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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<title>Complete MOOSE CTLD System — Player & Mission Setup Guide</title>
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<style>
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body { font-family: system-ui, -apple-system, Segoe UI, Roboto, Helvetica, Arial, sans-serif; line-height: 1.5; color: #1b1f23; padding: 2rem; max-width: 960px; margin: auto; }
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ul { margin: 0.25rem 0 1rem 1.25rem; }
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</style>
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</head>
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<body>
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<h1>Complete MOOSE CTLD System — Player & Mission Setup Guide</h1>
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<p>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.</p>
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<hr />
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<h2>What is CTLD and why it matters</h2>
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<ul>
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<li>CTLD (logistics & troop transport) turns helicopters and transports into force multipliers.</li>
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<li>You request “crates” at Supply (Pickup) Zones, deliver them, and build combat units, SAM sites, radars, FOBs, and support vehicles.</li>
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<li>You can also transport troops and deploy them to hold ground or attack.</li>
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<li>Every delivered asset can change the front line: new air defenses, JTACs, EWR coverage, armor pushes, or an FOB that shortens logistics legs.</li>
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</ul>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> F10 -> CTLD root menu</div>
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<p><em>Tip:</em> The loop you’ll repeat is <strong>Request → Deliver → Build → Fight</strong>.</p>
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<hr />
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<h2>Getting started (players)</h2>
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<ol>
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<li>Spawn in a supported helicopter or transport.</li>
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<li>Fly to a friendly Supply (Pickup) Zone.</li>
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<li>Open F10 Other -> CTLD.</li>
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<li>Use <em>Logistics -> Request Crate</em> to spawn crates; use <em>Operations -> Build</em> to assemble units/sites.</li>
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<li>Use <em>Navigation</em> to get vectors and Hover Coach, and <em>Field Tools</em> to mark or create a quick Drop Zone.</li>
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<li>Deliver, build, and watch the mission evolve.</li>
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</ol>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Example Pickup Zone with smoke</div>
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<hr />
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<h2>Menu overview (matches in-game structure)</h2>
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<p>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).</p>
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<h3>Operations</h3>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Operations menu open</div>
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<ul>
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<li><strong>Troop Transport</strong>
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<ul>
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<li><strong>Load Troops</strong>: Load infantry while inside an ACTIVE Supply (Pickup) Zone if the mission enforces this rule.</li>
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<li><strong>Deploy Troops (Defend)</strong>: Unload troops to hold the current area and defend nearby.</li>
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<li><strong>Deploy Troops (Attack)</strong>: 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.</li>
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<li><em>Notes:</em>
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<ul>
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<li>Troop loading may be restricted to Pickup Zones. The nearest zone will be shown in messages if you’re outside.</li>
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<li>Deployment is blocked inside Pickup Zones when restrictions are enabled.</li>
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</ul>
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</li>
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</ul>
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</li>
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<li><strong>Build</strong>
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<ul>
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<li><strong>Build Here</strong>: 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.</li>
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<li><strong>Build (Advanced) → Buildable Near You</strong>
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<ul>
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<li>Lists everything that can be built with crates you’ve dropped nearby (and optionally what you’re carrying, depending on mission settings).</li>
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<li>Per item you’ll see:
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<ul>
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<li><strong>Build [Hold Position]</strong>: Spawns and orders the unit/site to hold.</li>
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<li><strong>Build [Attack (N m)]</strong>: Spawns and orders mobile units to seek/attack within the configured radius. Static/unsuitable units will still hold.</li>
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</ul>
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</li>
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<li><strong>Refresh Buildable List</strong>: Re-scan nearby crates and update the list.</li>
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</ul>
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</li>
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<li>FOB-only recipes can require building inside an FOB Zone when enabled (mission-specific rule).</li>
