RotorOps = {} 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.ai_active_zone = true --allow the script to automatically create waypoints for ground units in the active zone 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 RotorOps.game_states = {not_started = 0, in_progress = 1, won = 2, lost = 3} --game level user flag will use these values --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 RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P'} --players flying these will have ctld transport access RotorOps.game_state = 0 RotorOps.zones = {} RotorOps.active_zone = "" --name of the active zone RotorOps.active_zone_index = 1 RotorOps.game_state_flag = 1 --user flag to store the game state RotorOps.staging_zone = "" RotorOps.auto_push = true --leave true for now RotorOps.ctld_pickup_zones = {} --keep track of ctld zones we've added, mainly for map markup 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 RotorOps.ai_red_infantry_groups = {} RotorOps.ai_blue_infantry_groups = {} RotorOps.ai_red_vehicle_groups = {} RotorOps.ai_blue_vehicle_groups = {} RotorOps.ai_tasks = {} --simply use the group ID for schedulefunction id 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'}, }, fallback = { {'ALL GROUND UNITS, FALL BACK!', '.wav'}, {'ALL GROUND UNITS, FALL BACK TO ALPHA!', '.wav'}, {'ALL GROUND UNITS, FALL BACK TO BRAVO!', '.wav'}, {'ALL GROUND UNITS, FALL BACK TO CHARLIE!', '.wav'}, }, 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 = {} --debugTable(units) --local groupIndex = {} for i = 1, #units do if units[i]:isExist() then if hasValue(groups, units[i]:getGroup():getName()) == false then --debugMsg("added: "..units[i]:getGroup():getName()) --groups[units[i]:getGroup():getName()] = true --groupIndex[#groupIndex + 1] = groups[units[i]:getGroup():getName()] groups[#groups + 1] = units[i]:getGroup():getName() else --debugMsg(units[i]:getGroup():getName().." was already in the table") 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) 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 --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 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 function RotorOps.deployTroops(quantity, target_group_obj) 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 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 ------------------------------------------ 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