mirror of
https://github.com/spencershepard/RotorOps.git
synced 2025-11-10 15:45:30 +00:00
commit
4d8ce5bb0f
3
.gitignore
vendored
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3
.gitignore
vendored
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@ -0,0 +1,3 @@
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.project
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sound/desktop.ini
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@ -1,83 +0,0 @@
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RotaryOps = {}
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trigger.action.outText("ROTARY OPS STARTED", 5)
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local function tableHasKey(table,key)
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return table[key] ~= nil
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end
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local function dispMsg(text)
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trigger.action.outText(text, 5)
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return text
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end
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local function getObjectVolume(obj)
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local length = (obj:getDesc().box.max.x + math.abs(obj:getDesc().box.min.x))
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local height = (obj:getDesc().box.max.y + math.abs(obj:getDesc().box.min.y))
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local depth = (obj:getDesc().box.max.z + math.abs(obj:getDesc().box.min.z))
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return length * height * depth
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end
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function RotaryOps.spawn(grp)
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local vars = {}
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vars.gpName = 'RED_Infantry'
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vars.action = 'clone'
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vars.point = grp:getUnit(1):getPoint()
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vars.radius = 5
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vars.disperse = 'disp'
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vars.maxDisp = 5
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local new_grp_table = mist.teleportToPoint(vars)
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if new_grp_table then
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local new_grp = Group.getByName(new_grp_table.name)
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trigger.action.outText("new group: "..mist.utils.tableShow(new_grp_table), 5)
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if 1 then
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trigger.action.outText("new group: "..mist.utils.tableShow(new_grp_table), 5)
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local id = timer.scheduleFunction(RotaryOps.seekCover, new_grp, timer.getTime() + 1)
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end
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else trigger.action.outText("failed to spawn? ", 5)
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end
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end
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function RotaryOps.seekCover(grp)
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trigger.action.outText("seek cover: "..mist.utils.tableShow(grp), 5)
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local object_vol_thresh = 0
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local foundUnits = {}
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--local sphere = trigger.misc.getZone('town')
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local volS = {
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id = world.VolumeType.SPHERE,
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params = {
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point = grp:getUnit(1):getPoint(),
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radius = 400
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}
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}
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local ifFound = function(foundItem, val)
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trigger.action.outText("found item: "..foundItem:getTypeName(), 5)
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if foundItem:hasAttribute("Infantry") ~= true then --disregard infantry...we only want objects that might provide cover
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if getObjectVolume(foundItem) > object_vol_thresh then
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foundUnits[#foundUnits + 1] = foundItem
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--trigger.action.outText("valid cover item: "..foundItem:getTypeName(), 5)
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end
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else trigger.action.outText("object not the right type", 5)
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end
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return true
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end
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--world.searchObjects(Object.Category.UNIT, volS, ifFound)
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--world.searchObjects(Object.Category.STATIC, volS, ifFound)
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world.searchObjects(Object.Category.SCENERY, volS, ifFound)
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--world.searchObjects(Object.Category.BASE, volS, ifFound)
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local path = {}
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path[1] = mist.ground.buildWP(grp:getUnit(1):getPoint(), '', 5)
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for i = 1, #foundUnits , 1
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do
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local rand_index = math.random(1,#foundUnits)
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path[i + 1] = mist.ground.buildWP(foundUnits[rand_index]:getPoint(), '', 5)
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trigger.action.outText("waypoint to: "..foundUnits[i]:getTypeName(), 5)
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end
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mist.goRoute(grp, path)
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end
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863
RotorOps.lua
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863
RotorOps.lua
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@ -0,0 +1,863 @@
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RotorOps = {}
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RotorOps.voice_overs = true
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RotorOps.ground_speed = 60 --max speed for ground vehicles moving between zones
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RotorOps.zone_status_display = true --constantly show units remaining and zone status on screen
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RotorOps.max_units_left = 0 --allow clearing the zone when a few units are left to prevent frustration with units getting stuck in buildings etc
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RotorOps.ai_active_zone = true --allow the script to automatically create waypoints for ground units in the active zone
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RotorOps.zone_states = {not_started = 0, active = 1, cleared = 2, started = 3, most_remain = 4, half_remain = 5, quarter_remain = 6 } --zone level user flags will use these values. _remain flags compare the active red ground units vs their initial numbers
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RotorOps.game_states = {not_started = 0, in_progress = 1, won = 2, lost = 3} --game level user flag will use these values
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--RotorOps.game_states = {not_started = 0, alpha = 1, bravo = 2, charlie = 3, delta = 4, game_won = 100} --game level user flag will use these values
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RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P'} --players flying these will have ctld transport access
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RotorOps.game_state = 0
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RotorOps.zones = {}
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RotorOps.active_zone = "" --name of the active zone
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RotorOps.active_zone_index = 1
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RotorOps.game_state_flag = 1 --user flag to store the game state
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RotorOps.staging_zone = ""
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RotorOps.auto_push = true --leave true for now
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RotorOps.ctld_pickup_zones = {} --keep track of ctld zones we've added, mainly for map markup
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trigger.action.outText("ROTOR OPS STARTED", 5)
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env.info("ROTOR OPS STARTED")
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local staged_units --table of ground units that started in the staging zone
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local commandDB = {}
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local game_message_buffer = {}
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local active_zone_initial_enemy_units
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RotorOps.ai_red_infantry_groups = {}
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RotorOps.ai_blue_infantry_groups = {}
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RotorOps.ai_red_vehicle_groups = {}
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RotorOps.ai_blue_vehicle_groups = {}
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RotorOps.ai_tasks = {} --simply use the group ID for schedulefunction id
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local gameMsgs = {
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push = {
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{'ALL GROUND UNITS, PUSH TO THE ACTIVE ZONE!', 'push_next_zone.ogg'},
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{'ALL GROUND UNITS, PUSH TO ALPHA!', 'push_alpha.ogg'},
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{'ALL GROUND UNITS, PUSH TO BRAVO!', 'push_bravo.ogg'},
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{'ALL GROUND UNITS, PUSH TO CHARLIE!', 'push_charlie.ogg'},
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{'ALL GROUND UNITS, PUSH TO DELTA!', 'push_delta.ogg'},
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},
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fallback = {
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{'ALL GROUND UNITS, FALL BACK!', '.wav'},
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{'ALL GROUND UNITS, FALL BACK TO ALPHA!', '.wav'},
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{'ALL GROUND UNITS, FALL BACK TO BRAVO!', '.wav'},
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{'ALL GROUND UNITS, FALL BACK TO CHARLIE!', '.wav'},
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},
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cleared = {
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{'ZONE CLEARED!', 'cleared_active.ogg'},
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{'ALPHA CLEARED!', 'cleared_alpha.ogg'},
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{'BRAVO CLEARED!', 'cleared_bravo.ogg'},
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{'CHARLIE CLEARED!', 'cleared_charlie.ogg'},
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{'DELTA CLEARED!', 'cleared_delta.ogg'},
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},
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success = {
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{'GROUND MISSION SUCCESS!', 'mission_success.ogg'},
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},
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start = {
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{'SUPPORT THE WAR ON THE GROUND!', 'support_troops.ogg'},
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},
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troops_dropped = {
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{'TROOPS DROPPED INTO ZONE!', 'troops_dropped_active.ogg'},
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{'TROOPS DROPPED INTO ALPHA!', 'troops_dropped_alpha.ogg'},
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{'TROOPS DROPPED INTO BRAVO!', 'troops_dropped_bravo.ogg'},
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{'TROOPS DROPPED INTO CHARLIE!', 'troops_dropped_charlie.ogg'},
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{'TROOPS DROPPED INTO DELTA!', 'troops_dropped_delta.ogg'},
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},
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get_troops_to_zone = {
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{'GET OUR TROOPS TO THE NEXT ZONE!', 'get_troops_next_zone.ogg'},
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{'GET OUR TROOPS TO ALPHA!', 'get_troops_alpha.ogg'},
