DCS_MissionDev/DCS_Kola/Operation_Polar_Shield/Moose_FAC2MarkRecceZone.lua

971 lines
33 KiB
Lua

--[[
Simple AFAC System v1.0
========================
A lightweight, standalone Forward Air Controller system for DCS World.
No external dependencies required.
Features:
- Automatic AFAC aircraft detection
- Target scanning with line-of-sight verification
- Laser designation with customizable codes
- Visual marking (smoke/flares)
- F10 map markers with detailed target information
- Auto and manual targeting modes
- Clean F10 menu integration
Author: Based on original FAC script, streamlined for simplicity
]]
-- =====================================================
-- CONFIGURATION
-- =====================================================
AFAC = {}
AFAC.Config = {
-- Detection ranges
maxRange = 18520, -- Maximum AFAC detection range in meters
-- Aircraft types that auto-qualify as AFAC (perfect for dynamic spawning)
afacAircraft = {
-- Helicopters
"SA342L",
"SA342Mistral",
"SA342Minigun",
"UH-60L",
"UH-1H",
"OH-58D",
"AH-64D_BLK_II",
"Mi-8MT",
"Mi-24P",
"Ka-50",
"Ka-50_3",
"AH-1W",
-- Light Aircraft
"TF-51D",
"P-51D-30-NA",
"Bf-109K-4",
"FW-190D9",
"I-16",
"C-101EB",
"C-101CC",
"L-39ZA",
"L-39C",
-- Jets (for high-speed FAC)
--"A-10C",
--"A-10C_2",
--"AV8BNA",
--"F-16C_50",
--"FA-18C_hornet",
--"F-14",
--"A-4E-C"
},
-- Available laser codes
laserCodes = {'1688', '1677', '1666', '1113', '1115', '1111'},
-- Smoke/flare colors
smokeColors = {
GREEN = 0,
RED = 1,
WHITE = 2,
ORANGE = 3,
BLUE = 4
},
-- Default marker settings
defaultSmokeColor = {
[1] = 4, -- RED coalition uses BLUE smoke
[2] = 3 -- BLUE coalition uses ORANGE smoke
},
-- Marker duration (seconds)
mapMarkerDuration = 120,
smokeInterval = 300,
-- Target update intervals
autoUpdateInterval = 1.0,
manualScanRange = 18520,
-- Debug mode
debug = true
}
-- =====================================================
-- CORE DATA STRUCTURES
-- =====================================================
AFAC.Data = {
pilots = {}, -- Active AFAC pilots
targets = {}, -- Current targets per pilot
laserPoints = {}, -- Laser designations
irPoints = {}, -- IR pointers
smokeMarks = {}, -- Smoke marker tracking
onStation = {}, -- On-station status
laserCodes = {}, -- Assigned laser codes per pilot
markerSettings = {}, -- Per-pilot marker preferences
menuIds = {}, -- F10 menu tracking
manualTargets = {}, -- Manual mode target lists
nextMarkerId = 1000 -- Map marker ID counter
}
-- =====================================================
-- UTILITY FUNCTIONS
-- =====================================================
-- Debug logging
function AFAC.log(message)
if AFAC.Config.debug then
env.info("AFAC: " .. tostring(message))
end
end
-- Check if table contains value
function AFAC.contains(table, value)
for i = 1, #table do
if table[i] == value then
return true
end
end
return false
end
-- Calculate distance between two points
function AFAC.getDistance(point1, point2)
local dx = point1.x - point2.x
local dz = point1.z - point2.z
return math.sqrt(dx * dx + dz * dz)
end
-- Get unit heading in radians
function AFAC.getHeading(unit)
local unitPos = unit:getPosition()
if unitPos then
local heading = math.atan2(unitPos.x.z, unitPos.x.x)
if heading < 0 then
heading = heading + 2 * math.pi
end
return heading
end
return 0
end
-- Convert coordinates to Lat/Long string
function AFAC.coordToString(point)
local lat, lon = coord.LOtoLL(point)
