Merge branch 'master' into develop

This commit is contained in:
David Pierron
2025-09-27 18:53:23 +02:00
2 changed files with 274 additions and 241 deletions
+257 -230
View File
@@ -40,7 +40,7 @@ end
ctld.Id = "CTLD - "
--- Version.
ctld.Version = "1.5.0"
ctld.Version = "1.5.2"
-- To add debugging messages to dcs.log, change the following log levels to `true`; `Debug` is less detailed than `Trace`
ctld.Debug = false
@@ -491,8 +491,8 @@ ctld.JTAC_LIMIT_RED = 10 -- max number of JTAC Crates for the RED Si
ctld.JTAC_LIMIT_BLUE = 10 -- max number of JTAC Crates for the BLUE Side
ctld.JTAC_dropEnabled = true -- allow JTAC Crate spawn from F10 menu
ctld.JTAC_maxDistance = 10000 -- How far a JTAC can "see" in meters (with Line of Sight)
ctld.JTAC_smokeOn_RED = true -- enables marking of target with smoke for RED forces
ctld.JTAC_smokeOn_BLUE = true -- enables marking of target with smoke for BLUE forces
ctld.JTAC_smokeOn_RED = false -- enables marking of target with smoke for RED forces
ctld.JTAC_smokeOn_BLUE = false -- enables marking of target with smoke for BLUE forces
ctld.JTAC_smokeColour_RED = 4 -- RED side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
ctld.JTAC_smokeColour_BLUE = 1 -- BLUE side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
ctld.JTAC_smokeMarginOfError = 50 -- error that the JTAC is allowed to make when popping a smoke (in meters)
@@ -1978,7 +1978,7 @@ function ctld.getUnitsInRepackRadius(_PlayerTransportUnitName, _radius)
end
local unitsNamesList = ctld.getNearbyUnits(unit:getPoint(), _radius, unit:getCoalition())
local repackableUnits = {}
for i = 1, #unitsNamesList do
local unitObject = Unit.getByName(unitsNamesList[i])
@@ -1999,11 +1999,13 @@ function ctld.getNearbyUnits(_point, _radius, _coalition)
local unitsByDistance = {}
local cpt = 1
local _units = {}
local _unitList = mist.DBs.unitsByName
for _unitName, _unit in pairs(mist.DBs.unitsByName) do
for _unitName, _ in pairs(mist.DBs.unitsByName) do
local u = Unit.getByName(_unitName)
if u and u:isExist() and (_coalition == 4 or u:getCoalition() == _coalition) then
--local _dist = ctld.getDistance(u:getPoint(), _point)
local e = (u and u:isExist()) or false
-- pcall is needed because getCoalition() fails if the unit is an object without coalition (like a smoke effect)
local c = nil
pcall(function() c = (u and e and u:getCoalition()) or nil end)
if u and e and (_coalition == 4 or c == _coalition) then
local _dist = mist.utils.get2DDist(u:getPoint(), _point)
if _dist <= _radius then
unitsByDistance[cpt] = {id =cpt, dist = _dist, unit = _unitName, typeName = u:getTypeName()}
@@ -2011,7 +2013,7 @@ function ctld.getNearbyUnits(_point, _radius, _coalition)
end
end
end
--table.sort(unitsByDistance, function(a,b) return a.dist < b.dist end) -- sort the table by distance (the nearest first)
table.sort(unitsByDistance, function(a,b) return a.typeName < b.typeName end) -- sort the table by typeNAme
for i, v in ipairs(unitsByDistance) do
@@ -2093,7 +2095,7 @@ function ctld.repackVehicle(_params, t) -- scan rrs table 'repackRequestsStack'
local _name = string.format("%s_%i", v.desc, _unitId)
local secureDistance = ctld.getSecureDistanceFromUnit(playerUnitName) or 10
local relativePoint = ctld.getRelativePoint(playerPoint, secureDistance + (i * offset), randomHeading) -- 7 meters from the transport unit
if ctld.unitDynamicCargoCapable(PlayerTransportUnit) == false then
ctld.spawnCrateStatic(refCountry, _unitId, relativePoint, _name, crateWeight, playerCoa, playerHeading, nil)
else
@@ -2106,8 +2108,8 @@ function ctld.repackVehicle(_params, t) -- scan rrs table 'repackRequestsStack'
ctld.repackRequestsStack[ii] = nil -- remove the processed request from the stacking table
end
if ctld.enableRepackingVehicles == true then
return t + 3 -- reschedule the function in 3 seconds