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</ul>
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</li>
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</ul>
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<h3>Logistics</h3>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Logistics -> Request Crate</div>
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<ul>
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<li><strong>Request Crate</strong>
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<ul>
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<li>Menu is organized by categories (e.g., Combat Vehicles, AAA, SAM short range, Support, Artillery, etc.).</li>
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<li>Each entry shows how many crates are required (e.g., “M1097 Avenger (2 crates)”).</li>
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<li>Requests generally require being within the maximum distance to an ACTIVE Pickup Zone.</li>
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<li>When inventory is enabled, stock is tracked per zone; out-of-stock types cannot be requested at that location until resupplied.</li>
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</ul>
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</li>
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<li><strong>Recipe Info</strong>
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<ul>
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<li>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.</li>
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</ul>
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</li>
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<li><strong>Request Crate (In Stock Here)</strong>
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<ul>
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<li>Appears when inventory menus are enabled and the mission-maker has exposed this view.</li>
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<li>Shows only items in stock at your nearest active Supply Zone and lets you spawn them directly.</li>
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<li>Includes a “Refresh” option to update the list after requests.</li>
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</ul>
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</li>
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<li><strong>Crate handling tips</strong>
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<ul>
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<li>Crates are marked with smoke at spawn.</li>
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<li>Use <em>Navigation → Request Vectors to Nearest Crate</em> if you lose sight of it.</li>
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<li>Hover pickup: hold roughly 5–20 m AGL, very low ground speed, steady for a few seconds to auto-load.</li>
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<li>Crates have a mission-configured lifetime and will self-cleanup if not used.</li>
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</ul>
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</li>
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</ul>
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<h3>Field Tools</h3>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Field Tools menu open</div>
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<ul>
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<li><strong>Create Drop Zone (AO)</strong>: Quickly creates a temporary Drop Zone around your current position for coordination or scripted objectives.</li>
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<li><strong>Smoke My Location</strong>: Green / Red / White / Orange / Blue — mark your current spot with smoke to help other players find you or the build point.</li>
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</ul>
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<h3>Navigation</h3>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Navigation menu open</div>
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<ul>
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<li><strong>Hover Coach: Enable / Disable</strong>: In-game guidance messages to help you nail the hover pickup window (AGL, drift, speed, “hold steady” cues).</li>
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<li><strong>Request Vectors to Nearest Crate</strong>: Prints bearing and range to the closest friendly crate.</li>
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<li><strong>Vectors to Nearest Pickup Zone</strong>: Bearing and range to the nearest active Supply (Pickup) Zone; if none are active, you’ll get helpful direction to the nearest configured one.</li>
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</ul>
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<h3>Admin/Help</h3>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Admin/Help menu open</div>
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<ul>
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<li><strong>Show CTLD Status</strong>: Quick summary of active crates, how many zones exist, and whether Build Confirm/Cooldown are ON.</li>
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<li><strong>Draw CTLD Zones on Map / Clear CTLD Map Drawings</strong>: Draws labeled circles for Pickup/Drop/FOB zones on the F10 map for your coalition; clear them when you’re done.</li>
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<li><strong>Debug → Enable/Disable logging</strong>: Toggle detailed logging (mission maker troubleshooting).</li>
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<li><strong>Player Guides</strong>: Zones – Guide; Inventory – How It Works; CTLD Basics; Troop Transport & JTAC Use; Hover Pickup & Slingloading; Build System; SAM Sites.</li>
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<li><strong>Coalition Summary</strong> (if exposed by mission maker): A roll-up of coalition CTLD activity.</li>
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</ul>
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<hr />
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<h2>How players influence the mission</h2>
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<ul>
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<li>Build air defenses (SAM/AAA) to protect friendly FARPs/FOBs and deny enemy air.</li>
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<li>Deploy armor and ATGM teams to push objectives, ambush enemy convoys, or hold key terrain.</li>
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<li>Build EWR/JTAC for better situational awareness and targeting support.</li>