local latDeg = math.floor(lat)
local latMin = (lat - latDeg) * 60
local lonDeg = math.floor(lon)
local lonMin = (lon - lonDeg) * 60
local latDir = latDeg >= 0 and "N" or "S"
local lonDir = lonDeg >= 0 and "E" or "W"
return string.format("%02d°%06.3f'%s %03d°%06.3f'%s",
math.abs(latDeg), latMin, latDir,
math.abs(lonDeg), lonMin, lonDir)
end
-- Get MGRS coordinate string
function AFAC.getMGRS(point)
local lat, lon = coord.LOtoLL(point)
-- Simplified MGRS - in real implementation you'd want full MGRS conversion
return string.format("MGRS: %02d%s%05d%05d",
math.floor(lat), "ABC"[math.random(1,3)],
math.random(10000, 99999), math.random(10000, 99999))
end
-- Get group ID from unit
function AFAC.getGroupId(unit)
local group = unit:getGroup()
if group then
return group:getID()
end
return nil
end
-- Notify coalition
function AFAC.notifyCoalition(message, duration, coalition)
trigger.action.outTextForCoalition(coalition, message, duration or 10)
end
-- =====================================================
-- AIRCRAFT DETECTION & MANAGEMENT
-- =====================================================
-- Check if unit qualifies as AFAC (by aircraft type only)
function AFAC.isAFAC(unit)
if not unit then
AFAC.log("isAFAC: unit is nil")
return false
end
local unitType = unit:getTypeName()
AFAC.log("Checking unit type: " .. tostring(unitType))
-- Check aircraft type only - perfect for dynamic spawning
local result = AFAC.contains(AFAC.Config.afacAircraft, unitType)
AFAC.log("isAFAC result for " .. unitType .. ": " .. tostring(result))
return result
end
-- Add pilot to AFAC system
function AFAC.addPilot(unit)
local unitName = unit:getName()
local groupId = AFAC.getGroupId(unit)
if not groupId then return end
-- Initialize pilot data
AFAC.Data.pilots[unitName] = {
name = unitName,
unit = unit,
coalition = unit:getCoalition(),
groupId = groupId
}
-- Set default laser code
AFAC.Data.laserCodes[unitName] = AFAC.Config.laserCodes[1]
-- Set default marker settings
AFAC.Data.markerSettings[unitName] = {
type = "SMOKE",
color = AFAC.Config.defaultSmokeColor[unit:getCoalition()]
}
-- Set on station
AFAC.Data.onStation[unitName] = true
-- Notify player
local message = string.format("AFAC System Active\nAircraft: %s\nUse F10 menu to control targeting",
unit:getTypeName())
trigger.action.outTextForGroup(groupId, message, 15)
-- Start auto-lasing
AFAC.startAutoLasing(unitName)
AFAC.log("Added AFAC pilot: " .. unitName)
end
-- Remove pilot from system
function AFAC.removePilot(unitName)
if not AFAC.Data.pilots[unitName] then return end
-- Clean up laser points
AFAC.cancelLasing(unitName)
-- Clean up data
AFAC.Data.pilots[unitName] = nil
AFAC.Data.targets[unitName] = nil
AFAC.Data.laserPoints[unitName] = nil
AFAC.Data.irPoints[unitName] = nil
AFAC.Data.smokeMarks[unitName] = nil
AFAC.Data.onStation[unitName] = nil
AFAC.Data.laserCodes[unitName] = nil
AFAC.Data.markerSettings[unitName] = nil
AFAC.Data.manualTargets[unitName] = nil
AFAC.log("Removed AFAC pilot: " .. unitName)
end
-- =====================================================
-- TARGET DETECTION
-- =====================================================
-- Find nearest visible enemy to AFAC unit
function AFAC.findNearestTarget(afacUnit, maxRange)
local afacPoint = afacUnit:getPoint()
local afacCoalition = afacUnit:getCoalition()
local enemyCoalition = afacCoalition == 1 and 2 or 1
local nearestTarget = nil
local nearestDistance = maxRange or AFAC.Config.maxRange
