RotorOps = {} --RotorOps settings that are safe to change dynamically (ideally from the mission editor in DO SCRIPT for ease of use) RotorOps.voice_overs = true RotorOps.ground_speed = 60 --max speed for ground vehicles moving between zones RotorOps.zone_status_display = true --constantly show units remaining and zone status on screen 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 RotorOps.force_offroad = false --affects "move_to_zone" tasks only --RotorOps settings that are proabably safe to change RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P', 'SA342M', 'SA342L', 'SA342Mistral'} --players flying these will have ctld transport access RotorOps.auto_push = true --should attacking ground units move to the next zone after clearing? RotorOps.CTLD_crates = false --RotorOps variables that are safe to read only RotorOps.game_states = {not_started = 0, alpha_active = 1, bravo_active = 2, charlie_active = 3, delta_active = 4, won = 99} --game level user flag will use these values RotorOps.game_state = 0 RotorOps.zones = {} RotorOps.active_zone = "" --name of the active zone RotorOps.active_zone_index = 0 RotorOps.game_state_flag = 1 --user flag to store the game state RotorOps.staging_zone = "" RotorOps.ctld_pickup_zones = {} --keep track of ctld zones we've added, mainly for map markup RotorOps.ai_red_infantry_groups = {} RotorOps.ai_blue_infantry_groups = {} RotorOps.ai_red_vehicle_groups = {} RotorOps.ai_blue_vehicle_groups = {} RotorOps.ai_tasks = {} trigger.action.outText("ROTOR OPS STARTED", 5) env.info("ROTOR OPS STARTED") local staged_units --table of ground units that started in the staging zone local commandDB = {} local game_message_buffer = {} local active_zone_initial_enemy_units local gameMsgs = { push = { {'ALL GROUND UNITS, PUSH TO THE ACTIVE ZONE!', 'push_next_zone.ogg'}, {'ALL GROUND UNITS, PUSH TO ALPHA!', 'push_alpha.ogg'}, {'ALL GROUND UNITS, PUSH TO BRAVO!', 'push_bravo.ogg'}, {'ALL GROUND UNITS, PUSH TO CHARLIE!', 'push_charlie.ogg'}, {'ALL GROUND UNITS, PUSH TO DELTA!', 'push_delta.ogg'}, }, cleared = { {'ZONE CLEARED!', 'cleared_active.ogg'}, {'ALPHA CLEARED!', 'cleared_alpha.ogg'}, {'BRAVO CLEARED!', 'cleared_bravo.ogg'}, {'CHARLIE CLEARED!', 'cleared_charlie.ogg'}, {'DELTA CLEARED!', 'cleared_delta.ogg'}, }, success = { {'GROUND MISSION SUCCESS!', 'mission_success.ogg'}, }, start = { {'SUPPORT THE WAR ON THE GROUND!', 'support_troops.ogg'}, }, troops_dropped = { {'TROOPS DROPPED INTO ZONE!', 'troops_dropped_active.ogg'}, {'TROOPS DROPPED INTO ALPHA!', 'troops_dropped_alpha.ogg'}, {'TROOPS DROPPED INTO BRAVO!', 'troops_dropped_bravo.ogg'}, {'TROOPS DROPPED INTO CHARLIE!', 'troops_dropped_charlie.ogg'}, {'TROOPS DROPPED INTO DELTA!', 'troops_dropped_delta.ogg'}, }, get_troops_to_zone = { {'GET OUR TROOPS TO THE NEXT ZONE!', 'get_troops_next_zone.ogg'}, {'GET OUR TROOPS TO ALPHA!', 'get_troops_alpha.ogg'}, {'GET OUR TROOPS TO BRAVO!', 'get_troops_bravo.ogg'}, {'GET OUR TROOPS TO CHARLIE!', 'get_troops_charlie.ogg'}, {'GET OUR TROOPS TO DELTA!', 'get_troops_delta.ogg'}, }, } ---UTILITY FUNCTIONS--- local function debugMsg(text) trigger.action.outText(text, 5) env.info("ROTOROPS_DEBUG: "..text) end local function debugTable(table) trigger.action.outText("dbg: ".. mist.utils.tableShow(table), 5) end local function dispMsg(text) trigger.action.outText(text, 5) return text end local function tableHasKey(table,key) return table[key] ~= nil end local function hasValue (tab, val) for index, value in ipairs(tab) do if value == val then return true end end return false end local function getObjectVolume(obj) 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)) return length * height * depth 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 isUnitInZone(unit, zone_name) local zone = trigger.misc.getZone(zone_name) local distance = getDistance(unit:getPoint(), zone.point) if distance <= zone.radius then return true else return false end end function RotorOps.groupsFromUnits(units, table) local groups = {} for i = 1, #units do if units[i]:isExist() then if hasValue(groups, units[i]:getGroup():getName()) == false then groups[#groups + 1] = units[i]:getGroup():getName() else end end end return groups end local function gameMsg(event, _index) local index = 1 if _index ~= nill then index = _index + 1 end if tableHasKey(event, index) then game_message_buffer[#game_message_buffer + 1] = {event[index][1], event[index][2]} else env.info("ROTOR OPS could not find entry for "..key) end end local function processMsgBuffer(vars) if #game_message_buffer > 0 then local message = table.remove(game_message_buffer, 1) trigger.action.outText(message[1], 10, true) if RotorOps.voice_overs then trigger.action.outSound(message[2]) end end local id = timer.scheduleFunction(processMsgBuffer, 