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281 lines
13 KiB
Markdown
281 lines
13 KiB
Markdown
# 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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---
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## What is CTLD and why it matters
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- CTLD (logistics & troop transport) turns helicopters and transports into force multipliers.
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- You request “crates” at Supply (Pickup) Zones, deliver them, and build combat units, SAM sites, radars, FOBs, and support vehicles.
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- You can also transport troops and deploy them to hold ground or attack.
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- Every delivered asset can change the front line: new air defenses, JTACs, EWR coverage, armor pushes, or an FOB that shortens logistics legs.
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[screenshot: F10 -> CTLD root menu]
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Tip: The loop you’ll repeat is Request → Deliver → Build → Fight.
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---
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## Getting started (players)
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1) Spawn in a supported helicopter or transport.
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2) Fly to a friendly Supply (Pickup) Zone.
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3) Open F10 Other -> CTLD.
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4) Use Logistics -> Request Crate to spawn crates; use Operations -> Build to assemble units/sites.
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5) Use Navigation to get vectors and Hover Coach, and Field Tools to mark or create a quick Drop Zone.
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6) Deliver, build, and watch the mission evolve.
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[screenshot: Example Pickup Zone with smoke]
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---
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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: Operations menu open]
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- Troop Transport
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- Load Troops: Load infantry while inside an ACTIVE Supply (Pickup) Zone if the mission enforces this rule.
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- Deploy Troops (Defend): Unload troops to hold the current area and defend nearby.
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- 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.
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- Notes
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- Troop loading may be restricted to Pickup Zones. The nearest zone will be shown in messages if you’re outside.
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- Deployment is blocked inside Pickup Zones when restrictions are enabled.
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- Build
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- 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.
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- Build (Advanced) → Buildable Near You
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- Lists everything that can be built with crates you’ve dropped nearby (and optionally what you’re carrying, depending on mission settings).
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- Per item you’ll see:
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- Build [Hold Position]: Spawns and orders the unit/site to hold.
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- Build [Attack (N m)]: Spawns and orders mobile units to seek/attack within the configured radius. Static/unsuitable units will still hold.
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- Refresh Buildable List: Re-scan nearby crates and update the list.
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- FOB-only recipes can require building inside an FOB Zone when enabled (mission-specific rule).
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### Logistics
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[screenshot: Logistics -> Request Crate]
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- Request Crate
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- Menu is organized by categories (e.g., Combat Vehicles, AAA, SAM short range, Support, Artillery, etc.).
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- Each entry shows how many crates are required (e.g., “M1097 Avenger (2 crates)”).
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- Requests generally require being within the maximum distance to an ACTIVE Pickup Zone.
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- When inventory is enabled, stock is tracked per zone; out-of-stock types cannot be requested at that location until resupplied.
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- Recipe Info
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- 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.
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- Request Crate (In Stock Here)
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- Appears when inventory menus are enabled and the mission-maker has exposed this view.
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- Shows only items in stock at your nearest active Supply Zone and lets you spawn them directly.
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- Includes a “Refresh” option to update the list after requests.
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- Crate handling tips
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- Crates are marked with smoke at spawn.
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- Use Navigation -> Request Vectors to Nearest Crate if you lose sight of it.
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- Hover pickup: hold roughly 5–20 m AGL, very low ground speed, steady for a few seconds to auto-load.
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- Crates have a mission-configured lifetime and will self-cleanup if not used.
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### Field Tools
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[screenshot: Field Tools menu open]
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- Create Drop Zone (AO)
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- Quickly creates a temporary Drop Zone around your current position for coordination or scripted objectives.
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- Smoke My Location
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- Green / Red / White / Orange / Blue: Mark your current spot with smoke to help other players find you or the build point.
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### Navigation
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[screenshot: Navigation menu open]
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- Hover Coach: Enable / Disable
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- In-game guidance messages to help you nail the hover pickup window (AGL, drift, speed, “hold steady” cues).
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- Request Vectors to Nearest Crate
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- Prints bearing and range to the closest friendly crate.
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- Vectors to Nearest Pickup Zone
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- Bearing and range to the nearest active Supply (Pickup) Zone; if none are active, you’ll get helpful direction to the nearest configured one.
