) → Buildable Near You + - Lists everything that can be built with crates you’ve dropped nearby (and optionally what you’re carrying, depending on mission settings). + - Per item you’ll see: + - Build [Hold Position]: Spawns and orders the unit/site to hold. + - Build [Attack (N m)]: Spawns and orders mobile units to seek/attack within the configured radius. Static/unsuitable units will still hold. + - Refresh Buildable List: Re-scan nearby crates and update the list. + - FOB-only recipes can require building inside an FOB Zone when enabled (mission-specific rule). + +### Logistics + +[screenshot: Logistics -> Request Crate] + +- Request Crate + - Menu is organized by categories (e.g., Combat Vehicles, AAA, SAM short range, Support, Artillery, etc.). + - Each entry shows how many crates are required (e.g., “M1097 Avenger (2 crates)”). + - Requests generally require being within the maximum distance to an ACTIVE Pickup Zone. + - When inventory is enabled, stock is tracked per zone; out-of-stock types cannot be requested at that location until resupplied. + +- Recipe Info + - Browse categories and see each item’s description; use this to plan which crates you need to build a unit or a multi-crate site. + +- Request Crate (In Stock Here) + - Appears when inventory menus are enabled and the mission-maker has exposed this view. + - Shows only items in stock at your nearest active Supply Zone and lets you spawn them directly. + - Includes a “Refresh” option to update the list after requests. + +- Crate handling tips + - Crates are marked with smoke at spawn. + - Use Navigation -> Request Vectors to Nearest Crate if you lose sight of it. + - Hover pickup: hold roughly 5–20 m AGL, very low ground speed, steady for a few seconds to auto-load. + - Crates have a mission-configured lifetime and will self-cleanup if not used. + +### Field Tools + +[screenshot: Field Tools menu open] + +- Create Drop Zone (AO) + - Quickly creates a temporary Drop Zone around your current position for coordination or scripted objectives. + +- Smoke My Location + - Green / Red / White / Orange / Blue: Mark your current spot with smoke to help other players find you or the build point. + +### Navigation + +[screenshot: Navigation menu open] + +- Hover Coach: Enable / Disable + - In-game guidance messages to help you nail the hover pickup window (AGL, drift, speed, “hold steady” cues). + +- Request Vectors to Nearest Crate + - Prints bearing and range to the closest friendly crate. + +- Vectors to Nearest Pickup Zone + - Bearing and range to the nearest active Supply (Pickup) Zone; if none are active, you’ll get helpful direction to the nearest configured one. + +### Admin/Help + +[screenshot: Admin/Help menu open] + +- Show CTLD Status + - Quick summary of active crates, how many zones exist, and whether Build Confirm/Cooldown are ON. + +- Draw CTLD Zones on Map / Clear CTLD Map Drawings + - Draws labeled circles for Pickup/Drop/FOB zones on the F10 map for your coalition; clear them when you’re done. + +- Debug → Enable logging / Disable logging + - Toggles detailed logging (mission maker troubleshooting). + +- Player Guides (in-game quick reference) + - Zones – Guide + - Inventory – How It Works + - CTLD Basics (2-minute tour) + - Troop Transport & JTAC Use + - Hover Pickup & Slingloading + - Build System: Build Here and Advanced + - SAM Sites: Building, Repairing, and Augmenting + +- Coalition Summary (if exposed by mission maker) + - A roll-up of coalition CTLD activity (counts, highlights). Exact placement depends on mission configuration. + +--- + +## How players influence the mission + +- Build air defenses (SAM/AAA): Protect friendly FARPs/FOBs and deny enemy air. +- Deploy armor and ATGM teams: Push objectives, ambush enemy convoys, or hold key terrain. +- Build EWR/JTAC: Improve situational awareness and targeting support. +- Establish FOBs: Create forward supply hubs to shorten flight times and increase the tempo of logistics. + +[screenshot: Example built SAM site] + +Practical tip: Coordinate. One player can shuttle crates while others escort or build. FOBs multiply everyone’s effectiveness. + +--- + +## Mission setup (for mission makers) + +Keep this section short and focused. You can find the defaults and toggles inside: +- `Moose_CTLD_Pure/Moose_CTLD.lua` (main CTLD implementation; see the `CTLD.Config` table) +- `Moose_CTLD_Pure/Moose_CTLD_FAC.lua` (optional FAC/RECCE support) +- `Moose_CTLD_Pure/catalogs/` (example catalogs with ready-to-use recipes) +- `Moose_CTLD_Pure/init_mission_dual_coalition.lua` (ready-to-use minimal init for BLUE+RED) + +### Load order (Do Script File in Mission Editor) + +1) `Moose.lua` +2) `Moose_CTLD_Pure/Moose_CTLD.lua` +3) A catalog file from `Moose_CTLD_Pure/catalogs/` (optional but recommended) +4) `Moose_CTLD_Pure/Moose_CTLD_FAC.lua` (optional FAC/RECCE) +5) Your mission init block (you can use `Moose_CTLD_Pure/init_mission_dual_coalition.lua` as-is or adapt it) + +[screenshot: Mission Editor Do Script File list] + +Minimal snippet (example) — keep it to the point: + +- Create a CTLD instance per coalition with: CoalitionSide, AllowedAircraft, Zones (Pickup/Drop/FOB definitions), and key toggles. +- Optionally create a FAC module instance and run it. +- Optionally merge a crate catalog. + +Hint: See the shipped `init_mission_dual_coalition.lua` for a clean example of both BLUE and RED. + +### Zones you must create in the Mission Editor + +- Pickup (Supply): e.g., `ALPHA` (BLUE), `DELTA` (RED) +- Drop: e.g., `BRAVO` (BLUE), `ECHO` (RED) +- FOB: e.g., `CHARLIE` (BLUE), `FOXTROT` (RED) + +Use the names referenced by your init script. The example init uses flags to control active/inactive state. + +[screenshot: Trigger zones for Pickup/Drop/FOB] + +### Frequently configured options (where to change) + +All of the following live under `CTLD.Config` in `Moose_CTLD.lua` or can be provided in the table passed to `_MOOSE_CTLD:New({...