mirror of
https://github.com/iTracerFacer/DCS_MissionDev.git
synced 2025-12-03 04:14:46 +00:00
606 lines
21 KiB
Lua
606 lines
21 KiB
Lua
--[[
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Simple AFAC System v1.0
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========================
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A lightweight, standalone Forward Air Controller system for DCS World.
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No external dependencies required.
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]]
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-- Initialize with success message
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trigger.action.outText("Simple AFAC System v1.0 loading...", 10)
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-- =====================================================
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-- CONFIGURATION & INITIALIZATION
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-- =====================================================
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AFAC = {}
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AFAC.Config = {
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maxRange = 18520,
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laserCodes = {'1688', '1677', '1666', '1113', '1115', '1111'},
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smokeColors = {GREEN = 0, RED = 1, WHITE = 2, ORANGE = 3, BLUE = 4},
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defaultSmokeColor = {[1] = 4, [2] = 3}, -- RED uses BLUE, BLUE uses ORANGE
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mapMarkerDuration = 120,
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smokeInterval = 300,
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autoUpdateInterval = 1.0,
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debug = true,
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afacAircraft = {
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"UH-1H", "UH-60L", "SA342L", "SA342Mistral", "SA342Minigun", "OH-58D", "Mi-8MT", "CH-47F",
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"P-51D", "A-4E-C", "L-39C", "C-101CC"
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}
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}
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AFAC.Data = {
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pilots = {},
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targets = {},
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laserPoints = {},
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irPoints = {},
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smokeMarks = {},
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onStation = {},
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laserCodes = {},
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markerSettings = {},
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manualTargets = {},
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menuIds = {},
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nextMarkerId = 1000
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}
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-- =====================================================
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-- UTILITY FUNCTIONS
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-- =====================================================
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function AFAC.log(message)
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if AFAC.Config.debug then
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env.info("AFAC: " .. tostring(message))
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end
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end
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function AFAC.contains(table, value)
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for i = 1, #table do
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if table[i] == value then return true end
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end
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return false
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end
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function AFAC.getDistance(point1, point2)
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local dx = point1.x - point2.x
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local dz = point1.z - point2.z
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return math.sqrt(dx * dx + dz * dz)
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end
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function AFAC.getGroupId(unit)
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local group = unit:getGroup()
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if group then return group:getID() end
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return nil
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end
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function AFAC.notifyCoalition(message, duration, coalition)
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trigger.action.outTextForCoalition(coalition, message, duration or 10)
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end
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-- =====================================================
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-- AIRCRAFT DETECTION
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-- =====================================================
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function AFAC.isAFAC(unit)
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if not unit then return false end
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local unitType = unit:getTypeName()
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AFAC.log("Checking aircraft type: " .. unitType)
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local result = AFAC.contains(AFAC.Config.afacAircraft, unitType)
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AFAC.log("isAFAC result for " .. unitType .. ": " .. tostring(result))
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return result
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end
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function AFAC.addPilot(unit)
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local unitName = unit:getName()
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local groupId = AFAC.getGroupId(unit)
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if not groupId then return end
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-- Check if pilot is already registered
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if AFAC.Data.pilots[unitName] then
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AFAC.log("Pilot " .. unitName .. " already registered, skipping")
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return
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end
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AFAC.log("Adding AFAC pilot: " .. unitName)
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-- Initialize pilot data
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AFAC.Data.pilots[unitName] = {
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name = unitName,
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unit = unit,
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coalition = unit:getCoalition(),