1, timer.getTime() + 5) end function RotorOps.sortOutInfantry(mixed_units) local _infantry = {} local _not_infantry = {} for index, unit in pairs(mixed_units) do if unit:hasAttribute("Infantry") then _infantry[#_infantry + 1] = unit else _not_infantry[#_not_infantry + 1] = unit end end return {infantry = _infantry, not_infantry = _not_infantry} end function RotorOps.getValidUnitFromGroup(grp) local group_obj if type(grp) == 'string' then group_obj = Group.getByName(grp) else group_obj = grp end if grp:isExist() ~= true then return nil end local first_valid_unit for index, unit in pairs(grp:getUnits()) do if unit:isExist() == true then first_valid_unit = unit break else --trigger.action.outText("a unit no longer exists", 15) end end return first_valid_unit end ----USEFUL PUBLIC FUNCTIONS FOR THE MISSION EDITOR--- --Spawn/clone a group onto the location of one unit in the group. This is similar to deployTroops, but it does not use CTLD. You must provide a source group to copy. function RotorOps.spawnInfantryOnGrp(grp, src_grp_name, ai_task) --allow to spawn on other group units local valid_unit = RotorOps.getValidUnitFromGroup(grp) if not valid_unit then return end local vars = {} vars.gpName = src_grp_name vars.action = 'clone' vars.point = valid_unit:getPoint() vars.radius = 5 vars.disperse = 'disp' vars.maxDisp = 5 local new_grp_table = mist.teleportToPoint(vars) if new_grp_table then RotorOps.aiTask({grp = new_grp, ai_task=ai_task}) else debugMsg("Infantry failed to spawn. ") end end --Easy way to deploy troops from a vehicle with waypoint action. Spawns from the first valid unit found in a group function RotorOps.deployTroops(quantity, target_group) local target_group_obj if type(target_group) == 'string' then target_group_obj = Group.getByName(target_group) else target_group_obj = target_group end local valid_unit = RotorOps.getValidUnitFromGroup(target_group_obj) if not valid_unit then return end local coalition = valid_unit:getCoalition() local side = "red" if coalition == 2 then side = "blue" end local point = valid_unit:getPoint() ctld.spawnGroupAtPoint(side, quantity, point, 1000) -- voiceover trigger stuff for index, zone in pairs(RotorOps.zones) do if isUnitInZone(valid_unit, zone.name) then if side == "red" then gameMsg(gameMsgs.troops_dropped, index) else gameMsg(gameMsgs.friendly_troops_dropped, index) end end end end --see list of tasks in aiExecute. Zone is optional for many tasks function RotorOps.aiTask(grp, task, zone) local group_name if type(grp) == 'string' then group_name = grp else group_name = Group.getName(grp) end if tableHasKey(RotorOps.ai_tasks, group_name) == true then --if we already have this group in our list to manage --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 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 ---AI CORE BEHAVIOR-- function RotorOps.chargeEnemy(vars) --trigger.action.outText("charge enemies: "..mist.utils.tableShow(vars), 5) local grp = vars.grp local search_radius = vars.radius or 5000 ---- local first_valid_unit = RotorOps.getValidUnitFromGroup(grp) if first_valid_unit == nil then return end local start_point = first_valid_unit:getPoint() if not vars.spawn_point then vars.spawn_point = start_point end local enemy_coal if grp:getCoalition() == 1 then enemy_coal = 2 end if grp:getCoalition() == 2 then enemy_coal = 1 end local volS if vars.zone then --debugMsg("CHARGE ENEMY at zone: "..vars.zone) local sphere = trigger.misc.getZone(vars.zone) volS = { id = world.VolumeType.SPHERE, params = { point = sphere.point, radius = sphere.radius } } else --debugMsg("CHARGE ENEMY in radius: "..search_radius) volS = { id = world.VolumeType.SPHERE, params = { point = first_valid_unit:getPoint(), radius = search_radius } } end local enemy_unit local path = {} local ifFound = function(foundItem, val) --trigger.action.outText("found item: "..foundItem:getTypeName(), 5) -- if foundItem:hasAttribute("Infantry") == true and foundItem:getCoalition() == enemy_coal then if foundItem:getCoalition() == enemy_coal and foundItem:isActive() then enemy_unit = foundItem --debugMsg("found enemy! "..foundItem:getTypeName()) path[1] = mist.ground.buildWP(start_point, '', 5) path[2] = mist.ground.buildWP(enemy_unit:getPoint(), '', 5) --path[3] = mist.ground.buildWP(vars.spawn_point, '', 5) else --trigger.action.outText("object found is not enemy inf in "..search_radius, 5) end return true end --default path if no units found if false then --debugMsg("group going back to origin") path[1] = mist.ground.buildWP(start_point, '', 5) path[2] = mist.ground.buildWP(vars.spawn_point, '', 5) end world.searchObjects(Object.Category.UNIT, volS, ifFound) mist.goRoute(grp, path) end function RotorOps.patrolRadius(vars) --debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp)) local