else
@@ -3170,7 +3172,7 @@ function ctld.updateTroopsInGame(params, t) -- return count of troops in game b
for index, unitObj in pairs(v:getUnits()) do -- for each unit in group
if unitObj:getDesc().attributes.Infantry then
ctld.InfantryInGameCount[coalitionId] = ctld.InfantryInGameCount[coalitionId] + 1
end
end
end
end
end
@@ -3228,7 +3230,7 @@ function ctld.loadTroopsFromZone(_args)
ctld.logTrace("FG_ ctld.InfantryInGameCount[heloCoa] = %s", ctld.p(ctld.InfantryInGameCount[heloCoa]))
ctld.logTrace("FG_ _groupTemplate.total = %s", ctld.p(_groupTemplate.total))
ctld.logTrace("FG_ ctld.nbLimitSpawnedTroops[%s].total = %s", ctld.p(heloCoa), ctld.p(ctld.nbLimitSpawnedTroops[heloCoa]))
local limitReached = true
if (ctld.nbLimitSpawnedTroops[1]~=0 or ctld.nbLimitSpawnedTroops[2]~=0) and (ctld.InfantryInGameCount[heloCoa] + _groupTemplate.total > ctld.nbLimitSpawnedTroops[heloCoa]) then -- load troops only if Coa limit not reached
ctld.displayMessageToGroup(_heli, ctld.i18n_translate("Count Infantries limit in the mission reached, you can't load more troops"), 10)
@@ -3961,7 +3963,7 @@ function ctld.unpackCrates(_arguments)
local _crates = ctld.getCratesAndDistance(_heli)
local _crate = ctld.getClosestCrate(_heli, _crates)
ctld.logTrace("FG_ ctld.unpackCrates._crate = %s", ctld.p(_crate))
if ctld.inLogisticsZone(_heli) == true or ctld.farEnoughFromLogisticZone(_heli) == false then
ctld.displayMessageToGroup(_heli,
ctld.i18n_translate("You can't unpack that here! Take it to where it's needed!"), 20)
@@ -4016,7 +4018,7 @@ function ctld.unpackCrates(_arguments)
ctld.logTrace("_crate = %s", ctld.p(_crate))
local _spawnedGroups = ctld.spawnCrateGroup(_heli, { _point }, { _crate.details.unit }, { _crateHdg })
ctld.logTrace("_spawnedGroups = %s", ctld.p(_spawnedGroups))
if _heli:getCoalition() == 1 then
ctld.spawnedCratesRED[_crateName] = nil
else
@@ -5027,7 +5029,7 @@ function ctld.unpackMultiCrate(_heli, _nearestCrate, _nearbyCrates)
if ctld.unitDynamicCargoCapable(_heli) == true then
_point = ctld.getPointInRearSector(_heli, ctld.getSecureDistanceFromUnit(_heli:getName()))
end
local _crateHdg = mist.getHeading(_nearestCrate.crateUnit, true)
-- destroy crates
@@ -5865,208 +5867,203 @@ end
-- Adds menuitem to a human unit
function ctld.addTransportF10MenuOptions(_unitName)
ctld.logDebug("ctld.addTransportF10MenuOptions(_unitName=[%s])", ctld.p(_unitName))
local status, error = pcall(function()
local _unit = ctld.getTransportUnit(_unitName)
ctld.logTrace("_unit = %s", ctld.p(_unit))
local _unit = ctld.getTransportUnit(_unitName)
ctld.logTrace("_unit = %s", ctld.p(_unit))
if _unit then
local _unitTypename = _unit:getTypeName()
local _groupId = ctld.getGroupId(_unit)
if _groupId then
-- ctld.logTrace("_groupId = %s", ctld.p(_groupId))
-- ctld.logTrace("ctld.addedTo = %s", ctld.p(ctld.addedTo[tostring(_groupId)]))
if ctld.addedTo[tostring(_groupId)] == nil then
ctld.logTrace("adding CTLD menu for _groupId = %s", ctld.p(_groupId))
local _rootPath = missionCommands.addSubMenuForGroup(_groupId, ctld.i18n_translate("CTLD"))
local _unitActions = ctld.getUnitActions(_unitTypename)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Check Cargo"), _rootPath, ctld.checkTroopStatus, { _unitName })
if _unitActions.troops then
local _troopCommandsPath = missionCommands.addSubMenuForGroup(_groupId,ctld.i18n_translate("Troop Transport"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Unload / Extract Troops"),
_troopCommandsPath, ctld.unloadExtractTroops, { _unitName })
if _unit then
local _unitTypename = _unit:getTypeName()
local _groupId = ctld.getGroupId(_unit)
if _groupId then
-- ctld.logTrace("_groupId = %s", ctld.p(_groupId))
-- ctld.logTrace("ctld.addedTo = %s", ctld.p(ctld.addedTo[tostring(_groupId)]))
if ctld.addedTo[tostring(_groupId)] == nil then
