cfxSSBSingleUse = {} cfxSSBSingleUse.version = "1.1.0" --[[-- Version History 1.0.0 - Initial version 1.1.0 - importing dcsCommon, cfxGroup for simplicity - save unit name on player enter unit as look-up - determining ground-start - place wreck in slot 1.1.1 - guarding against nil playerName - using 15 (birth) instead of 20 (player enter) WHAT IT IS SSB Single Use is a script that blocks a player slot after that plane crashes. --]]-- cfxSSBSingleUse.enabledFlagValue = 0 -- DO NOT CHANGE, MUST MATCH SSB cfxSSBSingleUse.disabledFlagValue = cfxSSBSingleUse.enabledFlagValue + 100 -- DO NOT CHANGE cfxSSBSingleUse.playerUnits = {} cfxSSBSingleUse.slotGroundActions = { -- "From Runway", -- NOT RUNWAY, as that would litter runway "From Parking Area", "From Parking Area Hot", "From Ground Area", "From Ground Area Hot", } cfxSSBSingleUse.groundSlots = {} -- players that start on the ground function cfxSSBSingleUse:onEvent(event) if not event then return end if not event.id then return end if not event.initiator then return end -- if we get here, initiator is set local theUnit = event.initiator -- we know this exists -- write down player names and planes if event.id == 15 then local uName = theUnit:getName() if not uName then return end -- player entered unit local playerName = theUnit:getPlayerName() if not playerName then return -- NPC plane end -- remember this unit as player unit cfxSSBSingleUse.playerUnits[uName] = playerName trigger.action.outText("+++singleUse: noted " .. playerName .. " piloting player unit " .. uName, 30) return end -- check for a crash if event.id == 5 then -- S_EVENT_CRASH local uName = theUnit:getName() if not uName then return end local theGroup = theUnit:getGroup() if not theGroup then return end -- see if a player plane local thePilot = cfxSSBSingleUse.playerUnits[uName] if not thePilot then -- ignore. not a player plane trigger.action.outText("+++singleUse: ignored crash for NPC unit <" .. uName .. ">", 30) return end local gName = theGroup:getName() if not gName then return end -- see if it was a ground slot local theGroundSlot = cfxSSBSingleUse.groundSlots[gName] if theGroundSlot then local unitType = theUnit:getTypeName() trigger.action.outText("+++singleUse: <" .. uName .. "> starts on Ground. Will place debris for " .. unitType .. " NOW!!!", 30) cfxSSBSingleUse.placeDebris(unitType, theGroundSlot) end -- block this slot. trigger.action.setUserFlag(gName, cfxSSBSingleUse.disabledFlagValue) trigger.action.outText("+++singleUse: blocked <" .. gName .. "> after " .. thePilot .. " crashed it.", 30) end end function cfxSSBSingleUse.placeDebris(unitType, theGroundSlot) if not unitType then return end -- access location one, we assume single-unit groups -- or at least that the player sits in unit one local playerData = theGroundSlot.playerUnits local theSlotData = playerData[1] local wreckData = {} wreckData.heading = 0 wreckData.name = dcsCommon.uuid("singleUseWreck"..theSlotData.name) wreckData.x = tonumber(theSlotData.point.x) wreckData.y = tonumber(theSlotData.point.z) wreckData.dead = true wreckData.type = unitType coalition.addStaticObject(theGroundSlot.coaNum, wreckData ) trigger.action.outText("+++singleUse: wreck <" .. unitType .. "> at " .. wreckData.x .. ", " .. wreckData.y .. " for " .. wreckData.name, 30) end function cfxSSBSingleUse.populateAirfieldSlots() local pGroups = cfxGroups.getPlayerGroup() local groundStarters = {} for idx, theGroup in pairs(pGroups) do -- we always use the first player's plane as referenced local playerData = theGroup.playerUnits[1] local action = playerData.action if not action then action = "" end -- see if the data has any of the slot-interesting actions if dcsCommon.arrayContainsString(cfxSSBSingleUse.slotGroundActions, action ) then -- ground starter, not from runway groundStarters[theGroup.name] = theGroup trigger.action.outText("+++singleUse: <" .. theGroup.name .. "> is ground starter", 30) end end cfxSSBSingleUse.groundSlots = groundStarters end function cfxSSBSingleUse.start() -- install event monitor world.addEventHandler(cfxSSBSingleUse) -- get all groups and process them to find -- all planes that are on the ground for -- eye candy cfxSSBSingleUse.populateAirfieldSlots() -- turn on ssb trigger.action.setUserFlag("SSB",100) trigger.action.outText("SSB Single use v" .. cfxSSBSingleUse.version .. " running", 30) end -- let's go! cfxSSBSingleUse.start() --[[-- Additional features (later): - place a wreck in slot when blocking for eye candy - record player when they enter a unit and only block player planes --]]--