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{'GET OUR TROOPS TO BRAVO!', 'get_troops_bravo.ogg'},
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{'GET OUR TROOPS TO CHARLIE!', 'get_troops_charlie.ogg'},
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{'GET OUR TROOPS TO DELTA!', 'get_troops_delta.ogg'},
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},
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}
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--[[ UTILITY FUNCTIONS ]]--
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local function debugMsg(text)
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trigger.action.outText(text, 5)
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env.info("ROTOROPS_DEBUG: "..text)
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end
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local function debugTable(table)
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trigger.action.outText("dbg: ".. mist.utils.tableShow(table), 5)
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end
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local function dispMsg(text)
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trigger.action.outText(text, 5)
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return text
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end
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local function tableHasKey(table,key)
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return table[key] ~= nil
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end
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local function hasValue (tab, val)
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for index, value in ipairs(tab) do
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if value == val then
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return true
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end
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end
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return false
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end
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local function getObjectVolume(obj)
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local length = (obj:getDesc().box.max.x + math.abs(obj:getDesc().box.min.x))
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local height = (obj:getDesc().box.max.y + math.abs(obj:getDesc().box.min.y))
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local depth = (obj:getDesc().box.max.z + math.abs(obj:getDesc().box.min.z))
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return length * height * depth
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end
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local function getDistance(point1, point2)
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local x1 = point1.x
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local y1 = point1.y
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local z1 = point1.z
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local x2 = point2.x
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local y2 = point2.y
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local z2 = point2.z
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local dX = math.abs(x1-x2)
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local dZ = math.abs(z1-z2)
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local distance = math.sqrt(dX*dX + dZ*dZ)
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return distance
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end
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local function isUnitInZone(unit, zone_name)
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local zone = trigger.misc.getZone(zone_name)
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local distance = getDistance(unit:getPoint(), zone.point)
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if distance <= zone.radius then
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return true
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else
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return false
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end
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end
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function RotorOps.groupsFromUnits(units, table)
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local groups = {}
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--debugTable(units)
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--local groupIndex = {}
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for i = 1, #units do
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if units[i]:isExist() then
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if hasValue(groups, units[i]:getGroup():getName()) == false then
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--debugMsg("added: "..units[i]:getGroup():getName())
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--groups[units[i]:getGroup():getName()] = true
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--groupIndex[#groupIndex + 1] = groups[units[i]:getGroup():getName()]
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groups[#groups + 1] = units[i]:getGroup():getName()
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else --debugMsg(units[i]:getGroup():getName().." was already in the table")
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end
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end
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end
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return groups
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end
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local function gameMsg(event, _index)
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local index = 1
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if _index ~= nill then
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index = _index + 1
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end
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if tableHasKey(event, index) then
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game_message_buffer[#game_message_buffer + 1] = {event[index][1], event[index][2]}
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else env.info("ROTOR OPS could not find entry for "..key)
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end
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end
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local function processMsgBuffer(vars)
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if #game_message_buffer > 0 then
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local message = table.remove(game_message_buffer, 1)
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trigger.action.outText(message[1], 10, true)
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if RotorOps.voice_overs then
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trigger.action.outSound(message[2])
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end
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end
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local id = timer.scheduleFunction(processMsgBuffer, 1, timer.getTime() + 5)
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end
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function RotorOps.sortOutInfantry(mixed_units)
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local _infantry = {}
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local _not_infantry = {}
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for index, unit in pairs(mixed_units)
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do
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if unit:hasAttribute("Infantry") then
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_infantry[#_infantry + 1] = unit
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else _not_infantry[#_not_infantry + 1] = unit
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end
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end
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return {infantry = _infantry, not_infantry = _not_infantry}
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end
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function RotorOps.getValidUnitFromGroup(grp)
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if grp:isExist() ~= true then return nil end
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local first_valid_unit
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for index, unit in pairs(grp:getUnits())
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do
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if unit:isExist() == true then
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first_valid_unit = unit
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break
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else --trigger.action.outText("a unit no longer exists", 15)
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end
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end
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return first_valid_unit
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end
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--spawn/clone a group onto the location of the first unit in a group (best to only use this for groups of one unit only for now!) See chargeEnemy for grabing first valid unit
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function RotorOps.spawnInfantryOnGrp(grp, src_grp_name, ai_task) --allow to spawn on other group units
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local valid_unit = RotorOps.getValidUnitFromGroup(grp)
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if not valid_unit then return end
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local vars = {}
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vars.gpName = src_grp_name
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vars.action = 'clone'
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vars.point = valid_unit:getPoint()
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vars.radius = 5
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vars.disperse = 'disp'
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vars.maxDisp = 5
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local new_grp_table = mist.teleportToPoint(vars)
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if new_grp_table then
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RotorOps.aiTask({grp = new_grp, ai_task=ai_task})
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else debugMsg("Infantry failed to spawn. ")
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end
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end
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function RotorOps.deployTroops(quantity, target_group_obj)
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local valid_unit = RotorOps.getValidUnitFromGroup(target_group_obj)
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if not valid_unit then return end
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local coalition = valid_unit:getCoalition()
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local side = "red"
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if coalition == 2 then side = "blue" end
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local point = valid_unit:getPoint()
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ctld.spawnGroupAtPoint(side, quantity, point, 1000)
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-- voiceover trigger stuff
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for index, zone in pairs(RotorOps.zones)
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do
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if isUnitInZone(valid_unit, zone.name) then
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if side == "red" then
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gameMsg(gameMsgs.troops_dropped, index)
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else
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gameMsg(gameMsgs.friendly_troops_dropped, index)
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end
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end
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end
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end
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function RotorOps.chargeEnemy(vars)
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--trigger.action.outText("charge enemies: "..mist.utils.tableShow(vars), 5)
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local grp = vars.grp
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local search_radius = vars.radius or 5000
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----
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local first_valid_unit = RotorOps.getValidUnitFromGroup(grp)
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if first_valid_unit == nil then return end
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local start_point = first_valid_unit:getPoint()
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if not vars.spawn_point then vars.spawn_point = start_point end
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local enemy_coal