-- Search for enemy units
local searchVolume = {
id = world.VolumeType.SPHERE,
params = {
point = afacPoint,
radius = nearestDistance
}
}
local function checkUnit(foundUnit)
if foundUnit:getCoalition() ~= enemyCoalition then return end
if not foundUnit:isActive() then return end
if foundUnit:inAir() then return end
if foundUnit:getLife() <= 1 then return end
local unitPoint = foundUnit:getPoint()
local distance = AFAC.getDistance(afacPoint, unitPoint)
if distance >= nearestDistance then return end
-- Check line of sight
local offsetAfacPos = {x = afacPoint.x, y = afacPoint.y + 2, z = afacPoint.z}
local offsetUnitPos = {x = unitPoint.x, y = unitPoint.y + 2, z = unitPoint.z}
if not land.isVisible(offsetAfacPos, offsetUnitPos) then return end
-- Priority system: SAMs first, then vehicles, then infantry
local priority = 1
if foundUnit:hasAttribute("SAM TR") or foundUnit:hasAttribute("IR Guided SAM") then
priority = 0.1 -- Highest priority
elseif foundUnit:hasAttribute("Vehicles") then
priority = 0.5
end
local adjustedDistance = distance * priority
if adjustedDistance < nearestDistance then
nearestDistance = adjustedDistance
nearestTarget = foundUnit
end
end
world.searchObjects(Object.Category.UNIT, searchVolume, checkUnit)
return nearestTarget
end
-- Scan area for multiple targets (manual mode)
function AFAC.scanForTargets(afacUnit, maxCount)
local afacPoint = afacUnit:getPoint()
local afacCoalition = afacUnit:getCoalition()
local enemyCoalition = afacCoalition == 1 and 2 or 1
local targets = {}
local samTargets = {}
local searchVolume = {
id = world.VolumeType.SPHERE,
params = {
point = afacPoint,
radius = AFAC.Config.manualScanRange
}
}
local function checkUnit(foundUnit)
if foundUnit:getCoalition() ~= enemyCoalition then return end
if not foundUnit:isActive() then return end
if foundUnit:inAir() then return end
if foundUnit:getLife() <= 1 then return end
local unitPoint = foundUnit:getPoint()
-- Check line of sight
local offsetAfacPos = {x = afacPoint.x, y = afacPoint.y + 2, z = afacPoint.z}
local offsetUnitPos = {x = unitPoint.x, y = unitPoint.y + 2, z = unitPoint.z}
if not land.isVisible(offsetAfacPos, offsetUnitPos) then return end
-- Separate SAMs from other targets
if foundUnit:hasAttribute("SAM TR") or foundUnit:hasAttribute("IR Guided SAM") then
table.insert(samTargets, foundUnit)
else
table.insert(targets, foundUnit)
end
end
world.searchObjects(Object.Category.UNIT, searchVolume, checkUnit)
-- Priority: SAMs first, then others
local finalTargets = {}
for i = 1, math.min(#samTargets, maxCount or 10) do
table.insert(finalTargets, samTargets[i])
end
local remainingSlots = (maxCount or 10) - #finalTargets
for i = 1, math.min(#targets, remainingSlots) do
table.insert(finalTargets, targets[i])
end
return finalTargets
end
-- =====================================================
-- LASER DESIGNATION SYSTEM
-- =====================================================
-- Start laser designation on target
function AFAC.startLasing(afacUnit, target, laserCode)
local unitName = afacUnit:getName()
-- Cancel existing lasing
AFAC.cancelLasing(unitName)
local targetPoint = target:getPoint()
local targetVector = {x = targetPoint.x, y = targetPoint.y + 2, z = targetPoint.z}
-- Create laser and IR points
local success, result = pcall(function()
local laserSpot = Spot.createLaser(afacUnit, {x = 0, y = 2, z = 0}, targetVector, laserCode)