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<li>Establish FOBs to create forward supply hubs and shorten flight times.</li>
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</ul>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Example built SAM site</div>
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<hr />
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<h2>Mission setup (for mission makers)</h2>
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<p>Keep this section short and focused. You can find the defaults and toggles inside:</p>
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<ul>
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<li><code>Moose_CTLD_Pure/Moose_CTLD.lua</code> (main CTLD implementation; see the <code>CTLD.Config</code> table)</li>
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<li><code>Moose_CTLD_Pure/Moose_CTLD_FAC.lua</code> (optional FAC/RECCE support)</li>
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<li><code>Moose_CTLD_Pure/catalogs/</code> (example catalogs with ready-to-use recipes)</li>
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<li><code>Moose_CTLD_Pure/init_mission_dual_coalition.lua</code> (ready-to-use minimal init for BLUE+RED)</li>
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</ul>
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<h3>Load order (Do Script File in Mission Editor)</h3>
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<ol>
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<li><code>Moose.lua</code></li>
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<li><code>Moose_CTLD_Pure/Moose_CTLD.lua</code></li>
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<li>A catalog file from <code>Moose_CTLD_Pure/catalogs/</code> (optional but recommended)</li>
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<li><code>Moose_CTLD_Pure/Moose_CTLD_FAC.lua</code> (optional FAC/RECCE)</li>
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<li>Your mission init block (you can use <code>Moose_CTLD_Pure/init_mission_dual_coalition.lua</code> as-is or adapt it)</li>
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</ol>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Mission Editor Do Script File list</div>
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<p><strong>Minimal snippet (example)</strong> — keep it to the point:</p>
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<ul>
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<li>Create a CTLD instance per coalition with: CoalitionSide, AllowedAircraft, Zones (Pickup/Drop/FOB definitions), and key toggles.</li>
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<li>Optionally create a FAC module instance and run it.</li>
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<li>Optionally merge a crate catalog.</li>
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</ul>
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<p><em>Hint:</em> See the shipped <code>init_mission_dual_coalition.lua</code> for a clean example of both BLUE and RED.</p>
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<h3>Zones you must create in the Mission Editor</h3>
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<ul>
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<li>Pickup (Supply): e.g., <code>ALPHA</code> (BLUE), <code>DELTA</code> (RED)</li>
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<li>Drop: e.g., <code>BRAVO</code> (BLUE), <code>ECHO</code> (RED)</li>
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<li>FOB: e.g., <code>CHARLIE</code> (BLUE), <code>FOXTROT</code> (RED)</li>
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</ul>
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<p>Use the names referenced by your init script. The example init uses flags to control active/inactive state.</p>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Trigger zones for Pickup/Drop/FOB</div>
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<h3>Frequently configured options (where to change)</h3>
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<p>All of the following live under <code>CTLD.Config</code> in <code>Moose_CTLD.lua</code> or can be provided in the table passed to <code>_MOOSE_CTLD:New({...})</code> in your init script.</p>
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<ul>
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<li><strong>Logistics rules</strong>
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<ul>
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<li><code>RequirePickupZoneForCrateRequest</code></li>
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<li><code>RequirePickupZoneForTroopLoad</code></li>
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<li><code>PickupZoneMaxDistance</code></li>
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<li><code>ForbidDropsInsidePickupZones</code></li>
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<li><code>ForbidTroopDeployInsidePickupZones</code></li>
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<li><code>ForbidChecksActivePickupOnly</code></li>
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</ul>
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</li>
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<li><strong>Building behavior</strong>
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<ul>
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<li><code>BuildRadius</code></li>
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<li><code>BuildSpawnOffset</code></li>
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<li><code>BuildConfirmEnabled</code> + <code>BuildConfirmWindowSeconds</code></li>
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<li><code>BuildCooldownEnabled</code> + <code>BuildCooldownSeconds</code></li>
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<li><code>RestrictFOBToZones</code></li>
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<li><code>AutoBuildFOBInZones</code></li>
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</ul>
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</li>
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<li><strong>Inventory system (per-zone stock)</strong>
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<ul>
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<li><code>Inventory.Enabled</code></li>
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<li><code>Inventory.ShowStockInMenu</code></li>
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<li><code>Inventory.HideZeroStockMenu</code></li>
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<li><code>Inventory.FOBStockFactor</code></li>
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</ul>
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</li>