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if grp:getCoalition() == 1 then enemy_coal = 2 end
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if grp:getCoalition() == 2 then enemy_coal = 1 end
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local volS
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if vars.zone then
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--debugMsg("CHARGE ENEMY at zone: "..vars.zone)
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local sphere = trigger.misc.getZone(vars.zone)
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volS = {
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id = world.VolumeType.SPHERE,
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params = {
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point = sphere.point,
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radius = sphere.radius
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}
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}
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else
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debugMsg("CHARGE ENEMY in radius: "..search_radius)
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volS = {
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id = world.VolumeType.SPHERE,
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params = {
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point = first_valid_unit:getPoint(),
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radius = search_radius
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}
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}
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end
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local enemy_unit
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local path = {}
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local ifFound = function(foundItem, val)
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--trigger.action.outText("found item: "..foundItem:getTypeName(), 5)
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-- if foundItem:hasAttribute("Infantry") == true and foundItem:getCoalition() == enemy_coal then
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if foundItem:getCoalition() == enemy_coal and foundItem:isActive() then
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enemy_unit = foundItem
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--debugMsg("found enemy! "..foundItem:getTypeName())
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path[1] = mist.ground.buildWP(start_point, '', 5)
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path[2] = mist.ground.buildWP(enemy_unit:getPoint(), '', 5)
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--path[3] = mist.ground.buildWP(vars.spawn_point, '', 5)
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else
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--trigger.action.outText("object found is not enemy inf in "..search_radius, 5)
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end
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return true
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end
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--default path if no units found
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if false then
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debugMsg("group going back to origin")
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path[1] = mist.ground.buildWP(start_point, '', 5)
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path[2] = mist.ground.buildWP(vars.spawn_point, '', 5)
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end
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world.searchObjects(Object.Category.UNIT, volS, ifFound)
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mist.goRoute(grp, path)
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||||
end
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||||
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||||
|
||||
function RotorOps.patrolRadius(vars)
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--debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp))
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||||
local grp = vars.grp
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||||
local search_radius = vars.radius or 100
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||||
local first_valid_unit
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if grp:isExist() ~= true then return end
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for index, unit in pairs(grp:getUnits())
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||||
do
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||||
if unit:isExist() == true then
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first_valid_unit = unit
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break
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||||
else --trigger.action.outText("a unit no longer exists", 15)
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||||
end
|
||||
end
|
||||
if first_valid_unit == nil then return end
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||||
local start_point = first_valid_unit:getPoint()
|
||||
local object_vol_thresh = 0
|
||||
local max_waypoints = 5
|
||||
local foundUnits = {}
|
||||
--local sphere = trigger.misc.getZone('town')
|
||||
local volS = {
|
||||
id = world.VolumeType.SPHERE,
|
||||
params = {
|
||||
point = grp:getUnit(1):getPoint(), --check if exists, maybe itterate through grp
|
||||
radius = search_radius
|
||||
}
|
||||
}
|
||||
|
||||
local ifFound = function(foundItem, val)
|
||||
--trigger.action.outText("found item: "..foundItem:getTypeName(), 5)
|
||||
if foundItem:hasAttribute("Infantry") ~= true then --disregard infantry...we only want objects that might provide cover
|
||||
if getObjectVolume(foundItem) > object_vol_thresh then
|
||||
foundUnits[#foundUnits + 1] = foundItem
|
||||
--trigger.action.outText("valid cover item: "..foundItem:getTypeName(), 5)
|
||||
else --debugMsg("object not large enough: "..foundItem:getTypeName())
|
||||
end
|
||||
else --trigger.action.outText("object not the right type", 5)
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
world.searchObjects(1, volS, ifFound)
|
||||
world.searchObjects(3, volS, ifFound)
|
||||
world.searchObjects(5, volS, ifFound)
|
||||
--world.searchObjects(Object.Category.BASE, volS, ifFound)
|
||||
local path = {}
|
||||
path[1] = mist.ground.buildWP(start_point, '', 5)
|
||||
local m = math.min(#foundUnits, max_waypoints)
|
||||
for i = 1, m, 1
|
||||
do
|
||||
local rand_index = math.random(1,#foundUnits)
|
||||
path[i + 1] = mist.ground.buildWP(foundUnits[rand_index]:getPoint(), '', 5)
|
||||
--trigger.action.outText("waypoint to: "..foundUnits[rand_index]:getTypeName(), 5)
|
||||
end
|
||||
if #path <= 3 then
|
||||
for i = #path, max_waypoints, 1
|
||||
do
|
||||
path[#path + 1] = mist.ground.buildWP(mist.getRandPointInCircle(start_point, search_radius), '', 5)
|
||||
end
|
||||
end
|
||||
--trigger.action.outText("new waypoints created: "..(#path - 1), 5)
|
||||
mist.goRoute(grp, path)
|
||||
end
|
||||
|
||||
|
||||
|
||||
------------------------------------------
|
||||
|
||||
|
||||
local function changeGameState(new_state)
|
||||
RotorOps.game_state = new_state
|
||||
trigger.action.setUserFlag(RotorOps.game_state_flag, new_state)
|
||||
end
|
||||
|
||||
function RotorOps.aiTask(group_name, task, zone)
|
||||
if tableHasKey(RotorOps.ai_tasks, group_name) == true then --if we already have this group id in our list of timers
|
||||
--debugMsg("timer already exists, updating task for "..group_name.." : ".. RotorOps.ai_tasks[group_name].ai_task.." to "..task)
|
||||
RotorOps.ai_tasks[group_name].ai_task = task
|
||||
RotorOps.ai_tasks[group_name].zone = zone
|
||||
else
|
||||
--debugMsg("adding timer: "..group_name.." task: "..task)
|
||||
local vars = {}
|
||||
vars.group_name = group_name
|
||||
--vars.last_task = task
|
||||
if zone then
|
||||
vars.zone = zone
|
||||
end
|
||||
local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + 5)
|
||||
RotorOps.ai_tasks[group_name] = {['timer_id'] = timer_id, ['ai_task'] = task, ['zone'] = zone}
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function RotorOps.aiExecute(vars)
|
||||
local update_interval = 60
|
||||
local last_task = vars.last_task
|
||||
local group_name = vars.group_name
|
||||
local task = RotorOps.ai_tasks[group_name].ai_task
|
||||
local zone = vars.zone
|
||||
--local zone = ""
|
||||
if vars.zone then zone = vars.zone end
|
||||
--debugMsg("aiExecute: "..group_name.." : "..task .." zone:"..zone)
|
||||
--debugMsg("task:"..RotorOps.ai_tasks[group_name].ai_task)
|
||||
|
||||
--we should remove inactive/dead groups and cancel timer here
|
||||
if Group.isExist(Group.getByName(group_name)) ~= true or #Group.getByName(group_name):getUnits() < 1 then
|
||||
--debugMsg("group no longer exists")
|
||||
return
|
||||
end
|
||||
|
||||
--if Group.getByName(group_name):getController():hasTask() == false then --our implementation of hasTask does not seem to be working for vehicles
|
||||
|
||||
if task == "patrol" then
|
||||
local vars = {}
|
||||
vars.grp = Group.getByName(group_name)
|
||||
vars.radius = 500
|
||||
RotorOps.patrolRadius(vars) --takes a group object, not name
|
||||
update_interval = math.random(40,70)
|
||||
elseif task == "aggressive" then
|
||||
local vars = {}
|
||||
vars.grp = Group.getByName(group_name)
|
||||
vars.radius = 5000
|
||||
update_interval = math.random(20,40)
|
||||
RotorOps.chargeEnemy(vars) --takes a group object, not name
|
||||
elseif task == "clear_zone" then
|
||||
local vars = {}
|
||||
vars.grp = Group.getByName(group_name)
|
||||
vars.zone = zone
|
||||
update_interval = math.random(50,70)
|
||||
RotorOps.chargeEnemy(vars) --takes a group object, not name
|
||||
elseif task == "move_to_zone" then
|
||||
update_interval = math.random(90,120)
|
||||
local formation = 'cone'
|
||||
local final_heading = nil
|
||||
local speed = RotorOps.ground_speed
|
||||
local force_offroad = false
|
||||
mist.groupToPoint(group_name, zone, formation, final_heading, speed, force_offroad)
|
||||
elseif task == "move_to_active_zone" then
|
||||
update_interval = math.random(90,120)
|
||||
local formation = 'cone'
|
||||
local final_heading = nil
|
||||
local speed = RotorOps.ground_speed
|
||||
local force_offroad = false
|
||||
mist.groupToPoint(group_name, RotorOps.active_zone, formation, final_heading, speed, force_offroad)
|
||||
end
|
||||
|
||||
--end
|
||||
|
||||
|
||||
vars.last_task = task
|
||||
|
||||
local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + update_interval)
|
||||
end
|
||||
|
||||
function RotorOps.aiActiveZone(var) --[[
|
||||
if RotorOps.ai_active_zone == false then return end
|
||||
--debugMsg("aiActiveZone func")
|
||||
|
||||
for index, group in pairs(RotorOps.ai_red_infantry_groups) do
|
||||
if group then
|
||||
RotorOps.aiTask(group, "patrol")
|
||||
end
|
||||
end
|
||||
|
||||
for index, group in pairs(RotorOps.ai_blue_infantry_groups) do
|
||||
if group then
|
||||
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
|
||||
end
|
||||
end
|
||||
|
||||
for index, group in pairs(RotorOps.ai_blue_vehicle_groups) do
|
||||
if group then
|
||||
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local id = timer.scheduleFunction(RotorOps.aiActiveZone, 1, timer.getTime() + 10) ]]--
|
||||
end
|
||||
|
||||
|
||||
|
||||
function RotorOps.assessUnitsInZone(var)
|
||||
if RotorOps.game_state ~= RotorOps.game_states.in_progress then return end
|
||||
--find and sort units found in the active zone
|
||||
local red_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone})
|
||||
local red_infantry = RotorOps.sortOutInfantry(red_ground_units).infantry
|
||||
local red_vehicles = RotorOps.sortOutInfantry(red_ground_units).not_infantry
|
||||
local blue_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone})
|
||||
local blue_infantry = RotorOps.sortOutInfantry(blue_ground_units).infantry
|
||||
local blue_vehicles = RotorOps.sortOutInfantry(blue_ground_units).not_infantry
|
||||
|
||||
-------
|
||||
-- --ground unit ai stuff
|
||||
RotorOps.ai_red_infantry_groups = RotorOps.groupsFromUnits(red_infantry)
|
||||
RotorOps.ai_blue_infantry_groups = RotorOps.groupsFromUnits(blue_infantry)
|
||||
RotorOps.ai_red_vehicle_groups = RotorOps.groupsFromUnits(red_vehicles)
|
||||
RotorOps.ai_blue_vehicle_groups = RotorOps.groupsFromUnits(blue_vehicles)
|
||||
|
||||
|
||||
for index, group in pairs(RotorOps.ai_red_infantry_groups) do
|
||||
if group then
|
||||
RotorOps.aiTask(group, "patrol")
|
||||
end
|
||||
end
|
||||
|
||||
for index, group in pairs(RotorOps.ai_blue_infantry_groups) do
|
||||
if group then
|
||||
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
|
||||
end
|
||||
end
|
||||
|
||||
for index, group in pairs(RotorOps.ai_blue_vehicle_groups) do
|
||||
if group then
|
||||
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
|
||||
end
|
||||
end
|
||||
|
||||
-----
|
||||
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
|
||||
local active_zone_status = trigger.misc.getUserFlag(active_zone_status_flag)
|
||||
|
||||
--set user flags based on quantities of enemy units remaining
|
||||
if not active_zone_initial_enemy_units then
|
||||
--debugMsg("taking stock of the active zone")
|
||||
active_zone_initial_enemy_units = red_ground_units
|
||||
trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.active) --set the zone's flag to active ---patch solution...would this work if there were no enemies in zone??
