diff --git a/DCS_Afgainistan/Insurgent_Sandstorm/F99th-Insurgent_Sandstorm_1.0.4.miz b/DCS_Afgainistan/Insurgent_Sandstorm/F99th-Insurgent_Sandstorm_1.0.4.miz index ca064cd..3c834bb 100644 Binary files a/DCS_Afgainistan/Insurgent_Sandstorm/F99th-Insurgent_Sandstorm_1.0.4.miz and b/DCS_Afgainistan/Insurgent_Sandstorm/F99th-Insurgent_Sandstorm_1.0.4.miz differ diff --git a/DCS_Afgainistan/Insurgent_Sandstorm/Moose_CTLD.lua b/DCS_Afgainistan/Insurgent_Sandstorm/Moose_CTLD.lua index 1ad5476..12cd098 100644 --- a/DCS_Afgainistan/Insurgent_Sandstorm/Moose_CTLD.lua +++ b/DCS_Afgainistan/Insurgent_Sandstorm/Moose_CTLD.lua @@ -20,7 +20,7 @@ red_ctld.dropcratesanywhere = true -- Option to allow crates to be dropped anywh red_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped. red_ctld.maximumHoverHeight = 15 -- Hover max this high to load. red_ctld.minimumHoverHeight = 4 -- Hover min this low to load. -red_ctld.forcehoverload = true -- Crates (not: troops) can **only** be loaded while hovering. +red_ctld.forcehoverload = false -- Crates (not: troops) can **only** be loaded while hovering. red_ctld.hoverautoloading = true -- Crates in CrateDistance in a LOAD zone will be loaded automatically if space allows. red_ctld.smokedistance = 10000 -- Smoke or flares can be request for zones this far away (in meters). red_ctld.movetroopstowpzone = true -- Troops and vehicles will move to the nearest MOVE zone... @@ -30,16 +30,16 @@ red_ctld.repairtime = 300 -- Number of seconds it takes to repair a unit. red_ctld.buildtime = 300 -- Number of seconds it takes to build a unit. Set to zero or nil to build instantly. red_ctld.cratecountry = country.id.GERMANY -- ID of crates. Will default to country.id.RUSSIA for RED coalition setups. red_ctld.allowcratepickupagain = true -- allow re-pickup crates that were dropped. -red_ctld.enableslingload = false -- allow cargos to be slingloaded - might not work for all cargo types -red_ctld.pilotmustopendoors = false -- force opening of doors +red_ctld.enableslingload = true -- allow cargos to be slingloaded - might not work for all cargo types +red_ctld.pilotmustopendoors = true -- force opening of doors red_ctld.SmokeColor = SMOKECOLOR.Red -- default color to use when dropping smoke from heli red_ctld.FlareColor = FLARECOLOR.Red -- color to use when flaring from heli -red_ctld.basetype = "container_cargo" -- default shape of the cargo container +red_ctld.basetype = "ammo_cargo" -- default shape of the cargo container red_ctld.droppedbeacontimeout = 600 -- dropped beacon lasts 10 minutes red_ctld.usesubcats = false -- use sub-category names for crates, adds an extra menu layer in "Get Crates", useful if you have > 10 crate types. red_ctld.placeCratesAhead = true -- place crates straight ahead of the helicopter, in a random way. If true, crates are more neatly sorted. red_ctld.nobuildinloadzones = true -- forbid players to build stuff in LOAD zones if set to `true` -red_ctld.movecratesbeforebuild = true -- crates must be moved once before they can be build. Set to false for direct builds. +red_ctld.movecratesbeforebuild = false -- crates must be moved once before they can be build. Set to false for direct builds. red_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects. red_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you. red_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz. @@ -58,7 +58,7 @@ blue_ctld.dropcratesanywhere = true -- Option to allow crates to be dropped anyw blue_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped. blue_ctld.maximumHoverHeight = 15 -- Hover max this high to load. blue_ctld.minimumHoverHeight = 4 -- Hover min this low to load. -blue_ctld.forcehoverload = true -- Crates (not: troops) can **only** be loaded while hovering. +blue_ctld.forcehoverload = false -- Crates (not: troops) can **only** be loaded while hovering. blue_ctld.hoverautoloading = true -- Crates in CrateDistance in a LOAD zone will be loaded automatically if space allows. blue_ctld.smokedistance = 10000 -- Smoke or flares can be request for zones this far away (in meters). blue_ctld.movetroopstowpzone = true -- Troops and vehicles will move to the nearest MOVE zone... @@ -68,16 +68,16 @@ blue_ctld.repairtime = 300 -- Number of seconds it takes to repair a unit. blue_ctld.buildtime = 300 -- Number of seconds it takes to build a unit. Set to zero or nil to build instantly. blue_ctld.cratecountry = country.id.GERMANY -- ID of crates. Will default to country.id.RUSSIA for RED coalition setups. blue_ctld.allowcratepickupagain = true -- allow re-pickup crates that were dropped. -blue_ctld.enableslingload = false -- allow cargos to be slingloaded - might not work for all cargo types -blue_ctld.pilotmustopendoors = false -- force opening of doors +blue_ctld.enableslingload = true -- allow cargos to be slingloaded - might not work for all cargo types +blue_ctld.pilotmustopendoors = true -- force opening of doors blue_ctld.SmokeColor = SMOKECOLOR.Blue -- default color to use when dropping smoke from heli blue_ctld.FlareColor = FLARECOLOR.Blue -- color to use when flaring from heli -blue_ctld.basetype = "container_cargo" -- default shape of the cargo container +blue_ctld.basetype = "ammo_cargo" -- default shape of the cargo container blue_ctld.droppedbeacontimeout = 600 -- dropped beacon lasts 10 minutes blue_ctld.usesubcats = false -- use sub-category names for crates, adds an extra menu layer in "Get Crates", useful if you have > 10 crate types. blue_ctld.placeCratesAhead = true -- place crates straight ahead of the helicopter, in a random way. If true, crates are more neatly sorted. blue_ctld.nobuildinloadzones = true -- forbid players to build stuff in LOAD zones if set to `true` -blue_ctld.movecratesbeforebuild = true -- crates must be moved once before they can be build. Set to false for direct builds. +blue_ctld.movecratesbeforebuild = false -- crates must be moved once before they can be build. Set to false for direct builds. blue_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects. blue_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you. blue_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz. @@ -159,8 +159,55 @@ blue_ctld:AddCTLDZone("BlueLoadZone3", CTLD.CargoZoneType.LOAD, SMOKECOLOR.Blue, blue_ctld:AddCTLDZone("BlueLoadZone4", CTLD.CargoZoneType.LOAD, SMOKECOLOR.Blue, true, true) blue_ctld:AddCTLDZone("BlueLoadZone5", CTLD.CargoZoneType.LOAD, SMOKECOLOR.Blue, true, true) blue_ctld:AddCTLDZone("BlueLoadZone6", CTLD.CargoZoneType.LOAD, SMOKECOLOR.Blue, true, true) +blue_ctld:AddCTLDZone("BlueLoadZone7", CTLD.CargoZoneType.LOAD, SMOKECOLOR.Blue, true, true) +-- FARP Radio. First one has 130AM name London, next 131 name Dallas, and so forth. +local FARPFreq = 129 +local FARPName = 1 --numbers 1..10 +local FARPClearnames = { + [1]="London", + [2]="Dallas", + [3]="Paris", + [4]="Moscow", + [5]="Berlin", + [6]="Rome", + [7]="Madrid", + [8]="Warsaw", + [9]="Dublin", + [10]="Perth", + } + +function BuildAFARP(Coordinate) + local coord = Coordinate --Core.Point#COORDINATE + + local FarpNameNumber = ((FARPName-1)%10)+1 -- make sure 11 becomes 1 etc + local FName = FARPClearnames[FarpNameNumber] -- get clear namee + + FARPFreq = FARPFreq + 1 + FARPName = FARPName + 1 + + FName = FName .. " FAT COW "..tostring(FARPFreq).."AM" -- make name unique + + -- Get a Zone for loading + local ZoneSpawn = ZONE_RADIUS:New("FARP "..FName,Coordinate:GetVec2(),150,false) + + -- Spawn a FARP with our little helper and fill it up with resources (10t fuel each type, 10 pieces of each known