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### Admin/Help
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[screenshot: Admin/Help menu open]
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- Show CTLD Status
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- Quick summary of active crates, how many zones exist, and whether Build Confirm/Cooldown are ON.
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- Draw CTLD Zones on Map / Clear CTLD Map Drawings
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- Draws labeled circles for Pickup/Drop/FOB zones on the F10 map for your coalition; clear them when you’re done.
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- Debug → Enable logging / Disable logging
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- Toggles detailed logging (mission maker troubleshooting).
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- Player Guides (in-game quick reference)
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- Zones – Guide
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- Inventory – How It Works
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- CTLD Basics (2-minute tour)
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- Troop Transport & JTAC Use
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- Hover Pickup & Slingloading
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- Build System: Build Here and Advanced
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- SAM Sites: Building, Repairing, and Augmenting
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- Coalition Summary (if exposed by mission maker)
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- A roll-up of coalition CTLD activity (counts, highlights). Exact placement depends on mission configuration.
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---
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## How players influence the mission
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- Build air defenses (SAM/AAA): Protect friendly FARPs/FOBs and deny enemy air.
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- Deploy armor and ATGM teams: Push objectives, ambush enemy convoys, or hold key terrain.
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- Build EWR/JTAC: Improve situational awareness and targeting support.
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- Establish FOBs: Create forward supply hubs to shorten flight times and increase the tempo of logistics.
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[screenshot: Example built SAM site]
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Practical tip: Coordinate. One player can shuttle crates while others escort or build. FOBs multiply everyone’s effectiveness.
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---
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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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- `Moose_CTLD_Pure/Moose_CTLD.lua` (main CTLD implementation; see the `CTLD.Config` table)
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- `Moose_CTLD_Pure/Moose_CTLD_FAC.lua` (optional FAC/RECCE support)
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- `Moose_CTLD_Pure/catalogs/` (example catalogs with ready-to-use recipes)
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- `Moose_CTLD_Pure/init_mission_dual_coalition.lua` (ready-to-use minimal init for BLUE+RED)
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### Load order (Do Script File in Mission Editor)
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1) `Moose.lua`
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2) `Moose_CTLD.lua`
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3) A catalog file from `/catalogs/`
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4) `Moose_CTLD_FAC.lua` (optional FAC/RECCE)
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5) Your mission init block (you can use `Moose_CTLD_Pure/init_mission_dual_coalition.lua` as-is or adapt it)
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<img width="390" height="170" alt="image" src="https://github.com/user-attachments/assets/fd468f5c-5240-47f0-8603-a7996e20ba7e" />
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Minimal snippet (example) — keep it to the point:
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- Create a CTLD instance per coalition with: CoalitionSide, AllowedAircraft, Zones (Pickup/Drop/FOB definitions), and key toggles.
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- Optionally create a FAC module instance and run it.
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- Optionally merge a crate catalog.
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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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- Pickup (Supply): e.g., `ALPHA` (BLUE), `DELTA` (RED)
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- Drop: e.g., `BRAVO` (BLUE), `ECHO` (RED)
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- FOB: e.g., `CHARLIE` (BLUE), `FOXTROT` (RED)
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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: 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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- Logistics rules
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- `RequirePickupZoneForCrateRequest`: Enforce being near an ACTIVE Supply Zone to request crates
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- `RequirePickupZoneForTroopLoad`: Enforce being inside a Supply Zone to load troops
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- `PickupZoneMaxDistance`: Max distance to the nearest ACTIVE zone for crate requests
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- `ForbidDropsInsidePickupZones`: Block dropping crates inside Supply Zones
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- `ForbidTroopDeployInsidePickupZones`: Block troop deployment inside Supply Zones
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- `ForbidChecksActivePickupOnly`: If true, restrictions apply only to ACTIVE zones
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- Building behavior
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- `BuildRadius`: How far to search for crates around the player when building
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- `BuildSpawnOffset`: Push spawn a few meters ahead of the aircraft to avoid collisions
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- `BuildConfirmEnabled` + `BuildConfirmWindowSeconds`: Double-press safety to prevent accidental builds
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- `BuildCooldownEnabled` + `BuildCooldownSeconds`: Per-group cooldown after a successful build