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groupId = groupId
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}
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-- Set defaults
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AFAC.Data.laserCodes[unitName] = AFAC.Config.laserCodes[1]
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AFAC.Data.markerSettings[unitName] = {
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type = "SMOKE",
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color = AFAC.Config.defaultSmokeColor[unit:getCoalition()]
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}
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AFAC.Data.onStation[unitName] = true
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-- Notify player
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local message = string.format("AFAC System Active\nAircraft: %s\nUse F10 menu to control targeting", unit:getTypeName())
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trigger.action.outTextForGroup(groupId, message, 15)
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-- Add F10 menu with slight delay to ensure everything is initialized
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timer.scheduleFunction(function(args)
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AFAC.addMenus(args[1])
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end, {unitName}, timer.getTime() + 0.5)
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-- Start auto-lasing
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AFAC.startAutoLasing(unitName)
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end
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function AFAC.removePilot(unitName)
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if not AFAC.Data.pilots[unitName] then return end
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AFAC.cancelLasing(unitName)
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-- Clean up data
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AFAC.Data.pilots[unitName] = nil
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AFAC.Data.targets[unitName] = nil
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AFAC.Data.laserPoints[unitName] = nil
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AFAC.Data.irPoints[unitName] = nil
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AFAC.Data.smokeMarks[unitName] = nil
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AFAC.Data.onStation[unitName] = nil
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AFAC.Data.laserCodes[unitName] = nil
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AFAC.Data.markerSettings[unitName] = nil
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AFAC.Data.manualTargets[unitName] = nil
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AFAC.Data.menuIds[unitName] = nil
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AFAC.log("Removed AFAC pilot: " .. unitName)
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end
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-- =====================================================
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-- TARGET DETECTION
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-- =====================================================
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function AFAC.findNearestTarget(afacUnit)
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local afacPoint = afacUnit:getPoint()
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local afacCoalition = afacUnit:getCoalition()
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local enemyCoalition = afacCoalition == 1 and 2 or 1
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local nearestTarget = nil
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local nearestDistance = AFAC.Config.maxRange
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local searchVolume = {
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id = world.VolumeType.SPHERE,
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params = {point = afacPoint, radius = nearestDistance}
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}
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local function checkUnit(foundUnit)
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if foundUnit:getCoalition() ~= enemyCoalition then return end
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if not foundUnit:isActive() then return end
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if foundUnit:inAir() then return end
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if foundUnit:getLife() <= 1 then return end
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local unitPoint = foundUnit:getPoint()
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local distance = AFAC.getDistance(afacPoint, unitPoint)
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if distance >= nearestDistance then return end
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-- Check line of sight
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local offsetAfacPos = {x = afacPoint.x, y = afacPoint.y + 2, z = afacPoint.z}
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local offsetUnitPos = {x = unitPoint.x, y = unitPoint.y + 2, z = unitPoint.z}
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if not land.isVisible(offsetAfacPos, offsetUnitPos) then return end
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-- Priority system
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local priority = 1
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if foundUnit:hasAttribute("SAM TR") or foundUnit:hasAttribute("IR Guided SAM") then
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priority = 0.1
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elseif foundUnit:hasAttribute("Vehicles") then
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priority = 0.5
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end
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local adjustedDistance = distance * priority
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if adjustedDistance < nearestDistance then
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nearestDistance = adjustedDistance
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nearestTarget = foundUnit
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end
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end
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world.searchObjects(Object.Category.UNIT, searchVolume, checkUnit)
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return nearestTarget
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end
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-- =====================================================
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-- LASER DESIGNATION
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-- =====================================================
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function AFAC.startLasing(afacUnit, target, laserCode)
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local unitName = afacUnit:getName()
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AFAC.cancelLasing(unitName)
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local targetPoint = target:getPoint()
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local targetVector = {x = targetPoint.x, y = targetPoint.y + 2, z = targetPoint.z}
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local success, result = pcall(function()