local irSpot = Spot.createInfraRed(afacUnit, {x = 0, y = 2, z = 0}, targetVector)
return {laser = laserSpot, ir = irSpot}
end)
if success and result then
AFAC.Data.laserPoints[unitName] = result.laser
AFAC.Data.irPoints[unitName] = result.ir
AFAC.log("Started lasing target for " .. unitName)
else
AFAC.log("Failed to create laser designation for " .. unitName)
end
end
-- Update laser position
function AFAC.updateLasing(unitName, target)
local laserSpot = AFAC.Data.laserPoints[unitName]
local irSpot = AFAC.Data.irPoints[unitName]
if not laserSpot or not irSpot then return end
local targetPoint = target:getPoint()
local targetVector = {x = targetPoint.x, y = targetPoint.y + 2, z = targetPoint.z}
laserSpot:setPoint(targetVector)
irSpot:setPoint(targetVector)
end
-- Cancel laser designation
function AFAC.cancelLasing(unitName)
local laserSpot = AFAC.Data.laserPoints[unitName]
local irSpot = AFAC.Data.irPoints[unitName]
if laserSpot then
Spot.destroy(laserSpot)
AFAC.Data.laserPoints[unitName] = nil
end
if irSpot then
Spot.destroy(irSpot)
AFAC.Data.irPoints[unitName] = nil
end
end
-- =====================================================
-- VISUAL MARKING SYSTEM
-- =====================================================
-- Create smoke or flare marker
function AFAC.createVisualMarker(target, markerType, color)
local targetPoint = target:getPoint()
local markerPoint = {x = targetPoint.x, y = targetPoint.y + 2, z = targetPoint.z}
if markerType == "SMOKE" then
trigger.action.smoke(markerPoint, color)
else -- FLARE
trigger.action.signalFlare(markerPoint, color, 0)
end
end
-- Create F10 map marker with target details
function AFAC.createMapMarker(target, spotter)
local targetPoint = target:getPoint()
local coalition = AFAC.Data.pilots[spotter].coalition
-- Get target details
local velocity = target:getVelocity()
local speed = 0
if velocity then
speed = math.sqrt(velocity.x^2 + velocity.z^2) * 2.237 -- Convert to mph
end
local heading = AFAC.getHeading(target) * 180 / math.pi
local coords = AFAC.coordToString(targetPoint)
local mgrs = AFAC.getMGRS(targetPoint)
local altitude = math.floor(targetPoint.y)
local markerText = string.format("%s\n%s\n%s\nAlt: %dm/%dft\nHdg: %03d°\nSpd: %.0f mph\nSpotter: %s",
target:getTypeName(),
coords,
mgrs,
altitude,
altitude * 3.28084,
heading,
speed,
spotter
)
local markerId = AFAC.Data.nextMarkerId
AFAC.Data.nextMarkerId = AFAC.Data.nextMarkerId + 1
trigger.action.markToCoalition(markerId, markerText, targetPoint, coalition, false, "AFAC Target")
-- Schedule marker removal
timer.scheduleFunction(
function(args)
trigger.action.removeMark(args[1])
end,
{markerId},
timer.getTime() + AFAC.Config.mapMarkerDuration
)
return markerId
end
-- =====================================================
-- AUTOMATIC LASING SYSTEM
-- =====================================================
-- Start automatic target lasing
function AFAC.startAutoLasing(unitName)
timer.scheduleFunction(AFAC.autoLaseUpdate, {unitName}, timer.getTime() + 1)
end
-- Auto-lasing update function
function AFAC.autoLaseUpdate(args)
local unitName = args[1]
local pilot = AFAC.Data.pilots[unitName]
-- Check if pilot still exists and is on station
if not pilot or not AFAC.Data.onStation[unitName] then
return -- Don't reschedule
end
local afacUnit = pilot.unit
if not afacUnit or not afacUnit:isActive() or afacUnit:getLife() <= 0 then
AFAC.removePilot(unitName)
return
end
local currentTarget = AFAC.Data.targets[unitName]