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- `RestrictFOBToZones`: When true, FOB-only builds must occur inside an FOB Zone
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- `AutoBuildFOBInZones`: When true, crates for FOBs inside an FOB Zone can auto-build
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- Inventory system (per-zone stock)
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- `Inventory.Enabled`: Track stock per Supply Zone and FOB
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- `Inventory.ShowStockInMenu`: Show counts in menu labels
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- `Inventory.HideZeroStockMenu`: Enable the special “In Stock Here” menu at nearest zone
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- `Inventory.FOBStockFactor`: % of initial stock seeded when a new FOB is built
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- Hover & pickup quality-of-life
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- `HoverCoachConfig`: Message timing and thresholds for the in-game hover guidance
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- `TroopSpawnOffset`: Spawn troops slightly forward to avoid overlaps
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- AI behavior for Attack builds
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- `AttackAI.VehicleSearchRadius`: How far spawned vehicles look for enemies when ordered to Attack
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- `AttackAI.MoveSpeedKmh`: Movement speed for Attack orders
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- Menus
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- `UseGroupMenus`: Per-group F10 menus (recommended)
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- `UseCategorySubmenus`: Organize Request Crate/Recipe Info by category
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- `PickupZoneSmokeColor`: Color for crate spawn smoke marks
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### Crate catalog (recipes)
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- Use one of the provided catalogs under `Moose_CTLD_Pure/catalogs/` or your own.
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- Each entry defines a display label, side, category, stock, and a build function.
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- Multi-crate “SITE” entries build multi-unit groups (SAM sites or composite systems).
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- Typical workflow
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- Load your chosen catalog after `Moose_CTLD.lua`.
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- Merge it into each CTLD instance you created.
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[screenshot: Request Crate categories]
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### Dual-coalition setup
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- Instantiate two CTLD instances (one per side), each with its own zone names and smoke colors.
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- Instantiate two FAC modules if you want auto-lase/RECCE for both sides.
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- The included `init_mission_dual_coalition.lua` shows a minimal working setup.
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### FAC/RECCE (optional, from `Moose_CTLD_FAC.lua`)
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- What it adds
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- Auto-lase with configurable laser codes, IR markers, map marks
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- Manual target lists, quick multi-strike helper
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- Artillery/Naval/Air tasking (HE/illum/mortar, carpet/TALD prompts)
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- RECCE sweeps: detects and marks units with DMS/MGRS
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- Player usage
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- Look for an F10 FAC/RECCE menu in qualifying aircraft or groups
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- Mission knobs
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- CoalitionSide, auto-lase behavior, code reservations, marker type/color, and on-station logic are configurable in `Moose_CTLD_FAC.lua` or via `:New()` overrides
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### Sanity checks and troubleshooting
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- Use Admin/Help -> Show CTLD Status to verify counts and toggles quickly.
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- Draw zones to confirm names/positions match your intent.
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- If crates don’t spawn: check zone active state, distance to zone, and inventory stock.
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- If builds don’t trigger: check Build Radius, confirm window, cooldown, and that the crates match the recipe.
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---
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## Screenshot ideas (drop your captures in the placeholders above)
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- CTLD root menu with the five groups (Operations, Logistics, Field Tools, Navigation, Admin/Help)
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- Request Crate with category submenus visible
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- Build (Advanced) -> Buildable Near You list
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- Hover Coach prompt during a near-perfect hover
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- Vectors message to a crate / pickup zone
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- Zone drawings on the F10 map (Pickup/Drop/FOB labeled)
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- In Stock Here list (if enabled)
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- Example SAM site placed after a build
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---
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## Appendix: File locations and names
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- Main CTLD: `Moose_CTLD_Pure/Moose_CTLD.lua`
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- FAC/RECCE: `Moose_CTLD_Pure/Moose_CTLD_FAC.lua`
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- Example dual-coalition init: `Moose_CTLD_Pure/init_mission_dual_coalition.lua`
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- Catalogs: `Moose_CTLD_Pure/catalogs/`
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No large code is required; most options are cleanly exposed in the config tables. Keep snippets tiny when needed.
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