ctld.logTrace("adding CTLD menu for _groupId = %s", ctld.p(_groupId))
local _rootPath = missionCommands.addSubMenuForGroup(_groupId, ctld.i18n_translate("CTLD"))
local _unitActions = ctld.getUnitActions(_unitTypename)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Check Cargo"), _rootPath, ctld.checkTroopStatus, { _unitName })
if _unitActions.troops then
local _troopCommandsPath = missionCommands.addSubMenuForGroup(_groupId,ctld.i18n_translate("Troop Transport"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Unload / Extract Troops"),
_troopCommandsPath, ctld.unloadExtractTroops, { _unitName })
-- local _loadPath = missionCommands.addSubMenuForGroup(_groupId, "Load From Zone", _troopCommandsPath)
local _transportLimit = ctld.getTransportLimit(_unitTypename)
local itemNb = 0
local menuEntries = {}
local menuPath = _troopCommandsPath
for _, _loadGroup in pairs(ctld.loadableGroups) do
if not _loadGroup.side or _loadGroup.side == _unit:getCoalition() then
-- check size & unit
if _transportLimit >= _loadGroup.total then
table.insert(menuEntries,
{ text = ctld.i18n_translate("Load ") .. _loadGroup.name, group = _loadGroup })
end
-- local _loadPath = missionCommands.addSubMenuForGroup(_groupId, "Load From Zone", _troopCommandsPath)
local _transportLimit = ctld.getTransportLimit(_unitTypename)
local itemNb = 0
local menuEntries = {}
local menuPath = _troopCommandsPath
for _, _loadGroup in pairs(ctld.loadableGroups) do
if not _loadGroup.side or _loadGroup.side == _unit:getCoalition() then
-- check size & unit
if _transportLimit >= _loadGroup.total then
table.insert(menuEntries,
{ text = ctld.i18n_translate("Load ") .. _loadGroup.name, group = _loadGroup })
end
end
for _i, _menu in ipairs(menuEntries) do
-- add the menu item
itemNb = itemNb + 1
if itemNb == 9 and _i < #menuEntries then -- page limit reached (first item is "unload")
menuPath = missionCommands.addSubMenuForGroup(_groupId, ctld.i18n_translate("Next page"),
menuPath)
itemNb = 1
end
missionCommands.addCommandForGroup(_groupId, _menu.text, menuPath, ctld.loadTroopsFromZone,
{ _unitName, true, _menu.group, false })
end
if ctld.unitCanCarryVehicles(_unit) then
local _vehicleCommandsPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Vehicle / FOB Transport"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Unload Vehicles"),
_vehicleCommandsPath, ctld.unloadTroops, { _unitName, false })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Load / Extract Vehicles"),
_vehicleCommandsPath, ctld.loadTroopsFromZone, { _unitName, false, "", true })
if ctld.enabledFOBBuilding and ctld.staticBugWorkaround == false then
missionCommands.addCommandForGroup(_groupId,
ctld.i18n_translate("Load / Unload FOB Crate"), _vehicleCommandsPath,
ctld.loadUnloadFOBCrate, { _unitName, false })
end
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Check Cargo"),
_vehicleCommandsPath, ctld.checkTroopStatus, { _unitName })
end
end
for _i, _menu in ipairs(menuEntries) do
-- add the menu item
itemNb = itemNb + 1
if itemNb == 9 and _i < #menuEntries then -- page limit reached (first item is "unload")
menuPath = missionCommands.addSubMenuForGroup(_groupId, ctld.i18n_translate("Next page"),
menuPath)
itemNb = 1
end
missionCommands.addCommandForGroup(_groupId, _menu.text, menuPath, ctld.loadTroopsFromZone,
{ _unitName, true, _menu.group, false })
end
if ctld.unitCanCarryVehicles(_unit) then
local _vehicleCommandsPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Vehicle / FOB Transport"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Unload Vehicles"),
_vehicleCommandsPath, ctld.unloadTroops, { _unitName, false })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Load / Extract Vehicles"),
_vehicleCommandsPath, ctld.loadTroopsFromZone, { _unitName, false, "", true })
if ctld.enableCrates and _unitActions.crates then