|
||||
end
|
||||
|
||||
local enemy_remain_status
|
||||
if #red_ground_units < #active_zone_initial_enemy_units * 0.75 then
|
||||
enemy_remain_status = RotorOps.zone_states.most_remain
|
||||
debugMsg("most remain at "..RotorOps.active_zone)
|
||||
end
|
||||
if #red_ground_units < #active_zone_initial_enemy_units * 0.5 then
|
||||
enemy_remain_status = RotorOps.zone_states.half_remain
|
||||
debugMsg("half remain at "..RotorOps.active_zone)
|
||||
end
|
||||
if #red_ground_units < #active_zone_initial_enemy_units * 0.25 then
|
||||
enemy_remain_status = RotorOps.zone_states.quarter_remain
|
||||
debugMsg("quarter remain at "..RotorOps.active_zone)
|
||||
end
|
||||
|
||||
|
||||
if #red_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared
|
||||
active_zone_initial_enemy_units = nil
|
||||
trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared
|
||||
gameMsg(gameMsgs.cleared, RotorOps.active_zone_index)
|
||||
if RotorOps.auto_push then
|
||||
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
|
||||
local staged_groups = RotorOps.groupsFromUnits(staged_units)
|
||||
for index, group in pairs(staged_groups) do
|
||||
RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) --send vehicles to next zone
|
||||
end
|
||||
end
|
||||
elseif enemy_remain_status then
|
||||
trigger.action.setUserFlag(active_zone_status_flag, enemy_remain_status) --set the zones flage to indicate the status of remaining enemies
|
||||
end
|
||||
|
||||
--are all zones clear?
|
||||
local all_zones_clear = true
|
||||
for key, value in pairs(RotorOps.zones) do
|
||||
local zone_status = trigger.misc.getUserFlag(RotorOps.zones[key].zone_status_flag)
|
||||
if zone_status ~= RotorOps.zone_states.cleared then
|
||||
all_zones_clear = false
|
||||
end
|
||||
end
|
||||
|
||||
if all_zones_clear then
|
||||
changeGameState(RotorOps.game_states.won)
|
||||
gameMsg(gameMsgs.success)
|
||||
return --we won't reset our timer to fire this function again
|
||||
end
|
||||
|
||||
|
||||
|
||||
--zone status display stuff
|
||||
local message = ""
|
||||
local header = ""
|
||||
local body = ""
|
||||
if active_zone_status == RotorOps.zone_states.cleared then
|
||||
header = "["..RotorOps.active_zone .. " CLEARED!] "
|
||||
else
|
||||
header = "[BATTLE FOR "..RotorOps.active_zone .. "] "
|
||||
end
|
||||
body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles."
|
||||
|
||||
message = header .. body
|
||||
if RotorOps.zone_status_display then
|
||||
--trigger.action.outText(message , 5, true)
|
||||
game_message_buffer[#game_message_buffer + 1] = {message, ""} --don't load the buffer faster than it's cleared.
|
||||
end
|
||||
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 10)
|
||||
end
|
||||
|
||||
|
||||
|
||||
function RotorOps.drawZones() --this could use a lot of work, we should use trigger.action.removeMark and some way of managing ids created
|
||||
local zones = RotorOps.zones
|
||||
local previous_point
|
||||
|
||||
|
||||
for index, zone in pairs(zones)
|
||||
do
|
||||
local point = trigger.misc.getZone(zone.name).point
|
||||
local radius = trigger.misc.getZone(zone.name).radius
|
||||
local coalition = -1
|
||||
local id = index --this must be UNIQUE!
|
||||
local color = {1, 1, 1, 0.5}
|
||||
local fill_color = {1, 1, 1, 0.1}
|
||||
local text_fill_color = {0, 0, 0, 0}
|
||||
local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash
|
||||
local font_size = 20
|
||||
local read_only = false
|
||||
local text = index..". "..zone.name
|
||||
if zone.name == RotorOps.active_zone then
|
||||
id = id + 300
|
||||
color = {1, 1, 1, 0.2}
|
||||
fill_color = {1, 0, 0, 0.05}
|
||||
end
|
||||
if previous_point ~= nill then
|
||||
--trigger.action.lineToAll(coalition, id + 200, point, previous_point, color, line_type)
|
||||
end
|
||||
previous_point = point
|
||||
trigger.action.circleToAll(coalition, id, point, radius, color, fill_color, line_type)
|
||||
trigger.action.textToAll(coalition, id + 100, point, color, text_fill_color, font_size, read_only, text)
|
||||
end
|
||||
|
||||
|
||||
for index, pickup_zone in pairs(RotorOps.ctld_pickup_zones)
|
||||
do
|
||||
for c_index, c_zone in pairs(ctld.pickupZones)
|
||||
do
|
||||
if pickup_zone == c_zone[1] then
|
||||
--debugMsg("found our zone in ctld zones, status: "..c_zone[4])
|
||||
local ctld_zone_status = c_zone[4]
|
||||
local point = trigger.misc.getZone(pickup_zone).point
|
||||
local radius = trigger.misc.getZone(pickup_zone).radius
|
||||
local coalition = -1
|
||||
local id = index + 150 --this must be UNIQUE!
|
||||
local color = {1, 1, 1, 0.5}
|
||||
local fill_color = {0, 0.8, 0, 0.1}
|
||||
local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash
|
||||
if ctld_zone_status == 'yes' or ctld_zone_status == 1 then
|
||||
--debugMsg("draw the pickup zone")
|
||||
trigger.action.circleToAll(coalition, id, point, radius, color, fill_color, line_type)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
--[[
|
||||
function RotorOps.clearActiveZone()
|
||||
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
|
||||
trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared
|
||||
gameMsg(gameMsgs.cleared, RotorOps.active_zone_index)
|
||||
if RotorOps.auto_push then
|
||||
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
|
||||
local staged_groups = RotorOps.groupsFromUnits(staged_units)
|
||||
for index, group in pairs(staged_groups) do
|
||||
RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name)
|
||||
end
|
||||
end
|
||||
end
|
||||
]]--
|
||||
|
||||
|
||||
|
||||
function RotorOps.spawnInfantryAtZone(vars)
|
||||
local side = vars.side
|
||||
local inf = vars.inf
|
||||
local zone = vars.zone
|
||||
local radius = vars.radius
|
||||
ctld.spawnGroupAtTrigger(side, inf, zone, radius)
|
||||
end
|
||||
|
||||
|
||||
|
||||
function RotorOps.setActiveZone(new_index)
|
||||
local old_index = RotorOps.active_zone_index
|
||||
if new_index > #RotorOps.zones then
|
||||
new_index = #RotorOps.zones
|
||||
end
|
||||
if new_index < 1 then
|
||||
new_index = 1
|
||||
end
|
||||
|
||||
RotorOps.active_zone_index = new_index
|
||||
RotorOps.active_zone = RotorOps.zones[new_index].name
|
||||
|
||||
if new_index ~= old_index then --the active zone is changing
|
||||
trigger.action.setUserFlag(RotorOps.zones[new_index].zone_status_flag, RotorOps.zone_states.active) --set the new zone to active
|
||||
ctld.activatePickupZone(RotorOps.zones[old_index].name)
|
||||
ctld.deactivatePickupZone(RotorOps.zones[new_index].name)
|
||||
|
||||
if new_index < old_index then gameMsg(gameMsgs.fallback, new_index) end
|
||||
--if new_index > old_index then gameMsg(gameMsgs.push, new_index) end
|
||||
if new_index > old_index then gameMsg(gameMsgs.get_troops_to_zone, new_index) end
|
||||
end
|
||||
|
||||
|
||||
--debugMsg("active zone: "..RotorOps.active_zone.." old zone: "..RotorOps.zones[old_index].name)
|
||||
|
||||
RotorOps.drawZones()
|
||||
end
|
||||
|
||||
|
||||
|
||||
function RotorOps.setupCTLD()
|
||||
ctld.enableCrates = false
|
||||
ctld.enabledFOBBuilding = false
|
||||
ctld.JTAC_lock = "vehicle"
|
||||
ctld.location_DMS = true
|
||||
ctld.numberOfTroops = 24 --max loading size
|
||||
ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy
|
||||
ctld.maximumMoveDistance = 0 -- max distance for troops to move from drop point if no enemy is nearby
|
||||
|
||||
ctld.unitLoadLimits = {
|
||||
-- Remove the -- below to turn on options
|
||||
["SA342Mistral"] = 4,
|
||||
["SA342L"] = 4,
|
||||
["SA342M"] = 4,
|
||||
["UH-1H"] = 10,
|
||||
["Mi-8MT"] = 24,
|
||||
["Mi-24P"] = 8,
|
||||
}
|
||||
|
||||
ctld.loadableGroups = {