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local laserSpot = Spot.createLaser(afacUnit, {x = 0, y = 2, z = 0}, targetVector, laserCode)
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local irSpot = Spot.createInfraRed(afacUnit, {x = 0, y = 2, z = 0}, targetVector)
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return {laser = laserSpot, ir = irSpot}
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end)
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if success and result then
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AFAC.Data.laserPoints[unitName] = result.laser
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AFAC.Data.irPoints[unitName] = result.ir
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AFAC.log("Started lasing target for " .. unitName)
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end
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end
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function AFAC.updateLasing(unitName, target)
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local laserSpot = AFAC.Data.laserPoints[unitName]
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local irSpot = AFAC.Data.irPoints[unitName]
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if not laserSpot or not irSpot then return end
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local targetPoint = target:getPoint()
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local targetVector = {x = targetPoint.x, y = targetPoint.y + 2, z = targetPoint.z}
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laserSpot:setPoint(targetVector)
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irSpot:setPoint(targetVector)
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end
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function AFAC.cancelLasing(unitName)
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local laserSpot = AFAC.Data.laserPoints[unitName]
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local irSpot = AFAC.Data.irPoints[unitName]
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if laserSpot then
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Spot.destroy(laserSpot)
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AFAC.Data.laserPoints[unitName] = nil
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end
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if irSpot then
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Spot.destroy(irSpot)
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AFAC.Data.irPoints[unitName] = nil
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end
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end
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-- =====================================================
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-- VISUAL MARKING
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-- =====================================================
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function AFAC.createVisualMarker(target, markerType, color)
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local targetPoint = target:getPoint()
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local markerPoint = {x = targetPoint.x, y = targetPoint.y + 2, z = targetPoint.z}
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if markerType == "SMOKE" then
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trigger.action.smoke(markerPoint, color)
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else
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trigger.action.signalFlare(markerPoint, color, 0)
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end
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end
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function AFAC.createMapMarker(target, spotter)
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local targetPoint = target:getPoint()
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local coalition = AFAC.Data.pilots[spotter].coalition
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local markerText = string.format("%s\nSpotter: %s", target:getTypeName(), spotter)
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local markerId = AFAC.Data.nextMarkerId
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AFAC.Data.nextMarkerId = AFAC.Data.nextMarkerId + 1
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trigger.action.markToCoalition(markerId, markerText, targetPoint, coalition, false, "AFAC Target")
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timer.scheduleFunction(function(args)
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trigger.action.removeMark(args[1])
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end, {markerId}, timer.getTime() + AFAC.Config.mapMarkerDuration)
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return markerId
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end
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-- =====================================================
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-- AUTO-LASING SYSTEM
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-- =====================================================
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function AFAC.startAutoLasing(unitName)
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timer.scheduleFunction(AFAC.autoLaseUpdate, {unitName}, timer.getTime() + 1)
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end
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function AFAC.autoLaseUpdate(args)
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local unitName = args[1]
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local pilot = AFAC.Data.pilots[unitName]
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if not pilot or not AFAC.Data.onStation[unitName] then
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return
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end
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local afacUnit = pilot.unit
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if not afacUnit or not afacUnit:isActive() or afacUnit:getLife() <= 0 then
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AFAC.removePilot(unitName)
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return
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end
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local currentTarget = AFAC.Data.targets[unitName]
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local laserCode = AFAC.Data.laserCodes[unitName]
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local markerSettings = AFAC.Data.markerSettings[unitName]
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-- Check if current target is still valid
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if currentTarget and (not currentTarget:isActive() or currentTarget:getLife() <= 1) then
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local message = string.format("[%s] Target %s destroyed. Good job! Scanning for new targets.",
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unitName, currentTarget:getTypeName())
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AFAC.notifyCoalition(message, 10, pilot.coalition)
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AFAC.Data.targets[unitName] = nil
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AFAC.cancelLasing(unitName)
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currentTarget = nil
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end
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-- Find new target if needed