if ctld.unitCanCarryVehicles(_unit) == false then
-- sort the crate categories alphabetically
local crateCategories = {}
for category, _ in pairs(ctld.spawnableCrates) do
table.insert(crateCategories, category)
if ctld.enabledFOBBuilding and ctld.staticBugWorkaround == false then
missionCommands.addCommandForGroup(_groupId,
ctld.i18n_translate("Load / Unload FOB Crate"), _vehicleCommandsPath,
ctld.loadUnloadFOBCrate, { _unitName, false })
end
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Check Cargo"),
_vehicleCommandsPath, ctld.checkTroopStatus, { _unitName })
end
end
if ctld.enableCrates and _unitActions.crates then
if ctld.unitCanCarryVehicles(_unit) == false then
-- sort the crate categories alphabetically
local crateCategories = {}
for category, _ in pairs(ctld.spawnableCrates) do
table.insert(crateCategories, category)
end
table.sort(crateCategories)
--ctld.logTrace("crateCategories = [%s]", ctld.p(crateCategories))
-- add menu for spawning crates
local itemNbMain = 0
local _cratesMenuPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Crates: Vehicle / FOB / Drone"), _rootPath)
for _i, _category in ipairs(crateCategories) do
local _subMenuName = _category
local _crates = ctld.spawnableCrates[_subMenuName]
-- add the submenu item
itemNbMain = itemNbMain + 1
if itemNbMain == 10 and _i < #crateCategories then -- page limit reached
_cratesMenuPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Next page"), _cratesMenuPath)
itemNbMain = 1
end
table.sort(crateCategories)
--ctld.logTrace("crateCategories = [%s]", ctld.p(crateCategories))
-- add menu for spawning crates
local itemNbMain = 0
local _cratesMenuPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Crates: Vehicle / FOB / Drone"), _rootPath)
for _i, _category in ipairs(crateCategories) do
local _subMenuName = _category
local _crates = ctld.spawnableCrates[_subMenuName]
-- add the submenu item
itemNbMain = itemNbMain + 1
if itemNbMain == 10 and _i < #crateCategories then -- page limit reached
_cratesMenuPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Next page"), _cratesMenuPath)
itemNbMain = 1
end
local itemNbSubmenu = 0
local menuEntries = {}
local _subMenuPath = missionCommands.addSubMenuForGroup(_groupId, _subMenuName, _cratesMenuPath)
for _, _crate in pairs(_crates) do
--ctld.logTrace("_crate = [%s]", ctld.p(_crate))
if not (_crate.multiple) or ctld.enableAllCrates then
local isJTAC = ctld.isJTACUnitType(_crate.unit)
--ctld.logTrace("isJTAC = [%s]", ctld.p(isJTAC))
if not isJTAC or (isJTAC and ctld.JTAC_dropEnabled) then
if _crate.side == nil or (_crate.side == _unit:getCoalition()) then
local _crateRadioMsg = _crate.desc
--add in the number of crates required to build something
if _crate.cratesRequired ~= nil and _crate.cratesRequired > 1 then
_crateRadioMsg = _crateRadioMsg .. " (" .. _crate.cratesRequired ..
")"
end
if _crate.multiple then
_crateRadioMsg = "* " .. _crateRadioMsg
end
local _menuEntry = { text = _crateRadioMsg, crate = _crate }
--ctld.logTrace("_menuEntry = [%s]", ctld.p(_menuEntry))
table.insert(menuEntries, _menuEntry)
local itemNbSubmenu = 0
local menuEntries = {}
local _subMenuPath = missionCommands.addSubMenuForGroup(_groupId, _subMenuName, _cratesMenuPath)
for _, _crate in pairs(_crates) do
--ctld.logTrace("_crate = [%s]", ctld.p(_crate))
if not (_crate.multiple) or ctld.enableAllCrates then
local isJTAC = ctld.isJTACUnitType(_crate.unit)
--ctld.logTrace("isJTAC = [%s]", ctld.p(isJTAC))
if not isJTAC or (isJTAC and ctld.JTAC_dropEnabled) then
if _crate.side == nil or (_crate.side == _unit:getCoalition()) then
local _crateRadioMsg = _crate.desc
--add in the number of crates required to build something
if _crate.cratesRequired ~= nil and _crate.cratesRequired > 1 then
_crateRadioMsg = _crateRadioMsg .. " (" .. _crate.cratesRequired ..