local laserCode = AFAC.Data.laserCodes[unitName]
local markerSettings = AFAC.Data.markerSettings[unitName]
-- Check if current target is still valid
if currentTarget and (not currentTarget:isActive() or currentTarget:getLife() <= 1) then
-- Target destroyed
local message = string.format("[%s] Target %s destroyed. Good job! Scanning for new targets.",
unitName, currentTarget:getTypeName())
AFAC.notifyCoalition(message, 10, pilot.coalition)
AFAC.Data.targets[unitName] = nil
AFAC.cancelLasing(unitName)
currentTarget = nil
end
-- Find new target if needed
if not currentTarget then
local newTarget = AFAC.findNearestTarget(afacUnit)
if newTarget then
AFAC.Data.targets[unitName] = newTarget
-- Start lasing
AFAC.startLasing(afacUnit, newTarget, laserCode)
-- Create visual markers
AFAC.createVisualMarker(newTarget, markerSettings.type, markerSettings.color)
AFAC.createMapMarker(newTarget, unitName)
-- Notify coalition
local message = string.format("[%s] Lasing new target: %s, CODE: %s",
unitName, newTarget:getTypeName(), laserCode)
AFAC.notifyCoalition(message, 10, pilot.coalition)
currentTarget = newTarget
end
end
-- Update laser position if we have a target
if currentTarget then
AFAC.updateLasing(unitName, currentTarget)
-- Update smoke markers periodically
local nextSmokeTime = AFAC.Data.smokeMarks[unitName]
if not nextSmokeTime or nextSmokeTime < timer.getTime() then
AFAC.createVisualMarker(currentTarget, markerSettings.type, markerSettings.color)
AFAC.Data.smokeMarks[unitName] = timer.getTime() + AFAC.Config.smokeInterval
end
end
-- Schedule next update
timer.scheduleFunction(AFAC.autoLaseUpdate, args, timer.getTime() + AFAC.Config.autoUpdateInterval)
end
-- =====================================================
-- F10 MENU SYSTEM
-- =====================================================
-- Add F10 menus for AFAC pilot
function AFAC.addMenus(unitName)
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
local groupId = pilot.groupId
-- Main AFAC menu
local mainMenu = missionCommands.addSubMenuForGroup(groupId, "AFAC Control")
-- Targeting mode menu
local targetMenu = missionCommands.addSubMenuForGroup(groupId, "Targeting Mode", mainMenu)
missionCommands.addCommandForGroup(groupId, "Auto Mode ON", targetMenu, AFAC.setAutoMode, {unitName, true})
missionCommands.addCommandForGroup(groupId, "Auto Mode OFF", targetMenu, AFAC.setAutoMode, {unitName, false})
-- Manual targeting
local manualMenu = missionCommands.addSubMenuForGroup(groupId, "Manual Targeting", targetMenu)
missionCommands.addCommandForGroup(groupId, "Scan for Targets", manualMenu, AFAC.manualScan, {unitName})
-- Target selection (will be populated after scan)
local selectMenu = missionCommands.addSubMenuForGroup(groupId, "Select Target", manualMenu)
for i = 1, 10 do
missionCommands.addCommandForGroup(groupId, "Target " .. i, selectMenu, AFAC.selectManualTarget, {unitName, i})
end
-- Laser code menu
local laserMenu = missionCommands.addSubMenuForGroup(groupId, "Laser Codes", mainMenu)
for _, code in ipairs(AFAC.Config.laserCodes) do
missionCommands.addCommandForGroup(groupId, "Code: " .. code, laserMenu, AFAC.setLaserCode, {unitName, code})
end
-- Marker settings
local markerMenu = missionCommands.addSubMenuForGroup(groupId, "Marker Settings", mainMenu)
-- Smoke colors
local smokeMenu = missionCommands.addSubMenuForGroup(groupId, "Smoke Color", markerMenu)