|
||||
-- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only
|
||||
{name = "Standard Group (10)", inf = 6, mg = 2, at = 2 }, -- will make a loadable group with 6 infantry, 2 MGs and 2 anti-tank for both coalitions
|
||||
{name = "Anti Air (5)", inf = 2, aa = 3 },
|
||||
{name = "Anti Tank (8)", inf = 2, at = 6 },
|
||||
{name = "Mortar Squad (6)", mortar = 6 },
|
||||
{name = "Small Standard Group (4)", inf = 2, mg = 1, at = 1 },
|
||||
{name = "JTAC Group (5)", inf = 4, jtac = 1 }, -- will make a loadable group with 4 infantry and a JTAC soldier for both coalitions
|
||||
{name = "Single JTAC (1)", jtac = 1 },
|
||||
{name = "Platoon (24)", inf = 12, mg = 4, at = 3, aa = 1 },
|
||||
|
||||
}
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
function RotorOps.setupRadioMenu()
|
||||
commandDB['conflict_zones_menu'] = missionCommands.addSubMenu( "ROTOR OPS")
|
||||
local conflict_zones_menu = commandDB['conflict_zones_menu']
|
||||
commandDB['start_conflict'] = missionCommands.addCommand( "Start conflict" , conflict_zones_menu , RotorOps.startConflict)
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
function RotorOps.addZone(_name, _zone_status_flag)
|
||||
table.insert(RotorOps.zones, {name = _name, zone_status_flag = _zone_status_flag})
|
||||
trigger.action.setUserFlag(_zone_status_flag, RotorOps.zone_states.not_started)
|
||||
RotorOps.drawZones()
|
||||
--ctld.dropOffZones[#ctld.dropOffZones + 1] = { _name, "green", 0 }
|
||||
RotorOps.addPickupZone(_name, "blue", -1, "no", 0)
|
||||
--ctld.dropOffZones[#ctld.dropOffZones + 1] = { _name, "none", 1 }
|
||||
--trigger.action.outText("zones: ".. mist.utils.tableShow(RotorOps.zones), 5)
|
||||
end
|
||||
|
||||
function RotorOps.stagingZone(_name)
|
||||
RotorOps.addPickupZone(_name, "blue", -1, "yes", 0)
|
||||
RotorOps.staging_zone = _name
|
||||
end
|
||||
|
||||
--function to automatically add transport craft to ctld, rather than having to define each in the mission editor
|
||||
function RotorOps.addPilots(var)
|
||||
for uName, uData in pairs(mist.DBs.humansByName) do
|
||||
if hasValue(RotorOps.transports, uData.type) then
|
||||
if hasValue(ctld.transportPilotNames, uData.unitName) ~= true then
|
||||
ctld.transportPilotNames [#ctld.transportPilotNames + 1] = uData.unitName
|
||||
--else trigger.action.outText("player already in pilot table", 5)
|
||||
end
|
||||
end
|
||||
end
|
||||
local id = timer.scheduleFunction(RotorOps.addPilots, 1, timer.getTime() + 15)
|
||||
end
|
||||
|
||||
function RotorOps.setupConflict(_game_state_flag)
|
||||
RotorOps.addPilots(1)
|
||||
RotorOps.setupCTLD()
|
||||
RotorOps.setupRadioMenu()
|
||||
RotorOps.game_state_flag = _game_state_flag
|
||||
changeGameState(RotorOps.game_states.not_started)
|
||||
trigger.action.outText("ALL TROOPS GET TO TRANSPORT AND PREPARE FOR DEPLOYMENT!" , 10, false)
|
||||
|
||||
end
|
||||
|
||||
|
||||
function RotorOps.addPickupZone(zone_name, smoke, limit, active, side)
|
||||
RotorOps.ctld_pickup_zones[#RotorOps.ctld_pickup_zones + 1] = zone_name
|
||||
ctld.pickupZones[#ctld.pickupZones + 1] = {zone_name, smoke, limit, active, side}
|
||||
end
|
||||
|
||||
|
||||
function RotorOps.startConflict()
|
||||
if RotorOps.game_state == RotorOps.game_states.in_progress then return end
|
||||
changeGameState(RotorOps.game_states.in_progress)
|
||||
|
||||
--make some changes to the radio menu
|
||||
local conflict_zones_menu = commandDB['conflict_zones_menu']
|
||||
missionCommands.removeItem(commandDB['start_conflict'])
|
||||
--commandDB['clear_zone'] = missionCommands.addCommand( "[CHEAT] Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone)
|
||||
|
||||
RotorOps.setActiveZone(1)
|
||||
gameMsg(gameMsgs.start)
|
||||
gameMsg(gameMsgs.push, 1)
|
||||
processMsgBuffer()
|
||||
RotorOps.aiActiveZone()
|
||||
|
||||
staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), {RotorOps.staging_zone})
|
||||
local staged_groups = RotorOps.groupsFromUnits(staged_units)
|
||||
for index, group in pairs(staged_groups) do
|
||||
RotorOps.aiTask(group,"move_to_active_zone")
|
||||
end
|
||||
|
||||
|
||||
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5)
|
||||
end
|
||||
|
||||
|
||||
|
||||
@ -1,3 +1,5 @@
|
||||
assert(loadfile("C:\\Users\\spenc\\OneDrive\\Documents\\Eclipe_LDT\\dcs splash damage\\src\\mist.lua"))()
|
||||
assert(loadfile("C:\\Users\\spenc\\OneDrive\\Documents\\Eclipe_LDT\\Rotary Ops\\src\\RotaryOps.lua"))()
|
||||
--assert(require("RotaryOps"))
|
||||
--[[ This is handy for development, so that you don't need to delete and re-add the individual scripts in the ME when you make a change. These will not be packaged with the .miz, so you shouldn't use this script loader for packaging .miz files for other machines/users. You'll want to add each script individually with a DO SCRIPT FILE ]]--
|
||||
assert(loadfile("C:\\RotorOps\\mist_4_4_90.lua"))()
|
||||
assert(loadfile("C:\\RotorOps\\CTLD.lua"))()
|
||||
assert(loadfile("C:\\RotorOps\\RotorOps.lua"))()
|
||||
assert(loadfile("C:\\RotorOps\\Splash_Damage_2_0.lua"))()
|
||||
450
Splash_Damage_2_0.lua
Normal file
450
Splash_Damage_2_0.lua
Normal file
@ -0,0 +1,450 @@
|
||||
|
||||
--assert(loadfile("C:\\Users\\spenc\\OneDrive\\Documents\\Eclipe_LDT\\dcs splash damage\\src\\mist.lua"))()
|
||||
--[[
|
||||
2 October 2020
|
||||
FrozenDroid:
|
||||
- Added error handling to all event handler and scheduled functions. Lua script errors can no longer bring the server down.
|
||||
- Added some extra checks to which weapons to handle, make sure they actually have a warhead (how come S-8KOM's don't have a warhead field...?)
|
||||
|
||||
28 October 2020
|
||||
FrozenDroid:
|
||||
- Uncommented error logging, actually made it an error log which shows a message box on error.
|
||||
- Fixed the too restrictive weapon filter (took out the HE warhead requirement)
|
||||
|
||||
21 December 2021
|
||||
spencershepard (GRIMM):
|
||||
SPLASH DAMAGE 2.0:
|
||||
-Added blast wave effect to add timed and scaled secondary explosions on top of game objects
|
||||
-object geometry within blast wave changes damage intensity
|
||||
-damage boost for structures since they are hard to kill, even if very close to large explosions
|
||||
-increased some rocket values in explTable
|
||||
-missing weapons from explTable will display message to user and log to DCS.log so that we can add what's missing
|
||||
-damage model for ground units that will disable their weapons and ability to move with partial damage before they are killed
|
||||
-added options table to allow easy adjustments before release
|
||||
-general refactoring and restructure
|
||||
--]]
|
||||
|
||||
----[[ ##### SCRIPT CONFIGURATION ##### ]]----
|
||||
|
||||
splash_damage_options = {
|
||||
["static_damage_boost"] = 2000, --apply extra damage to Unit.Category.STRUCTUREs with wave explosions
|
||||
["wave_explosions"] = true, --secondary explosions on top of game objects, radiating outward from the impact point and scaled based on size of object and distance from weapon impact point
|
||||
["larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable
|
||||
["damage_model"] = false, --allow blast wave to affect ground unit movement and weapons
|
||||
["blast_search_radius"] = 100, --this is the max size of any blast wave radius, since we will only find objects within this zone
|
||||
["cascade_damage_threshold"] = 0.1, --if the calculated blast damage doesn't exeed this value, there will be no secondary explosion damage on the unit. If this value is too small, the appearance of explosions far outside of an expected radius looks incorrect.