")"
end
if _crate.multiple then
_crateRadioMsg = "* " .. _crateRadioMsg
end
local _menuEntry = { text = _crateRadioMsg, crate = _crate }
--ctld.logTrace("_menuEntry = [%s]", ctld.p(_menuEntry))
table.insert(menuEntries, _menuEntry)
end
end
end
for _i, _menu in ipairs(menuEntries) do
--ctld.logTrace("_menu = [%s]", ctld.p(_menu))
-- add the submenu item
itemNbSubmenu = itemNbSubmenu + 1
if itemNbSubmenu == 10 and _i < #menuEntries then -- page limit reached
_subMenuPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Next page"), _subMenuPath)
itemNbSubmenu = 1
end
missionCommands.addCommandForGroup(_groupId, _menu.text, _subMenuPath,
ctld.spawnCrate, { _unitName, _menu.crate.weight })
end
for _i, _menu in ipairs(menuEntries) do
--ctld.logTrace("_menu = [%s]", ctld.p(_menu))
-- add the submenu item
itemNbSubmenu = itemNbSubmenu + 1
if itemNbSubmenu == 10 and _i < #menuEntries then -- page limit reached
_subMenuPath = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Next page"), _subMenuPath)
itemNbSubmenu = 1
end
missionCommands.addCommandForGroup(_groupId, _menu.text, _subMenuPath,
ctld.spawnCrate, { _unitName, _menu.crate.weight })
end
end
end
if (ctld.enabledFOBBuilding or ctld.enableCrates) and _unitActions.crates then
local _crateCommands = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("CTLD Commands"), _rootPath)
if ctld.vehicleCommandsPath[_unitName] == nil then
ctld.vehicleCommandsPath[_unitName] = mist.utils.deepCopy(_crateCommands)
end
if ctld.hoverPickup == false or ctld.loadCrateFromMenu == true then
if ctld.loadCrateFromMenu then
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Load Nearby Crate(s)"),
_crateCommands, ctld.loadNearbyCrate, _unitName)
end
end
if ctld.loadCrateFromMenu or ctld.hoverPickup then
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Crate(s)"),
_crateCommands, ctld.dropSlingCrate, { _unitName })
end
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Unpack Any Crate"),
_crateCommands, ctld.unpackCrates, { _unitName })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List Nearby Crates"),
_crateCommands, ctld.listNearbyCrates, { _unitName })
if ctld.enabledFOBBuilding then
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List FOBs"), _crateCommands,
ctld.listFOBS, { _unitName })
end
if ctld.enableRepackingVehicles == true then
ctld.updateRepackMenu( _unitName ) -- add repack menu
end
end
if ctld.enableSmokeDrop then
local _smokeMenu = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Smoke Markers"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Red Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Red })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Blue Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Blue })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Orange Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Orange })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Green Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Green })
end
if ctld.enabledRadioBeaconDrop then
local _radioCommands = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Radio Beacons"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List Beacons"), _radioCommands,
ctld.listRadioBeacons, { _unitName })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Beacon"), _radioCommands,
ctld.dropRadioBeacon, { _unitName })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Remove Closest Beacon"),
_radioCommands, ctld.removeRadioBeacon, { _unitName })
elseif ctld.deployedRadioBeacons ~= {} then
local _radioCommands = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Radio Beacons"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List Beacons"), _radioCommands,
ctld.listRadioBeacons, { _unitName })
end
ctld.addedTo[tostring(_groupId)] = true
ctld.logTrace("ctld.addedTo = %s", ctld.p(ctld.addedTo))
ctld.logTrace("done adding CTLD menu for _groupId = %s", ctld.p(_groupId))
end
if (ctld.enabledFOBBuilding or ctld.enableCrates) and _unitActions.crates then
local _crateCommands = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("CTLD Commands"), _rootPath)
if ctld.vehicleCommandsPath[_unitName] == nil then
ctld.vehicleCommandsPath[_unitName] = mist.utils.deepCopy(_crateCommands)
end
if ctld.hoverPickup == false or ctld.loadCrateFromMenu == true then
if ctld.loadCrateFromMenu then
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Load Nearby Crate(s)"),
_crateCommands, ctld.loadNearbyCrate, _unitName)
end
end
if ctld.loadCrateFromMenu or ctld.hoverPickup then
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Crate(s)"),
_crateCommands, ctld.dropSlingCrate, { _unitName })
end
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Unpack Any Crate"),
_crateCommands, ctld.unpackCrates, { _unitName })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List Nearby Crates"),