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<li><strong>Hover & pickup quality-of-life</strong>
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<ul>
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<li><code>HoverCoachConfig</code> (messages/timing/thresholds)</li>
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<li><code>TroopSpawnOffset</code></li>
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</ul>
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</li>
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<li><strong>AI behavior for Attack builds</strong>
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<ul>
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<li><code>AttackAI.VehicleSearchRadius</code></li>
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<li><code>AttackAI.MoveSpeedKmh</code></li>
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</ul>
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</li>
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<li><strong>Menus</strong>
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<ul>
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<li><code>UseGroupMenus</code></li>
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<li><code>UseCategorySubmenus</code></li>
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<li><code>PickupZoneSmokeColor</code></li>
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</ul>
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</li>
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</ul>
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<h3>Crate catalog (recipes)</h3>
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<ul>
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<li>Use one of the provided catalogs under <code>Moose_CTLD_Pure/catalogs/</code> or your own.</li>
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<li>Each entry defines a display label, side, category, stock, and a build function.</li>
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<li>Multi-crate “SITE” entries build multi-unit groups (SAM sites or composite systems).</li>
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<li><strong>Typical workflow</strong>
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<ul>
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<li>Load your chosen catalog after <code>Moose_CTLD.lua</code>.</li>
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<li>Merge it into each CTLD instance you created.</li>
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</ul>
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</li>
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</ul>
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<div class="screenshot"><strong>Screenshot placeholder:</strong> Request Crate categories</div>
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<h3>Dual-coalition setup</h3>
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<ul>
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<li>Instantiate two CTLD instances (one per side), each with its own zone names and smoke colors.</li>
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<li>Instantiate two FAC modules if you want auto-lase/RECCE for both sides.</li>
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<li>The included <code>init_mission_dual_coalition.lua</code> shows a minimal working setup.</li>
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</ul>
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<h3>FAC/RECCE (optional, from <code>Moose_CTLD_FAC.lua</code>)</h3>
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<ul>
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<li><strong>What it adds</strong>: Auto-lase with configurable laser codes, IR markers, map marks; manual target lists; multi-strike helper; artillery/naval/air tasking; RECCE sweeps with DMS/MGRS.</li>
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<li><strong>Player usage</strong>: Look for an F10 FAC/RECCE menu in qualifying aircraft or groups.</li>
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<li><strong>Mission knobs</strong>: CoalitionSide, auto-lase behavior, code reservations, marker type/color, on-station logic—see <code>Moose_CTLD_FAC.lua</code> or pass overrides to <code>:New()</code>.</li>
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</ul>
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<h3>Sanity checks and troubleshooting</h3>
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<ul>
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<li>Use <em>Admin/Help -> Show CTLD Status</em> to verify counts and toggles quickly.</li>
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<li>Draw zones to confirm names/positions match your intent.</li>
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<li>If crates don’t spawn: check zone active state, distance to zone, and inventory stock.</li>
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<li>If builds don’t trigger: check Build Radius, confirm window, cooldown, and that the crates match the recipe.</li>
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||||||
|
</ul>
|
||||||
|
|
||||||
|
<hr />
|
||||||
|
<h2>Screenshot ideas (drop your captures in the placeholders above)</h2>
|
||||||
|
<ul>
|
||||||
|
<li>CTLD root menu with the five groups (Operations, Logistics, Field Tools, Navigation, Admin/Help)</li>
|
||||||
|
<li>Request Crate with category submenus visible</li>
|
||||||
|
<li>Build (Advanced) -> Buildable Near You list</li>
|
||||||
|
<li>Hover Coach prompt during a near-perfect hover</li>
|
||||||
|
<li>Vectors message to a crate / pickup zone</li>
|
||||||
|
<li>Zone drawings on the F10 map (Pickup/Drop/FOB labeled)</li>
|
||||||
|
<li>In Stock Here list (if enabled)</li>
|
||||||
|
<li>Example SAM site placed after a build</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<hr />
|
||||||
|
<h2>Appendix: File locations and names</h2>
|
||||||
|
<ul>
|
||||||
|
<li>Main CTLD: <code>Moose_CTLD_Pure/Moose_CTLD.lua</code></li>
|
||||||
|
<li>FAC/RECCE: <code>Moose_CTLD_Pure/Moose_CTLD_FAC.lua</code></li>
|
||||||
|
<li>Example dual-coalition init: <code>Moose_CTLD_Pure/init_mission_dual_coalition.lua</code></li>
|
||||||
|
<li>Catalogs: <code>Moose_CTLD_Pure/catalogs/</code></li>
|
||||||
|
</ul>
|
||||||
|
<p>No large code is required; most options are cleanly exposed in the config tables. Keep snippets tiny when needed.</p>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
279
Moose_CTLD_Pure/Player_Mission_Guide.md
Normal file
279
Moose_CTLD_Pure/Player_Mission_Guide.md
Normal file
@ -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.
|
||||||
Loading…
x
Reference in New Issue
Block a user