|
||||
["game_messages"] = true, --enable some messages on screen
|
||||
["blast_stun"] = false, --not implemented
|
||||
["unit_disabled_health"] = 30, --if health is below this value after our explosions, disable its movement
|
||||
["unit_cant_fire_health"] = 50, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems
|
||||
["infantry_cant_fire_health"] = 90, --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury
|
||||
["debug"] = false, --enable debugging messages
|
||||
["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable
|
||||
}
|
||||
|
||||
local script_enable = 1
|
||||
refreshRate = 0.1
|
||||
|
||||
----[[ ##### End of SCRIPT CONFIGURATION ##### ]]----
|
||||
|
||||
explTable = {
|
||||
["FAB_100"] = 45,
|
||||
["FAB_250"] = 100,
|
||||
["FAB_250M54TU"]= 100,
|
||||
["FAB_500"] = 213,
|
||||
["FAB_1500"] = 675,
|
||||
["BetAB_500"] = 98,
|
||||
["BetAB_500ShP"]= 107,
|
||||
["KH-66_Grom"] = 108,
|
||||
["M_117"] = 201,
|
||||
["Mk_81"] = 60,
|
||||
["Mk_82"] = 118,
|
||||
["AN_M64"] = 121,
|
||||
["Mk_83"] = 274,
|
||||
["Mk_84"] = 582,
|
||||
["MK_82AIR"] = 118,
|
||||
["MK_82SNAKEYE"]= 118,
|
||||
["GBU_10"] = 582,
|
||||
["GBU_12"] = 118,
|
||||
["GBU_16"] = 274,
|
||||
["KAB_1500Kr"] = 675,
|
||||
["KAB_500Kr"] = 213,
|
||||
["KAB_500"] = 213,
|
||||
["GBU_31"] = 582,
|
||||
["GBU_31_V_3B"] = 582,
|
||||
["GBU_31_V_2B"] = 582,
|
||||
["GBU_31_V_4B"] = 582,
|
||||
["GBU_32_V_2B"] = 202,
|
||||
["GBU_38"] = 118,
|
||||
["AGM_62"] = 400,
|
||||
["GBU_24"] = 582,
|
||||
["X_23"] = 111,
|
||||
["X_23L"] = 111,
|
||||
["X_28"] = 160,
|
||||
["X_25ML"] = 89,
|
||||
["X_25MP"] = 89,
|
||||
["X_25MR"] = 140,
|
||||
["X_58"] = 140,
|
||||
["X_29L"] = 320,
|
||||
["X_29T"] = 320,
|
||||
["X_29TE"] = 320,
|
||||
["AGM_84E"] = 488,
|
||||
["AGM_88C"] = 89,
|
||||
["AGM_122"] = 15,
|
||||
["AGM_123"] = 274,
|
||||
["AGM_130"] = 582,
|
||||
["AGM_119"] = 176,
|
||||
["AGM_154C"] = 305,
|
||||
["S-24A"] = 24,
|
||||
--["S-24B"] = 123,
|
||||
["S-25OF"] = 194,
|
||||
["S-25OFM"] = 150,
|
||||
["S-25O"] = 150,
|
||||
["S_25L"] = 190,
|
||||
["S-5M"] = 1,
|
||||
["C_8"] = 4,
|
||||
["C_8OFP2"] = 3,
|
||||
["C_13"] = 21,
|
||||
["C_24"] = 123,
|
||||
["C_25"] = 151,
|
||||
["HYDRA_70M15"] = 3,
|
||||
["Zuni_127"] = 5,
|
||||
["ARAKM70BHE"] = 4,
|
||||
["BR_500"] = 118,
|
||||
["Rb 05A"] = 217,
|
||||
["HEBOMB"] = 40,
|
||||
["HEBOMBD"] = 40,
|
||||
["MK-81SE"] = 60,
|
||||
["AN-M57"] = 56,
|
||||
["AN-M64"] = 180,
|
||||
["AN-M65"] = 295,
|
||||
["AN-M66A2"] = 536,
|
||||
["HYDRA_70_M151"] = 4,
|
||||
["HYDRA_70_MK5"] = 4,
|
||||
["Vikhr_M"] = 11,
|
||||
["British_GP_250LB_Bomb_Mk1"] = 100, --("250 lb GP Mk.I")
|
||||
["British_GP_250LB_Bomb_Mk4"] = 100, --("250 lb GP Mk.IV")
|
||||
["British_GP_250LB_Bomb_Mk5"] = 100, --("250 lb GP Mk.V")
|
||||
["British_GP_500LB_Bomb_Mk1"] = 213, --("500 lb GP Mk.I")
|
||||
["British_GP_500LB_Bomb_Mk4"] = 213, --("500 lb GP Mk.IV")
|
||||
["British_GP_500LB_Bomb_Mk4_Short"] = 213, --("500 lb GP Short tail")
|
||||
["British_GP_500LB_Bomb_Mk5"] = 213, --("500 lb GP Mk.V")
|
||||
["British_MC_250LB_Bomb_Mk1"] = 100, --("250 lb MC Mk.I")
|
||||
["British_MC_250LB_Bomb_Mk2"] = 100, --("250 lb MC Mk.II")
|
||||
["British_MC_500LB_Bomb_Mk1_Short"] = 213, --("500 lb MC Short tail")
|
||||
["British_MC_500LB_Bomb_Mk2"] = 213, --("500 lb MC Mk.II")
|
||||
["British_SAP_250LB_Bomb_Mk5"] = 100, --("250 lb S.A.P.")
|
||||
["British_SAP_500LB_Bomb_Mk5"] = 213, --("500 lb S.A.P.")
|
||||
["British_AP_25LBNo1_3INCHNo1"] = 4, --("RP-3 25lb AP Mk.I")
|
||||
["British_HE_60LBSAPNo2_3INCHNo1"] = 4, --("RP-3 60lb SAP No2 Mk.I")
|
||||
["British_HE_60LBFNo1_3INCHNo1"] = 4, --("RP-3 60lb F No1 Mk.I")
|
||||
["WGr21"] = 4, --("Werfer-Granate 21 - 21 cm UnGd air-to-air rocket")
|
||||
["3xM8_ROCKETS_IN_TUBES"] = 4, --("4.5 inch M8 UnGd Rocket")
|
||||
["AN_M30A1"] = 45, --("AN-M30A1 - 100lb GP Bomb LD")
|
||||
["AN_M57"] = 100, --("AN-M57 - 250lb GP Bomb LD")
|
||||
["AN_M65"] = 400, --("AN-M65 - 1000lb GP Bomb LD")
|
||||
["AN_M66"] = 800, --("AN-M66 - 2000lb GP Bomb LD")
|
||||
["SC_50"] = 20, --("SC 50 - 50kg GP Bomb LD")
|
||||
["ER_4_SC50"] = 20, --("4 x SC 50 - 50kg GP Bomb LD")
|
||||
["SC_250_T1_L2"] = 100, --("SC 250 Type 1 L2 - 250kg GP Bomb LD")
|
||||
["SC_501_SC250"] = 100, --("SC 250 Type 3 J - 250kg GP Bomb LD")
|
||||
["Schloss500XIIC1_SC_250_T3_J"] = 100, --("SC 250 Type 3 J - 250kg GP Bomb LD")
|
||||
["SC_501_SC500"] = 213, --("SC 500 J - 500kg GP Bomb LD")
|
||||
["SC_500_L2"] = 213, --("SC 500 L2 - 500kg GP Bomb LD")
|
||||
["SD_250_Stg"] = 100, --("SD 250 Stg - 250kg GP Bomb LD")
|
||||
["SD_500_A"] = 213, --("SD 500 A - 500kg GP Bomb LD")
|
||||
["AB_250_2_SD_2"] = 100, --("AB 250-2 - 144 x SD-2, 250kg CBU with HE submunitions")
|
||||
["AB_250_2_SD_10A"] = 100, --("AB 250-2 - 17 x SD-10A, 250kg CBU with 10kg Frag/HE submunitions")
|
||||
["AB_500_1_SD_10A"] = 213, --("AB 500-1 - 34 x SD-10A, 500kg CBU with 10kg Frag/HE submunitions")
|
||||
--["LTF_5B"] = 100, --("LTF 5b Aerial Torpedo")
|
||||
--agm-65??