_crateCommands, ctld.listNearbyCrates, { _unitName })
if ctld.enabledFOBBuilding then
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List FOBs"), _crateCommands,
ctld.listFOBS, { _unitName })
end
if ctld.enableRepackingVehicles == true then
ctld.updateRepackMenu( _unitName ) -- add repack menu
end
end
if ctld.enableSmokeDrop then
local _smokeMenu = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Smoke Markers"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Red Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Red })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Blue Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Blue })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Orange Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Orange })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Green Smoke"), _smokeMenu,
ctld.dropSmoke, { _unitName, trigger.smokeColor.Green })
end
if ctld.enabledRadioBeaconDrop then
local _radioCommands = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Radio Beacons"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List Beacons"), _radioCommands,
ctld.listRadioBeacons, { _unitName })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Drop Beacon"), _radioCommands,
ctld.dropRadioBeacon, { _unitName })
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("Remove Closest Beacon"),
_radioCommands, ctld.removeRadioBeacon, { _unitName })
elseif ctld.deployedRadioBeacons ~= {} then
local _radioCommands = missionCommands.addSubMenuForGroup(_groupId,
ctld.i18n_translate("Radio Beacons"), _rootPath)
missionCommands.addCommandForGroup(_groupId, ctld.i18n_translate("List Beacons"), _radioCommands,
ctld.listRadioBeacons, { _unitName })
end
ctld.addedTo[tostring(_groupId)] = true
ctld.logTrace("ctld.addedTo = %s", ctld.p(ctld.addedTo))
ctld.logTrace("done adding CTLD menu for _groupId = %s", ctld.p(_groupId))
end
end
end)
if (not status) then
ctld.logError(string.format("Error adding f10 to transport: %s", error))
end
end
@@ -7774,7 +7771,7 @@ function ctld.TreatOrbitJTAC(params, t)
if ctld.JTACInRoute[k] == nil and ctld.OrbitInUse[k] == nil then -- if JTAC is in route
ctld.JTACInRoute[k] = timer.getTime() -- update time of the last run
end
if ctld.jtacCurrentTargets[k] ~= nil then -- if target lased by JTAC
local droneAlti = Unit.getByName(k):getPoint().y
if ctld.OrbitInUse[k] == nil then -- if JTAC is not in orbit => start orbiting and update start time
@@ -7785,7 +7782,7 @@ function ctld.TreatOrbitJTAC(params, t)
if timer.getTime() > (ctld.OrbitInUse[k] + 60) then -- each 60" update orbit coord
ctld.StartOrbitGroup(k, ctld.jtacCurrentTargets[k].name, droneAlti, 100) -- do orbit JTAC
ctld.OrbitInUse[k] = timer.getTime() -- update time of the last orbit run
end
end
end
else -- if JTAC have no target
if ctld.InOrbitList(k) == true then -- JTAC orbiting, without target => stop orbit
@@ -7803,12 +7800,12 @@ end
-- Make orbit the group "_grpName", on target "_unitTargetName". _alti in meters, speed in km/h
function ctld.StartOrbitGroup(_jtacUnitName, _unitTargetName, _alti, _speed)
if (Unit.getByName(_unitTargetName) ~= nil) and (Unit.getByName(_jtacUnitName) ~= nil) then -- si target unit and JTAC group exist
local orbit = { id = 'Orbit',
local orbit = { id = 'Orbit',
params = {pattern = 'Circle',
point = mist.utils.makeVec2(mist.getAvgPos(mist.makeUnitTable({_unitTargetName}))),
speed = _speed,
altitude = _alti
}
}
}
local jtacGroupName = Unit.getByName(_jtacUnitName):getGroup():getName()
Unit.getByName(_jtacUnitName):getController():popTask() -- stop current Task
@@ -7819,10 +7816,10 @@ end
-- test if one unitName already is targeted by a JTAC
function ctld.InOrbitList(_grpName)
for k, v in pairs(ctld.OrbitInUse) do -- for each orbit in use
if k == _grpName then
if k == _grpName then
return true
end
end
end
return false
end
-------------------------------------------------------------------------------------------
@@ -7854,10 +7851,10 @@ function ctld.backToRoute(_jtacUnitName)
local jtacGroupName = Unit.getByName(_jtacUnitName):getGroup():getName()
--local JTACRoute = mist.getGroupRoute(jtacGroupName, true) -- get the initial editor route of the current group
local JTACRoute = mist.utils.deepCopy(mist.getGroupRoute(jtacGroupName, true)) -- get the initial editor route of the current group
local newJTACRoute = ctld.adjustRoute(JTACRoute, ctld.getNearestWP(_jtacUnitName))
local newJTACRoute = ctld.adjustRoute(JTACRoute, ctld.getNearestWP(_jtacUnitName))
local Mission = {}
Mission = { id = 'Mission', params = {route = {points = newJTACRoute}}}
local Mission = {}
Mission = { id = 'Mission', params = {route = {points = newJTACRoute}}}
-- unactive orbit mode if it's on
if ctld.InOrbitList(_jtacUnitName) == true then -- if JTAC orbiting => stop it