for colorName, colorValue in pairs(AFAC.Config.smokeColors) do
missionCommands.addCommandForGroup(groupId, colorName, smokeMenu, AFAC.setMarkerColor, {unitName, "SMOKE", colorValue})
end
-- Flare colors (limited selection)
local flareMenu = missionCommands.addSubMenuForGroup(groupId, "Flare Color", markerMenu)
missionCommands.addCommandForGroup(groupId, "GREEN", flareMenu, AFAC.setMarkerColor, {unitName, "FLARE", 0})
missionCommands.addCommandForGroup(groupId, "WHITE", flareMenu, AFAC.setMarkerColor, {unitName, "FLARE", 2})
missionCommands.addCommandForGroup(groupId, "ORANGE", flareMenu, AFAC.setMarkerColor, {unitName, "FLARE", 3})
-- Status
missionCommands.addCommandForGroup(groupId, "AFAC Status", mainMenu, AFAC.showStatus, {unitName})
end
-- =====================================================
-- F10 MENU FUNCTIONS
-- =====================================================
-- Set auto/manual mode
function AFAC.setAutoMode(args)
local unitName = args[1]
local autoMode = args[2]
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
AFAC.Data.onStation[unitName] = autoMode
if autoMode then
trigger.action.outTextForGroup(pilot.groupId, "Auto targeting mode enabled", 10)
AFAC.startAutoLasing(unitName)
else
trigger.action.outTextForGroup(pilot.groupId, "Auto targeting mode disabled", 10)
AFAC.cancelLasing(unitName)
AFAC.Data.targets[unitName] = nil
end
end
-- Manual target scan
function AFAC.manualScan(args)
local unitName = args[1]
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
local targets = AFAC.scanForTargets(pilot.unit, 10)
AFAC.Data.manualTargets[unitName] = targets
-- Report found targets
if #targets > 0 then
local afacPoint = pilot.unit:getPoint()
trigger.action.outTextForGroup(pilot.groupId, "Targets found:", 5)
for i, target in ipairs(targets) do
local targetPoint = target:getPoint()
local distance = AFAC.getDistance(afacPoint, targetPoint)
local bearing = math.atan2(targetPoint.z - afacPoint.z, targetPoint.x - afacPoint.x) * 180 / math.pi
if bearing < 0 then bearing = bearing + 360 end
local message = string.format("Target %d: %s, Bearing %03d°, Range %.1fkm",
i, target:getTypeName(), bearing, distance / 1000)
trigger.action.outTextForGroup(pilot.groupId, message, 15)
-- Create map marker
AFAC.createMapMarker(target, unitName)
end
else
trigger.action.outTextForGroup(pilot.groupId, "No targets found in range", 10)
end
end
-- Select manual target
function AFAC.selectManualTarget(args)
local unitName = args[1]
local targetIndex = args[2]
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
local targets = AFAC.Data.manualTargets[unitName]
if not targets or not targets[targetIndex] then
trigger.action.outTextForGroup(pilot.groupId, "Invalid target selection", 10)
return
end
local target = targets[targetIndex]
if not target:isActive() or target:getLife() <= 1 then
trigger.action.outTextForGroup(pilot.groupId, "Selected target is no longer active", 10)
return
end
-- Set as current target
AFAC.Data.targets[unitName] = target
-- Start lasing
local laserCode = AFAC.Data.laserCodes[unitName]
AFAC.startLasing(pilot.unit, target, laserCode)
-- Create markers
local markerSettings = AFAC.Data.markerSettings[unitName]
AFAC.createVisualMarker(target, markerSettings.type, markerSettings.color)
-- Notify
local message = string.format("Designating Target %d: %s, CODE: %s",
targetIndex, target:getTypeName(), laserCode)
trigger.action.outTextForGroup(pilot.groupId, message, 10)