|
||||
|
||||
}
|
||||
|
||||
|
||||
----[[ ##### HELPER/UTILITY FUNCTIONS ##### ]]----
|
||||
|
||||
local function tableHasKey(table,key)
|
||||
return table[key] ~= nil
|
||||
end
|
||||
|
||||
local function debugMsg(str)
|
||||
if splash_damage_options.debug == true then
|
||||
trigger.action.outText(str , 5)
|
||||
end
|
||||
end
|
||||
|
||||
local function gameMsg(str)
|
||||
if splash_damage_options.game_messages == true then
|
||||
trigger.action.outText(str , 5)
|
||||
end
|
||||
end
|
||||
|
||||
local function getDistance(point1, point2)
|
||||
local x1 = point1.x
|
||||
local y1 = point1.y
|
||||
local z1 = point1.z
|
||||
local x2 = point2.x
|
||||
local y2 = point2.y
|
||||
local z2 = point2.z
|
||||
local dX = math.abs(x1-x2)
|
||||
local dZ = math.abs(z1-z2)
|
||||
local distance = math.sqrt(dX*dX + dZ*dZ)
|
||||
return distance
|
||||
end
|
||||
|
||||
local function getDistance3D(point1, point2)
|
||||
local x1 = point1.x
|
||||
local y1 = point1.y
|
||||
local z1 = point1.z
|
||||
local x2 = point2.x
|
||||
local y2 = point2.y
|
||||
local z2 = point2.z
|
||||
local dX = math.abs(x1-x2)
|
||||
local dY = math.abs(y1-y2)
|
||||
local dZ = math.abs(z1-z2)
|
||||
local distance = math.sqrt(dX*dX + dZ*dZ + dY*dY)
|
||||
return distance
|
||||
end
|
||||
|
||||
local function vec3Mag(speedVec)
|
||||
local mag = speedVec.x*speedVec.x + speedVec.y*speedVec.y+speedVec.z*speedVec.z
|
||||
mag = math.sqrt(mag)
|
||||
--trigger.action.outText("X = " .. speedVec.x ..", y = " .. speedVec.y .. ", z = "..speedVec.z, 10)
|
||||
--trigger.action.outText("Speed = " .. mag, 1)
|
||||
return mag
|
||||
end
|
||||
|
||||
local function lookahead(speedVec)
|
||||
local speed = vec3Mag(speedVec)
|
||||
local dist = speed * refreshRate * 1.5
|
||||
return dist
|
||||
end
|
||||
|
||||
----[[ ##### End of HELPER/UTILITY FUNCTIONS ##### ]]----
|
||||
|
||||
|
||||
WpnHandler = {}
|
||||
tracked_weapons = {}
|
||||
|
||||
function track_wpns()
|
||||
-- env.info("Weapon Track Start")
|
||||
for wpn_id_, wpnData in pairs(tracked_weapons) do
|
||||
if wpnData.wpn:isExist() then -- just update speed, position and direction.
|
||||
wpnData.pos = wpnData.wpn:getPosition().p
|
||||
wpnData.dir = wpnData.wpn:getPosition().x
|
||||
wpnData.speed = wpnData.wpn:getVelocity()
|
||||
--wpnData.lastIP = land.getIP(wpnData.pos, wpnData.dir, 50)
|
||||
else -- wpn no longer exists, must be dead.
|
||||
-- trigger.action.outText("Weapon impacted, mass of weapon warhead is " .. wpnData.exMass, 2)
|
||||
local ip = land.getIP(wpnData.pos, wpnData.dir, lookahead(wpnData.speed)) -- terrain intersection point with weapon's nose. Only search out 20 meters though.
|
||||
local impactPoint
|
||||
if not ip then -- use last calculated IP
|
||||
impactPoint = wpnData.pos
|
||||
-- trigger.action.outText("Impact Point:\nPos X: " .. impactPoint.x .. "\nPos Z: " .. impactPoint.z, 2)
|
||||
else -- use intersection point
|
||||
impactPoint = ip
|
||||
-- trigger.action.outText("Impact Point:\nPos X: " .. impactPoint.x .. "\nPos Z: " .. impactPoint.z, 2)
|
||||
end
|
||||
--env.info("Weapon is gone") -- Got to here --
|
||||
--trigger.action.outText("Weapon Type was: ".. wpnData.name, 20)
|
||||
if splash_damage_options.larger_explosions == true then
|
||||
--env.info("triggered explosion size: "..getWeaponExplosive(wpnData.name))
|
||||
trigger.action.explosion(impactPoint, getWeaponExplosive(wpnData.name))
|
||||
--trigger.action.smoke(impactPoint, 0)
|
||||
end
|
||||
--if wpnData.cat == Weapon.Category.ROCKET then
|
||||
blastWave(impactPoint, splash_damage_options.blast_search_radius, wpnData.ordnance, getWeaponExplosive(wpnData.name))
|
||||
--end
|
||||
tracked_weapons[wpn_id_] = nil -- remove from tracked weapons first.
|
||||
end
|
||||
end
|
||||
-- env.info("Weapon Track End")
|
||||
end
|
||||
|
||||
function onWpnEvent(event)
|
||||
if event.id == world.event.S_EVENT_SHOT then
|
||||
if event.weapon then
|
||||
local ordnance = event.weapon
|
||||
local weapon_desc = ordnance:getDesc()
|
||||
if string.find(ordnance:getTypeName(), "weapons.shells") then
|
||||
debugMsg("event shot, but not tracking: "..ordnance:getTypeName())
|
||||
return --we wont track these types of weapons, so exit here
|
||||
end
|
||||
|
||||
if explTable[ordnance:getTypeName()] then
|
||||
--trigger.action.outText(ordnance:getTypeName().." found.", 10)
|
||||
else
|
||||
env.info(ordnance:getTypeName().." missing from Splash Damage script")
|
||||
if splash_damage_options.weapon_missing_message == true then
|
||||
trigger.action.outText(ordnance:getTypeName().." missing from Splash Damage script", 10)
|
||||
debugMsg("desc: "..mist.utils.tableShow(weapon_desc))
|
||||
end
|
||||
end
|
||||
if (weapon_desc.category ~= 0) and event.initiator then
|
||||
if (weapon_desc.category == 1) then
|
||||
if (weapon_desc.MissileCategory ~= 1 and weapon_desc.MissileCategory ~= 2) then
|
||||
tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = ordnance:getPosition().x, name = ordnance:getTypeName(), speed = ordnance:getVelocity(), cat = ordnance:getCategory() }
|
||||
end
|
||||
else
|
||||
tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = ordnance:getPosition().x, name = ordnance:getTypeName(), speed = ordnance:getVelocity(), cat = ordnance:getCategory() }
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local function protectedCall(...)
|
||||
local status, retval = pcall(...)
|
||||
if not status then
|
||||
env.warning("Splash damage script error... gracefully caught! " .. retval, true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function WpnHandler:onEvent(event)
|
||||
protectedCall(onWpnEvent, event)
|
||||
end
|
||||
|
||||
|
||||
|
||||
function explodeObject(table)
|
||||
local point = table[1]
|
||||
local distance = table[2]
|
||||
local power = table[3]
|
||||
trigger.action.explosion(point, power)
|
||||
end
|
||||
|
||||
function getWeaponExplosive(name)
|
||||
if explTable[name] then
|
||||
return explTable[name]
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
|
||||
--controller is only at group level for ground units. we should itterate over the group and only apply effects if health thresholds are met by all units in the group
|
||||
function modelUnitDamage(units)
|
||||
--debugMsg("units table: "..mist.utils.tableShow(units))
|
||||
for i, unit in ipairs(units)
|
||||
do
|
||||
--debugMsg("unit table: "..mist.utils.tableShow(unit))
|
||||
if unit:isExist() then --if units are not already dead
|
||||
local health = (unit:getLife() / unit:getDesc().life) * 100
|
||||
--debugMsg(unit:getTypeName().." health %"..health)
|
||||
if unit:hasAttribute("Infantry") == true and health > 0 then --if infantry
|
||||
if health <= splash_damage_options.infantry_cant_fire_health then
|
||||
---disable unit's ability to fire---
|
||||
unit:getController():setOption(AI.Option.Ground.id.ROE , AI.Option.Ground.val.ROE.WEAPON_HOLD)
|
||||
end
|
||||
end
|
||||
if unit:getDesc().category == Unit.Category.GROUND_UNIT == true and unit:hasAttribute("Infantry") == false and health > 0 then --if ground unit but not infantry
|
||||
if health <= splash_damage_options.unit_cant_fire_health then
|
||||
---disable unit's ability to fire---
|
||||
unit:getController():setOption(AI.Option.Ground.id.ROE , AI.Option.Ground.val.ROE.WEAPON_HOLD)
|
||||
gameMsg(unit:getTypeName().." weapons disabled")
|
||||
end
|
||||
if health <= splash_damage_options.unit_disabled_health and health > 0 then
|
||||
---disable unit's ability to move---
|
||||
unit:getController():setTask({id = 'Hold', params = { }} )
|
||||
unit:getController():setOnOff(false)
|
||||
gameMsg(unit:getTypeName().." disabled")
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
--debugMsg("unit no longer exists")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function blastWave(_point, _radius, weapon, power)
|
||||
local foundUnits = {}
|
||||
local volS = {
|
||||
id = world.VolumeType.SPHERE,
|
||||
params = {
|
||||
point = _point,
|
||||
radius = _radius
|
||||
}
|
||||
}
|
||||
|
||||
local ifFound = function(foundObject, val)
|
||||
if foundObject:getDesc().category == Unit.Category.GROUND_UNIT and foundObject:getCategory() == Object.Category.UNIT then
|
||||
foundUnits[#foundUnits + 1] = foundObject
|
||||
end
|
||||
if foundObject:getDesc().category == Unit.Category.GROUND_UNIT then --if ground unit
|
||||
if splash_damage_options.blast_stun == true then
|
||||
--suppressUnit(foundObject, 2, weapon)
|
||||
end
|
||||
end
|
||||
if splash_damage_options.wave_explosions == true then
|
||||
local obj = foundObject
|
||||
local obj_location = obj:getPoint()
|
||||
local distance = getDistance(_point, obj_location)
|
||||
local timing = distance/500
|
||||
if obj:isExist() then
|
||||
|
||||
if tableHasKey(obj:getDesc(), "box") then
|
||||
local length = (obj:getDesc().box.max.x + math.abs(obj:getDesc().box.min.x))
|
||||
local height = (obj:getDesc().box.max.y + math.abs(obj:getDesc().box.min.y))
|
||||
local depth = (obj:getDesc().box.max.z + math.abs(obj:getDesc().box.min.z))
|
||||
local _length = length
|
||||
local _depth = depth
|
||||
if depth > length then
|
||||
_length = depth
|
||||
_depth = length
|
||||
end
|
||||
local surface_distance = distance - _depth/2
|
||||
local scaled_power_factor = 0.006 * power + 1 --this could be reduced into the calc on the next line
|
||||
local intensity = (power * scaled_power_factor) / (4 * 3.14 * surface_distance * surface_distance )
|
||||
local surface_area = _length * height --Ideally we should roughly calculate the surface area facing the blast point, but we'll just find the largest side of the object for now
|
||||
local damage_for_surface = intensity * surface_area
|
||||
--debugMsg(obj:getTypeName().." sa:"..surface_area.." distance:"..surface_distance.." dfs:"..damage_for_surface)
|
||||
if damage_for_surface > splash_damage_options.cascade_damage_threshold then
|
||||
local explosion_size = damage_for_surface
|
||||
if obj:getDesc().category == Unit.Category.STRUCTURE then
|
||||
explosion_size = intensity * splash_damage_options.static_damage_boost --apply an extra damage boost for static objects. should we factor in surface_area?