@@ -7888,26 +7885,56 @@ function ctld.adjustRoute(_initialRouteTable, _firstWpOfNewRoute) -- create a r
-- apply offset (_firstWpOfNewRoute) to SwitchWaypoint tasks
local lastWpAsAlreadySwitchWaypoint = false
for idx = 1, #adjustedRoute do
for j=1, #adjustedRoute[idx].task.params.tasks do
if adjustedRoute[idx].task.params.tasks[j].id ~= "ControlledTask" then
if adjustedRoute[idx].task.params.tasks[j].params.action.id == "SwitchWaypoint" then
local goToWaypointIndex = adjustedRoute[idx].task.params.tasks[j].params.action.params.goToWaypointIndex
adjustedRoute[idx].task.params.tasks[j].params.action.params.fromWaypointIndex = idx
adjustedRoute[idx].task.params.tasks[j].params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
if idx == #adjustedRoute then
lastWpAsAlreadySwitchWaypoint = true
for idx2 = 1, #adjustedRoute do
if #adjustedRoute[idx2] and
#adjustedRoute[idx2].task and
#adjustedRoute[idx2].task.params and
#adjustedRoute[idx2].task.params.tasks then
for j=1, #adjustedRoute[idx2].task.params.tasks do
if adjustedRoute[idx2].task.params.tasks[j].id and
adjustedRoute[idx2].task.params.tasks[j].id ~= "ControlledTask" then
if adjustedRoute[idx2].task.params.tasks[j].params and
adjustedRoute[idx2].task.params.tasks[j].params.action and
adjustedRoute[idx2].task.params.tasks[j].params.action.id and
adjustedRoute[idx2].task.params.tasks[j].params.action.id == "SwitchWaypoint" then
if adjustedRoute[idx2].task.params.tasks[j].params.action.params then
local goToWaypointIndex = adjustedRoute[idx2].task.params.tasks[j].params.action.params.goToWaypointIndex
adjustedRoute[idx2].task.params.tasks[j].params.action.params.fromWaypointIndex = idx2
adjustedRoute[idx2].task.params.tasks[j].params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
if idx2 == #adjustedRoute then
lastWpAsAlreadySwitchWaypoint = true
end
end
end
end
else -- for "ControlledTask"
if adjustedRoute[idx].task.params.tasks[j].params.task.params.action.id == "SwitchWaypoint" then
local goToWaypointIndex = adjustedRoute[idx].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex
adjustedRoute[idx].task.params.tasks[j].params.task.params.action.params.fromWaypointIndex = idx
adjustedRoute[idx].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
if idx == #adjustedRoute then
lastWpAsAlreadySwitchWaypoint = true
else -- for "ControlledTask"
if adjustedRoute[idx2].task.params.tasks[j].params and
adjustedRoute[idx2].task.params.tasks[j].params.task and
adjustedRoute[idx2].task.params.tasks[j].params.task.params and
adjustedRoute[idx2].task.params.tasks[j].params.task.params.action and
adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.id and
adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.id == "SwitchWaypoint" then
if adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params then
local goToWaypointIndex = adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex
adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params.fromWaypointIndex = idx2
adjustedRoute[idx2].task.params.tasks[j].params.task.params.action.params.goToWaypointIndex = mappingWP[goToWaypointIndex]
if idx2 == #adjustedRoute then
lastWpAsAlreadySwitchWaypoint = true
end
end
end
end
end
end
end
@@ -7958,7 +7985,7 @@ ctld.reconMenuName = ctld.i18n_translate("RECON") --name of the
ctld.reconRadioAdded = {} --stores the groups that have had the radio menu added
ctld.reconLosSearchRadius = 2000 -- search radius in meters
ctld.reconLosMarkRadius = 100 -- mark radius dimension in meters
ctld.reconAutoRefreshLosTargetMarks = true -- if true recon LOS marks are automaticaly refreshed on F10 map
ctld.reconAutoRefreshLosTargetMarks = false -- if true recon LOS marks are automaticaly refreshed on F10 map
ctld.reconLastScheduleIdAutoRefresh = 0
---- F10 RECON Menus ------------------------------------------------------------------
@@ -8466,7 +8493,7 @@ end
--- Handle world events.
ctld.eventHandler = {}
function ctld.eventHandler:onEvent(event)
ctld.logTrace("ctld.eventHandler:onEvent()")
--ctld.logTrace("ctld.eventHandler:onEvent()")
if event == nil then
ctld.logError("Event handler was called with a nil event!")
return
@@ -8479,7 +8506,7 @@ function ctld.eventHandler:onEvent(event)
elseif event.id == world.event.S_EVENT_BIRTH then
eventName = "S_EVENT_BIRTH"
else
ctld.logTrace("Ignoring event %s", ctld.p(event))
--ctld.logTrace("Ignoring event %s", ctld.p(event))
return
end
ctld.logDebug("caught event %s: %s", ctld.p(eventName), ctld.p(event))
+17 -11
View File
@@ -11,6 +11,8 @@ It's open-source and free as in free beer (you don't have to pay to use it), and
We're always looking for help, please reach out to [Zip on Discord](https://discordapp.com/users/421317390807203850) if you want to participate in maintenance or development.