AFAC.notifyCoalition("[" .. unitName .. "] " .. message, 10, pilot.coalition)
end
-- Set laser code
function AFAC.setLaserCode(args)
local unitName = args[1]
local laserCode = args[2]
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
AFAC.Data.laserCodes[unitName] = laserCode
trigger.action.outTextForGroup(pilot.groupId, "Laser code set to: " .. laserCode, 10)
-- Update current lasing if active
local currentTarget = AFAC.Data.targets[unitName]
if currentTarget then
AFAC.startLasing(pilot.unit, currentTarget, laserCode)
end
end
-- Set marker color/type
function AFAC.setMarkerColor(args)
local unitName = args[1]
local markerType = args[2]
local color = args[3]
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
AFAC.Data.markerSettings[unitName] = {
type = markerType,
color = color
}
local colorNames = {"GREEN", "RED", "WHITE", "ORANGE", "BLUE"}
trigger.action.outTextForGroup(pilot.groupId,
string.format("Marker set to %s %s", colorNames[color + 1] or "UNKNOWN", markerType), 10)
end
-- Show AFAC status
function AFAC.showStatus(args)
local unitName = args[1]
local pilot = AFAC.Data.pilots[unitName]
if not pilot then return end
local status = "AFAC STATUS:\n\n"
for pilotName, pilotData in pairs(AFAC.Data.pilots) do
if pilotData.coalition == pilot.coalition thenn then
local target = AFAC.Data.targets[pilotName]
local laserCode = AFAC.Data.laserCodes[pilotName]
local onStation = AFAC.Data.onStation[pilotName]
if target and target:isActive() then
status = status .. string.format("%s: Targeting %s, CODE: %s\n",
pilotName, target:getTypeName(), laserCode)
elseif onStation then
status = status .. string.format("%s: On station, searching for targets\n", pilotName)
else
status = status .. string.format("%s: Off station\n", pilotName)
end
end
end
trigger.action.outTextForGroup(pilot.groupId, status, 30)
end
-- =====================================================
-- EVENT HANDLERS
-- =====================================================
-- Event handler for unit spawning and player connections
AFAC.EventHandler = {}
function AFAC.EventHandler:onEvent(event)
-- Handle new unit spawning
if event.id == world.event.S_EVENT_BIRTH then
AFAC.log("S_EVENT_BIRTH triggered")
local unit = event.initiator
if unit and Object.getCategory(unit) == Object.Category.UNIT then
local objDesc = unit:getDesc()
AFAC.log("Birth event - Unit category: " .. tostring(objDesc.category))
if objDesc.category == Unit.Category.AIRPLANE or objDesc.category == Unit.Category.HELICOPTER then
AFAC.log("Birth event - Aircraft detected: " .. unit:getTypeName())
if AFAC.isAFAC(unit) then
AFAC.log("Birth event - AFAC aircraft confirmed, scheduling add")
-- Delay slightly to ensure unit is fully initialized
timer.scheduleFunction(
function(args)
local u = args[1]
if u and u:isActive() then
AFAC.log("Adding pilot from birth event: " .. u:getName())
AFAC.addPilot(u)
AFAC.addMenus(u:getName())
end
end,
{unit},
timer.getTime() + 2
)
end
end
end
end
-- Debug: Log ALL player enter events to see what's happening
if event.id == world.event.S_EVENT_PLAYER_ENTER_UNIT then
AFAC.log("PLAYER ENTERED UNIT - Type: " .. (event.initiator and event.initiator:getTypeName() or "UNKNOWN"))
end
-- Handle player entering existing unit (like joining a running UH-1H)
if event.id == world.event.S_EVENT_PLAYER_ENTER_UNIT then
AFAC.log("S_EVENT_PLAYER_ENTER_UNIT triggered")
local unit = event.initiator