|
||||
--debugMsg("static obj :"..obj:getTypeName())
|
||||
end
|
||||
if explosion_size > power then explosion_size = power end --secondary explosions should not be larger than the explosion that created it
|
||||
local id = timer.scheduleFunction(explodeObject, {obj_location, distance, explosion_size}, timer.getTime() + timing) --create the explosion on the object location
|
||||
end
|
||||
|
||||
|
||||
else --debugMsg(obj:getTypeName().." object does not have box property")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
world.searchObjects(Object.Category.UNIT, volS, ifFound)
|
||||
world.searchObjects(Object.Category.STATIC, volS, ifFound)
|
||||
world.searchObjects(Object.Category.SCENERY, volS, ifFound)
|
||||
world.searchObjects(Object.Category.CARGO, volS, ifFound)
|
||||
--world.searchObjects(Object.Category.BASE, volS, ifFound)
|
||||
|
||||
if splash_damage_options.damage_model == true then
|
||||
local id = timer.scheduleFunction(modelUnitDamage, foundUnits, timer.getTime() + 1.5) --allow some time for the game to adjust health levels before running our function
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
if (script_enable == 1) then
|
||||
gameMsg("SPLASH DAMAGE 2 SCRIPT RUNNING")
|
||||
timer.scheduleFunction(function()
|
||||
protectedCall(track_wpns)
|
||||
return timer.getTime() + refreshRate
|
||||
end,
|
||||
{},
|
||||
timer.getTime() + refreshRate
|
||||
)
|
||||
world.addEventHandler(WpnHandler)
|
||||
end
|
||||
|
||||
7347
mist_4_4_90.lua
Normal file
7347
mist_4_4_90.lua
Normal file
File diff suppressed because it is too large
Load Diff
BIN
sound/beacon.ogg
Normal file
BIN
sound/beacon.ogg
Normal file
Binary file not shown.
BIN
sound/beaconsilent.ogg
Normal file
BIN
sound/beaconsilent.ogg
Normal file
Binary file not shown.
BIN
sound/cleared_active.ogg
Normal file
BIN
sound/cleared_active.ogg
Normal file
Binary file not shown.
BIN
sound/cleared_alpha.ogg
Normal file
BIN
sound/cleared_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/cleared_bravo.ogg
Normal file
BIN
sound/cleared_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/cleared_charlie.ogg
Normal file
BIN
sound/cleared_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/cleared_delta.ogg
Normal file
BIN
sound/cleared_delta.ogg
Normal file
Binary file not shown.
BIN
sound/convoy_inbound.ogg
Normal file
BIN
sound/convoy_inbound.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_chopper_inbound.ogg
Normal file
BIN
sound/enemy_chopper_inbound.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_chopper_inbound_active.ogg
Normal file
BIN
sound/enemy_chopper_inbound_active.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_chopper_inbound_alpha.ogg
Normal file
BIN
sound/enemy_chopper_inbound_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_chopper_inbound_bravo.ogg
Normal file
BIN
sound/enemy_chopper_inbound_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_chopper_inbound_charlie.ogg
Normal file
BIN
sound/enemy_chopper_inbound_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_chopper_inbound_delta.ogg
Normal file
BIN
sound/enemy_chopper_inbound_delta.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_convoy_inbound_active.ogg
Normal file
BIN
sound/enemy_convoy_inbound_active.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_convoy_inbound_alpha.ogg
Normal file
BIN
sound/enemy_convoy_inbound_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_convoy_inbound_bravo.ogg
Normal file
BIN
sound/enemy_convoy_inbound_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_convoy_inbound_charlie.ogg
Normal file
BIN
sound/enemy_convoy_inbound_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_convoy_inbound_delta.ogg
Normal file
BIN
sound/enemy_convoy_inbound_delta.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_destroying_us.ogg
Normal file
BIN
sound/enemy_destroying_us.ogg
Normal file
Binary file not shown.
BIN
sound/enemy_troops_inbound.ogg
Normal file
BIN
sound/enemy_troops_inbound.ogg
Normal file
Binary file not shown.
BIN
sound/evac_alpha.ogg
Normal file
BIN
sound/evac_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/evac_bravo.ogg
Normal file
BIN
sound/evac_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/evac_charlie.ogg
Normal file
BIN
sound/evac_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/evac_delta.ogg
Normal file
BIN
sound/evac_delta.ogg
Normal file
Binary file not shown.
BIN
sound/fall_back.ogg
Normal file
BIN
sound/fall_back.ogg
Normal file
Binary file not shown.
BIN
sound/get_troops_alpha.ogg
Normal file
BIN
sound/get_troops_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/get_troops_bravo.ogg
Normal file
BIN
sound/get_troops_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/get_troops_charlie.ogg
Normal file
BIN
sound/get_troops_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/get_troops_delta.ogg
Normal file
BIN
sound/get_troops_delta.ogg
Normal file
Binary file not shown.
BIN
sound/get_troops_next_zone.ogg
Normal file
BIN
sound/get_troops_next_zone.ogg
Normal file
Binary file not shown.
BIN
sound/jtac_dropped.ogg
Normal file
BIN
sound/jtac_dropped.ogg
Normal file
Binary file not shown.
BIN
sound/jtac_has_target.ogg
Normal file
BIN
sound/jtac_has_target.ogg
Normal file
Binary file not shown.
BIN
sound/mission_success.ogg
Normal file
BIN
sound/mission_success.ogg
Normal file
Binary file not shown.
BIN
sound/push_alpha.ogg
Normal file
BIN
sound/push_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/push_bravo.ogg
Normal file
BIN
sound/push_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/push_charlie.ogg
Normal file
BIN
sound/push_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/push_delta.ogg
Normal file
BIN
sound/push_delta.ogg
Normal file
Binary file not shown.
BIN
sound/push_next_zone.ogg
Normal file
BIN
sound/push_next_zone.ogg
Normal file
Binary file not shown.
BIN
sound/radio_effect.ogg
Normal file
BIN
sound/radio_effect.ogg
Normal file
Binary file not shown.
BIN
sound/support_troops.ogg
Normal file
BIN
sound/support_troops.ogg
Normal file
Binary file not shown.
BIN
sound/tearing_them_up.ogg
Normal file
BIN
sound/tearing_them_up.ogg
Normal file
Binary file not shown.
BIN
sound/theyre_weak.ogg
Normal file
BIN
sound/theyre_weak.ogg
Normal file
Binary file not shown.
BIN
sound/troops_dropped_active.ogg
Normal file
BIN
sound/troops_dropped_active.ogg
Normal file
Binary file not shown.
BIN
sound/troops_dropped_alpha.ogg
Normal file
BIN
sound/troops_dropped_alpha.ogg
Normal file
Binary file not shown.
BIN
sound/troops_dropped_bravo.ogg
Normal file
BIN
sound/troops_dropped_bravo.ogg
Normal file
Binary file not shown.
BIN
sound/troops_dropped_charlie.ogg
Normal file
BIN
sound/troops_dropped_charlie.ogg
Normal file
Binary file not shown.
BIN
sound/troops_dropped_delta.ogg
Normal file
BIN
sound/troops_dropped_delta.ogg
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user