And if you'd like to support our work, you can [buy me a coffee](https://coff.ee/veaf_zip)!
## Contents
This script is a rewrite of some of the functionality of the original Complete Combat Troop Transport Script (CTTS) by Geloxo (http://forums.eagle.ru/showthread.php?t=108523), as well as adding new features.
@@ -865,10 +867,11 @@ For example, if the laser code is *1688*, the frequency will be *40.40Mhz*.
JTAC frequency is available through the "JTAC Status" radio menu
#### Jtac-automatic-orbiting-over-lased-target
By setting parameter ctld.enableAutoOrbitingFlyingJtacOnTarget = true, a script
dedicated script puts in orbit each flying JTAC over his detected target.
Associated with CTLD/JTAC functions, you can assign a fly route to the JTAC drone,
this one follow it, and start orbiting when he detects a target.
By setting parameter ctld.enableAutoOrbitingFlyingJtacOnTarget = true, a script dedicated script puts in orbit each flying JTAC over his detected target.
Associated with CTLD/JTAC functions, you can assign a fly route to the JTAC drone, this one follow it, and start orbiting when he detects a target.
As soon as it don't detect a target, it restart following its initial route at the nearest waypoint
# In Game
@@ -927,11 +930,13 @@ ctld.JTAC_WEIGHT = 15 -- kg
```
## Limit troop Loading
The number of Infantries units in mission can be limited by setting the table below :
ctld.nbLimitSpwanedTroops = {0, 0} -- {redLimitInfantryCount, blueLimitInfantryCount}
`ctld.nbLimitSpawnedTroops = {0, 0} -- {redLimitInfantryCount, blueLimitInfantryCount}`
When this cumulative number of troops is reached for a coalition, no more troops can be loaded onboard, and a message is sent to player.
If ctld.nbLimitSpwanedTroops = {0, 0} (both values at 0) the limit control is disabled.
If set to `ctld.nbLimitSpawnedTroops = {0, 0}` (both values at 0) the limit control is disabled. This is the default.
If either value is non-zero, limit control becomes active for both coalitions.
## Cargo Spawning and Sling Loading
@@ -1024,13 +1029,14 @@ Rearming:
You can also repair a partially destroyed HAWK / BUK or KUB system by dropping a repair crate next to it and unpacking. A repair crate will also re-arm the system.
## Crate Repacking
The F10 menu allows you to repack units having associated crate types in the "ctld.spawnableCrates" table.
Simply land near the unit you wish to repack and select it from the list presented by the "CTLD//Vehicle/FOB transport...//Repack Vehicles" menu.
The defined radius of vehicles detection is specified by the parameter
ctld.maximumDistanceRepackableUnitsSearch = 200 -- max distance from transportUnit to search force repackable units in meters
The F10 menu allows you to repack units having associated crate types in the "ctld.spawnableCrates" table.
Simply land near the unit you wish to repack and select it from the list presented by the "CTLD//Vehicle/FOB transport...//Repack Vehicles" menu.
The defined radius of vehicles detection is specified by the parameter `ctld.maximumDistanceRepackableUnitsSearch` (default 200 meters).
WARNING: Due to technical reasons related to the refresh time of the F10 menus, there may be inconsistencies between the type of vehicles requested and those provided. It is recommended to wait 5 to 10 seconds without moving after landing and opening the F10 menu for a packaging order.
*WARNING*: Due to technical reasons related to the refresh time of the F10 menus, there may be inconsistencies between the type of vehicles requested and those provided. It is recommended to wait 5 to 10 seconds without moving after landing and opening the F10 menu for a packaging order.
## Forward Operating Base (FOB) Construction
FOBs can be built by loading special FOB crates from a **Logistics** unit into a C-130 or other large aircraft configured in the script. To load the crate use the F10 - Troop Commands Menu. The idea behind FOBs is to make player vs player missions even more dynamic as these can be deployed in most locations. Once destroyed the FOB can no longer be used.