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if not currentTarget then
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local newTarget = AFAC.findNearestTarget(afacUnit)
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if newTarget then
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AFAC.Data.targets[unitName] = newTarget
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AFAC.startLasing(afacUnit, newTarget, laserCode)
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AFAC.createVisualMarker(newTarget, markerSettings.type, markerSettings.color)
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AFAC.createMapMarker(newTarget, unitName)
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local message = string.format("[%s] Lasing new target: %s, CODE: %s",
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unitName, newTarget:getTypeName(), laserCode)
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AFAC.notifyCoalition(message, 10, pilot.coalition)
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currentTarget = newTarget
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end
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end
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-- Update laser position if we have a target
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if currentTarget then
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AFAC.updateLasing(unitName, currentTarget)
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-- Update smoke markers periodically
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local nextSmokeTime = AFAC.Data.smokeMarks[unitName]
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if not nextSmokeTime or nextSmokeTime < timer.getTime() then
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AFAC.createVisualMarker(currentTarget, markerSettings.type, markerSettings.color)
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AFAC.Data.smokeMarks[unitName] = timer.getTime() + AFAC.Config.smokeInterval
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end
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end
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-- Schedule next update
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timer.scheduleFunction(AFAC.autoLaseUpdate, args, timer.getTime() + AFAC.Config.autoUpdateInterval)
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end
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-- =====================================================
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-- F10 MENU SYSTEM
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-- =====================================================
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function AFAC.addMenus(unitName)
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local pilot = AFAC.Data.pilots[unitName]
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if not pilot then
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AFAC.log("addMenus: No pilot data found for " .. unitName)
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return
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end
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local groupId = pilot.groupId
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if not groupId then
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AFAC.log("addMenus: No group ID found for " .. unitName)
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return
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end
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-- Check if menus already exist for this pilot
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if AFAC.Data.menuIds[unitName] then
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AFAC.log("Menus already exist for " .. unitName .. ", skipping creation")
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return
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end
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AFAC.log("Creating menus for " .. unitName .. " (Group ID: " .. groupId .. ")")
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local mainMenu = missionCommands.addSubMenuForGroup(groupId, "AFAC Control")
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AFAC.Data.menuIds[unitName] = mainMenu
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AFAC.log("Main menu created")
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-- Wrap menu creation in pcall to catch any errors
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local success, error = pcall(function()
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-- Targeting mode
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local targetMenu = missionCommands.addSubMenuForGroup(groupId, "Targeting Mode", mainMenu)
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missionCommands.addCommandForGroup(groupId, "Auto Mode ON", targetMenu, AFAC.setAutoMode, {unitName, true})
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missionCommands.addCommandForGroup(groupId, "Auto Mode OFF", targetMenu, AFAC.setAutoMode, {unitName, false})
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AFAC.log("Targeting mode menu created")
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-- Laser codes
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local laserMenu = missionCommands.addSubMenuForGroup(groupId, "Laser Codes", mainMenu)
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for _, code in ipairs(AFAC.Config.laserCodes) do
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missionCommands.addCommandForGroup(groupId, "Code: " .. code, laserMenu, AFAC.setLaserCode, {unitName, code})
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end
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AFAC.log("Laser codes menu created with " .. #AFAC.Config.laserCodes .. " codes")
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-- Marker settings
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local markerMenu = missionCommands.addSubMenuForGroup(groupId, "Marker Settings", mainMenu)
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local smokeMenu = missionCommands.addSubMenuForGroup(groupId, "Smoke Color", markerMenu)
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-- Add smoke colors
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missionCommands.addCommandForGroup(groupId, "GREEN", smokeMenu, AFAC.setMarkerColor, {unitName, "SMOKE", 0})
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missionCommands.addCommandForGroup(groupId, "RED", smokeMenu, AFAC.setMarkerColor, {unitName, "SMOKE", 1})
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missionCommands.addCommandForGroup(groupId, "WHITE", smokeMenu, AFAC.setMarkerColor, {unitName, "SMOKE", 2})
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missionCommands.addCommandForGroup(groupId, "ORANGE", smokeMenu, AFAC.setMarkerColor, {unitName, "SMOKE", 3})
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missionCommands.addCommandForGroup(groupId, "BLUE", smokeMenu, AFAC.setMarkerColor, {unitName, "SMOKE", 4})
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AFAC.log("Marker settings menu created")
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-- Status
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missionCommands.addCommandForGroup(groupId, "AFAC Status", mainMenu, AFAC.showStatus, {unitName})
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AFAC.log("All menus created successfully for " .. unitName)
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end)