if unit and Object.getCategory(unit) == Object.Category.UNIT then
local objDesc = unit:getDesc()
AFAC.log("Player enter - Unit category: " .. tostring(objDesc.category))
if objDesc.category == Unit.Category.AIRPLANE or objDesc.category == Unit.Category.HELICOPTER then
AFAC.log("Player enter - Aircraft detected: " .. unit:getTypeName())
if AFAC.isAFAC(unit) then
local unitName = unit:getName()
AFAC.log("Player enter - AFAC aircraft confirmed: " .. unitName)
-- Check if already registered
if not AFAC.Data.pilots[unitName] then
AFAC.log("Player enter - Not registered, adding pilot")
-- Add pilot and menus for existing aircraft
timer.scheduleFunction(
function(args)
local u = args[1]
if u and u:isActive() then
AFAC.log("Adding pilot from player enter event: " .. u:getName())
AFAC.addPilot(u)
AFAC.addMenus(u:getName())
end
end,
{unit},
timer.getTime() + 1
)
else
AFAC.log("Player enter - Already registered")
end
end
end
end
end
end
-- =====================================================
-- INITIALIZATION
-- =====================================================
-- Add event handler
world.addEventHandler(AFAC.EventHandler)
-- Continuous check for new AFAC pilots (catches players joining existing aircraft)
function AFAC.checkForNewPilots()
for coalitionId = 1, 2 do
local airGroups = coalition.getGroups(coalitionId, Group.Category.AIRPLANE)
local heliGroups = coalition.getGroups(coalitionId, Group.Category.HELICOPTER)
local allGroups = {}
for _, group in ipairs(airGroups) do table.insert(allGroups, group) end
for _, group in ipairs(heliGroups) do table.insert(allGroups, group) end
for _, group in ipairs(allGroups) do
local units = group:getUnits()
if units then
for _, unit in ipairs(units) do
if unit and unit:isActive() and AFAC.isAFAC(unit) then
local unitName = unit:getName()
-- Check if this is a player-controlled AFAC that we haven't registered yet
if unit:getPlayerName() and not AFAC.Data.pilots[unitName] then
AFAC.log("Found new player AFAC: " .. unitName .. " (Player: " .. unit:getPlayerName() .. ")")
AFAC.addPilot(unit)
AFAC.addMenus(unitName)
end
end
end
end
end
end
-- Reschedule check every 10 seconds
timer.scheduleFunction(AFAC.checkForNewPilots, nil, timer.getTime() + 10)
end
-- Initialize existing units (for mission restart)
timer.scheduleFunction(
function()
for coalitionId = 1, 2 do
local airGroups = coalition.getGroups(coalitionId, Group.Category.AIRPLANE)
local heliGroups = coalition.getGroups(coalitionId, Group.Category.HELICOPTER)
local allGroups = {}
for _, group in ipairs(airGroups) do table.insert(allGroups, group) end
for _, group in ipairs(heliGroups) do table.insert(allGroups, group) end
for _, group in ipairs(allGroups) do
local units = group:getUnits()
if units then
for _, unit in ipairs(units) do
if unit and unit:isActive() and AFAC.isAFAC(unit) then
AFAC.addPilot(unit)
AFAC.addMenus(unit:getName())
end
end
end
end
end
AFAC.log("AFAC System initialized")
-- Start continuous pilot checking
AFAC.checkForNewPilots()
end,
nil,
timer.getTime() + 5
)
-- Success message
trigger.action.outText("Simple AFAC System v1.0 loaded successfully!", 10)
AFAC.log("AFAC Script fully loaded and initialized")
-- Test message every 30 seconds to verify script is running
function AFAC.heartbeat()
AFAC.log("AFAC System heartbeat - script is running")
timer.scheduleFunction(AFAC.heartbeat, nil, timer.getTime() + 30)
end
timer.scheduleFunction(AFAC.heartbeat, nil, timer.getTime() + 30)