equipment) + UTILS.SpawnFARPAndFunctionalStatics(FName,Coordinate,ENUMS.FARPType.INVISIBLE,my_ctld.coalition,country.id.USA,FarpNameNumber,FARPFreq,radio.modulation.AM,nil,nil,nil,10,10) + + -- add a loadzone to CTLD + my_ctld:AddCTLDZone("FARP "..FName,CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true) + local m = MESSAGE:New(string.format("FARP %s in operation!",FName),15,"CTLD"):ToBlue() +end + +function my_ctld:OnAfterCratesBuild(From,Event,To,Group,Unit,Vehicle) + local name = Vehicle:GetName() + if string.find(name,"FOB",1,true) then + local Coord = Vehicle:GetCoordinate() + Vehicle:Destroy(false) + BuildAFARP(Coord) + end +end function blue_ctld:OnAfterTroopsDeployed(From,Event,To,Group,Unit,Troops) if Unit then @@ -391,10 +438,3 @@ function blue_ctld:OnAfterTroopsDeployed(From,Event,To,Group,Unit,Troops) US_Score:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for the repair of Units!", PlayerName, points), points) end end - - - - - - - diff --git a/DCS_Afgainistan/Insurgent_Sandstorm/Moose_DynamicGroundBattle_1.0.2.lua b/DCS_Afgainistan/Insurgent_Sandstorm/Moose_DynamicGroundBattle_1.0.2.lua index 424f889..df9db79 100644 --- a/DCS_Afgainistan/Insurgent_Sandstorm/Moose_DynamicGroundBattle_1.0.2.lua +++ b/DCS_Afgainistan/Insurgent_Sandstorm/Moose_DynamicGroundBattle_1.0.2.lua @@ -166,7 +166,8 @@ local blueWarehouses = { STATIC:FindByName("BlueWarehouse3-1"), STATIC:FindByName("BlueWarehouse4-1"), STATIC:FindByName("BlueWarehouse5-1"), - STATIC:FindByName("BlueWarehouse6-1") + STATIC:FindByName("BlueWarehouse6-1"), + STATIC:FindByName("BlueWarehouse7-1") } -- Define templates for infantry and armor groups. These templates will be used to randomize the groups spawned in the zones. @@ -217,9 +218,6 @@ local blueArmorTemplates = { -- DO NOT EDIT BELOW THIS LINE ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- Adds mark points on the map for each warehouse in the provided list. ---- Each mark point includes the warehouse's name and a list of nearby ground units within a specified radius. - -- Function to add mark points on the map for each warehouse in the provided list local function addMarkPoints(warehouses, coalition) for _, warehouse in ipairs(warehouses) do diff --git a/DCS_Afgainistan/Insurgent_Sandstorm/Moose_InsurgentSandstorm.lua b/DCS_Afgainistan/Insurgent_Sandstorm/Moose_InsurgentSandstorm.lua index 752625b..25982b6 100644 --- a/DCS_Afgainistan/Insurgent_Sandstorm/Moose_InsurgentSandstorm.lua +++ b/DCS_Afgainistan/Insurgent_Sandstorm/Moose_InsurgentSandstorm.lua @@ -1,4 +1,5 @@ + --Build Command Center and Mission for Blue US_CC = COMMANDCENTER:New( GROUP:FindByName( "BLUEHQ" ), "USA HQ" ) US_Mission = MISSION:New( US_CC, "Insurgent Sandstorm", "Primary", "Clear the front lines of enemy activity.", coalition.side.BLUE) @@ -20,6 +21,10 @@ RU_Score:SetMessagesDestroy(false) RU_Score:SetMessagesScore(false) +-- How many red/blue aircraft are in the air by default. +local RedA2ADefaultOverhead = 2 +local BlueA2ADefaultOverhead = 2 + PlayerClients = SET_PLAYER:New():FilterStart() :HandleEvent( EVENTS.Crash ) diff --git a/Moose_DynamicGroundBattle/Moose_DynamicGroundBattle_1.0.2.lua b/Moose_DynamicGroundBattle/Moose_DynamicGroundBattle_1.0.2.lua index 330db9c..df9db79 100644 --- a/Moose_DynamicGroundBattle/Moose_DynamicGroundBattle_1.0.2.lua +++ b/Moose_DynamicGroundBattle/Moose_DynamicGroundBattle_1.0.2.lua @@ -166,7 +166,8 @@ local blueWarehouses = { STATIC:FindByName("BlueWarehouse3-1"), STATIC:FindByName("BlueWarehouse4-1"), STATIC:FindByName("BlueWarehouse5-1"), - STATIC:FindByName("BlueWarehouse6-1") + STATIC:FindByName("BlueWarehouse6-1"), + STATIC:FindByName("BlueWarehouse7-1") } -- Define templates for infantry and armor groups. These templates will be used to randomize the groups spawned in the zones.