})` in your init script. + +- Logistics rules + - `RequirePickupZoneForCrateRequest`: Enforce being near an ACTIVE Supply Zone to request crates + - `RequirePickupZoneForTroopLoad`: Enforce being inside a Supply Zone to load troops + - `PickupZoneMaxDistance`: Max distance to the nearest ACTIVE zone for crate requests + - `ForbidDropsInsidePickupZones`: Block dropping crates inside Supply Zones + - `ForbidTroopDeployInsidePickupZones`: Block troop deployment inside Supply Zones + - `ForbidChecksActivePickupOnly`: If true, restrictions apply only to ACTIVE zones + +- Building behavior + - `BuildRadius`: How far to search for crates around the player when building + - `BuildSpawnOffset`: Push spawn a few meters ahead of the aircraft to avoid collisions + - `BuildConfirmEnabled` + `BuildConfirmWindowSeconds`: Double-press safety to prevent accidental builds + - `BuildCooldownEnabled` + `BuildCooldownSeconds`: Per-group cooldown after a successful build + - `RestrictFOBToZones`: When true, FOB-only builds must occur inside an FOB Zone + - `AutoBuildFOBInZones`: When true, crates for FOBs inside an FOB Zone can auto-build + +- Inventory system (per-zone stock) + - `Inventory.Enabled`: Track stock per Supply Zone and FOB + - `Inventory.ShowStockInMenu`: Show counts in menu labels + - `Inventory.HideZeroStockMenu`: Enable the special “In Stock Here” menu at nearest zone + - `Inventory.FOBStockFactor`: % of initial stock seeded when a new FOB is built + +- Hover & pickup quality-of-life + - `HoverCoachConfig`: Message timing and thresholds for the in-game hover guidance + - `TroopSpawnOffset`: Spawn troops slightly forward to avoid overlaps + +- AI behavior for Attack builds + - `AttackAI.VehicleSearchRadius`: How far spawned vehicles look for enemies when ordered to Attack + - `AttackAI.MoveSpeedKmh`: Movement speed for Attack orders + +- Menus + - `UseGroupMenus`: Per-group F10 menus (recommended) + - `UseCategorySubmenus`: Organize Request Crate/Recipe Info by category + - `PickupZoneSmokeColor`: Color for crate spawn smoke marks + +### Crate catalog (recipes) + +- Use one of the provided catalogs under `Moose_CTLD_Pure/catalogs/` or your own. +- Each entry defines a display label, side, category, stock, and a build function. +- Multi-crate “SITE” entries build multi-unit groups (SAM sites or composite systems). +- Typical workflow + - Load your chosen catalog after `Moose_CTLD.lua`. + - Merge it into each CTLD instance you created. + +[screenshot: Request Crate categories] + +### Dual-coalition setup + +- Instantiate two CTLD instances (one per side), each with its own zone names and smoke colors. +- Instantiate two FAC modules if you want auto-lase/RECCE for both sides. +- The included `init_mission_dual_coalition.lua` shows a minimal working setup. + +### FAC/RECCE (optional, from `Moose_CTLD_FAC.lua`) + +- What it adds + - Auto-lase with configurable laser codes, IR markers, map marks + - Manual target lists, quick multi-strike helper + - Artillery/Naval/Air tasking (HE/illum/mortar, carpet/TALD prompts) + - RECCE sweeps: detects and marks units with DMS/MGRS +- Player usage + - Look for an F10 FAC/RECCE menu in qualifying aircraft or groups +- Mission knobs + - CoalitionSide, auto-lase behavior, code reservations, marker type/color, and on-station logic are configurable in `Moose_CTLD_FAC.lua` or via `:New()` overrides + +### Sanity checks and troubleshooting + +- Use Admin/Help -> Show CTLD Status to verify counts and toggles quickly. +- Draw zones to confirm names/positions match your intent. +- If crates don’t spawn: check zone active state, distance to zone, and inventory stock. +- If builds don’t trigger: check Build Radius, confirm window, cooldown, and that the crates match the recipe. + +--- + +## Screenshot ideas (drop your captures in the placeholders above) + +- CTLD root menu with the five groups (Operations, Logistics, Field Tools, Navigation, Admin/Help) +- Request Crate with category submenus visible +- Build (Advanced) -> Buildable Near You list +- Hover Coach prompt during a near-perfect hover +- Vectors message to a crate / pickup zone +- Zone drawings on the F10 map (Pickup/Drop/FOB labeled) +- In Stock Here list (if enabled) +- Example SAM site placed after a build + +--- + +## Appendix: File locations and names + +- Main CTLD: `Moose_CTLD_Pure/Moose_CTLD.lua` +- FAC/RECCE: `Moose_CTLD_Pure/Moose_CTLD_FAC.lua` +- Example dual-coalition init: `Moose_CTLD_Pure/init_mission_dual_coalition.lua` +- Catalogs: `Moose_CTLD_Pure/catalogs/` + +No large code is required; most options are cleanly exposed in the config tables. Keep snippets tiny when needed.