grp = vars.grp local search_radius = vars.radius or 100 local first_valid_unit if grp:isExist() ~= true then return end for index, unit in pairs(grp:getUnits()) do if unit:isExist() == true then first_valid_unit = unit break else --trigger.action.outText("a unit no longer exists", 15) end end if first_valid_unit == nil then return end 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 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 if vars.zone then zone = vars.zone end --debugMsg("tasking: "..group_name.." : "..task .." zone:"..zone) if Group.isExist(Group.getByName(group_name)) ~= true or #Group.getByName(group_name):getUnits() < 1 then debugMsg("group no longer exists") RotorOps.ai_tasks[group_name] = nil 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 = RotorOps.force_offroad 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 = RotorOps.force_offroad mist.groupToPoint(group_name, RotorOps.active_zone, formation, final_heading, speed, force_offroad) end vars.last_task = task local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + update_interval) end ---CONFLICT ZONES GAME FUNCTIONS--- --take stock of the blue/red forces in zone and apply some logic to determine game/zone states function RotorOps.assessUnitsInZone(var) if RotorOps.game_state == RotorOps.game_states.not_started 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 --let's compare the defending units in zone vs their initial numbers and set a game flag if not active_zone_initial_enemy_units then --debugMsg("taking stock of the active zone") active_zone_initial_enemy_units = red_ground_units end local defenders_status_flag = RotorOps.zones[RotorOps.active_zone_index].defenders_status_flag if #active_zone_initial_enemy_units == 0 then active_zone_initial_enemy_units = 1 end --prevent divide by zero local defenders_remaining_percent = math.floor((#red_ground_units / #active_zone_initial_enemy_units) * 100) if #red_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared active_zone_initial_enemy_units = nil defenders_remaining_percent = 0 trigger.action.setUserFlag(defenders_status_flag, 0) --set the zone's flag to cleared gameMsg(gameMsgs.cleared, RotorOps.active_zone_index) if RotorOps.auto_push then --push units to the next zone RotorOps.setActiveZone(RotorOps.active_zone_index + 1) end else trigger.action.setUserFlag(defenders_status_flag, defenders_remaining_percent) --set the zones flag 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 defenders_remaining = trigger.misc.getUserFlag(RotorOps.zones[key].defenders_status_flag) if defenders_remaining ~= 0 then all_zones_clear = false end end --is the game finished? 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 local message = "" local header = "" local body = "" if defenders_remaining_percent == 0 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. ["..defenders_remaining_percent.."%]" message = header .. body if RotorOps.zone_status_display then 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 local function changeGameState(new_state) RotorOps.game_state = new_state trigger.action.setUserFlag(RotorOps.game_state_flag, new_state) 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 if old_index > 0 then ctld.activatePickupZone(RotorOps.zones[old_index].name) end ctld.deactivatePickupZone(RotorOps.zones[new_index].name) changeGameState(new_index) if new_index < old_index then gameMsg(gameMsgs.fallback, new_index) end if new_index > old_index then gameMsg(gameMsgs.get_troops_to_zone, new_index) end 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 --debugMsg("active zone: "..RotorOps.active_zone.." old zone: "..RotorOps.zones[old_index].name) RotorOps.drawZones() end --make some changes to the CTLD script/settings function RotorOps.setupCTLD() ctld.enableCrates = RotorOps.CTLD_crates 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 = "Standard Group (8)", inf = 4, 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 }, {name = "Single JTAC (1)", jtac = 1 }, {name = "Small Platoon (16)", inf = 10, mg = 3, at = 3 }, {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_defenders_flag) table.insert(RotorOps.zones, {name = _name, defenders_status_flag = _zone_defenders_flag}) trigger.action.setUserFlag(_zone_defenders_flag, 101) RotorOps.drawZones() RotorOps.addPickupZone(_name, "blue", -1, "no", 0) 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.not_started then return end --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) gameMsg(gameMsgs.start) gameMsg(gameMsgs.push, 1) processMsgBuffer() staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), {RotorOps.staging_zone}) RotorOps.setActiveZone(1) local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5) end