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if not success then
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AFAC.log("Error creating menus for " .. unitName .. ": " .. tostring(error))
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end
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end
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-- =====================================================
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-- F10 MENU FUNCTIONS
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-- =====================================================
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function AFAC.setAutoMode(args)
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local unitName = args[1]
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local autoMode = args[2]
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local pilot = AFAC.Data.pilots[unitName]
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if not pilot then return end
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AFAC.Data.onStation[unitName] = autoMode
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if autoMode then
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trigger.action.outTextForGroup(pilot.groupId, "Auto targeting mode enabled", 10)
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AFAC.startAutoLasing(unitName)
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else
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trigger.action.outTextForGroup(pilot.groupId, "Auto targeting mode disabled", 10)
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AFAC.cancelLasing(unitName)
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AFAC.Data.targets[unitName] = nil
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end
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end
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function AFAC.setLaserCode(args)
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local unitName = args[1]
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local laserCode = args[2]
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local pilot = AFAC.Data.pilots[unitName]
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if not pilot then return end
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AFAC.Data.laserCodes[unitName] = laserCode
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trigger.action.outTextForGroup(pilot.groupId, "Laser code set to: " .. laserCode, 10)
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local currentTarget = AFAC.Data.targets[unitName]
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if currentTarget then
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AFAC.startLasing(pilot.unit, currentTarget, laserCode)
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end
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end
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function AFAC.setMarkerColor(args)
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local unitName = args[1]
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local markerType = args[2]
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local color = args[3]
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local pilot = AFAC.Data.pilots[unitName]
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if not pilot then return end
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AFAC.Data.markerSettings[unitName] = {type = markerType, color = color}
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local colorNames = {"GREEN", "RED", "WHITE", "ORANGE", "BLUE"}
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trigger.action.outTextForGroup(pilot.groupId,
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string.format("Marker set to %s %s", colorNames[color + 1] or "UNKNOWN", markerType), 10)
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end
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function AFAC.showStatus(args)
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local unitName = args[1]
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local pilot = AFAC.Data.pilots[unitName]
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if not pilot then return end
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local status = "AFAC STATUS:\n\n"
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for pilotName, pilotData in pairs(AFAC.Data.pilots) do
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if pilotData.coalition == pilot.coalition then
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local target = AFAC.Data.targets[pilotName]
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local laserCode = AFAC.Data.laserCodes[pilotName]
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local onStation = AFAC.Data.onStation[pilotName]
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if target and target:isActive() then
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status = status .. string.format("%s: Targeting %s, CODE: %s\n",
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pilotName, target:getTypeName(), laserCode)
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elseif onStation then
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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 HANDLER
|
|
-- =====================================================
|
|
|
|
AFAC.EventHandler = {}
|
|
|
|
function AFAC.EventHandler:onEvent(event)
|
|
if event.id == world.event.S_EVENT_BIRTH then
|
|
local unit = event.initiator
|
|
|
|
if unit and Object.getCategory(unit) == Object.Category.UNIT then
|
|
local objDesc = unit:getDesc()
|
|
if objDesc.category == Unit.Category.AIRPLANE or objDesc.category == Unit.Category.HELICOPTER then
|
|
if AFAC.isAFAC(unit) then
|
|
timer.scheduleFunction(function(args)
|
|
local u = args[1]
|
|
if u and u:isActive() then
|
|
AFAC.addPilot(u)
|
|
end
|
|
end, {unit}, timer.getTime() + 2)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if event.id == world.event.S_EVENT_PLAYER_ENTER_UNIT then
|
|
local unit = event.initiator
|
|
|
|
if unit and Object.getCategory(unit) == Object.Category.UNIT then
|
|
local objDesc = unit:getDesc()
|
|
if objDesc.category == Unit.Category.AIRPLANE or objDesc.category == Unit.Category.HELICOPTER then
|
|
if AFAC.isAFAC(unit) then
|
|
local unitName = unit:getName()
|
|
|
|
if not AFAC.Data.pilots[unitName] then
|
|
timer.scheduleFunction(function(args)
|
|
local u = args[1]
|
|
if u and u:isActive() then
|
|
AFAC.addPilot(u)
|
|
end
|
|
end, {unit}, timer.getTime() + 1)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- =====================================================
|
|
-- INITIALIZATION
|
|
-- =====================================================
|
|
|
|
world.addEventHandler(AFAC.EventHandler)
|
|
|
|
-- Check for existing pilots
|
|
function AFAC.checkForExistingPilots()
|
|
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()
|
|
if unit:getPlayerName() and not AFAC.Data.pilots[unitName] then
|
|
AFAC.addPilot(unit)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
timer.scheduleFunction(AFAC.checkForExistingPilots, nil, timer.getTime() + 3)
|
|
|
|
-- Periodic check for new pilots
|
|
function AFAC.periodicCheck()
|
|
AFAC.checkForExistingPilots()
|
|
timer.scheduleFunction(AFAC.periodicCheck, nil, timer.getTime() + 10)
|
|
end
|
|
|
|
timer.scheduleFunction(AFAC.periodicCheck, nil, timer.getTime() + 15)
|
|
|
|
AFAC.log("AFAC System initialized successfully")
|
|
trigger.action.outText("Simple AFAC System v1.0 loaded successfully!", 10) |