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154
modules/cfxSSBSingleUse.lua
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154
modules/cfxSSBSingleUse.lua
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cfxSSBSingleUse = {}
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cfxSSBSingleUse.version = "1.1.0"
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--[[--
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Version History
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1.0.0 - Initial version
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1.1.0 - importing dcsCommon, cfxGroup for simplicity
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- save unit name on player enter unit as look-up
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- determining ground-start
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- place wreck in slot
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1.1.1 - guarding against nil playerName
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- using 15 (birth) instead of 20 (player enter)
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WHAT IT IS
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SSB Single Use is a script that blocks a player slot
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after that plane crashes.
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--]]--
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cfxSSBSingleUse.enabledFlagValue = 0 -- DO NOT CHANGE, MUST MATCH SSB
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cfxSSBSingleUse.disabledFlagValue = cfxSSBSingleUse.enabledFlagValue + 100 -- DO NOT CHANGE
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cfxSSBSingleUse.playerUnits = {}
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cfxSSBSingleUse.slotGroundActions = {
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-- "From Runway", -- NOT RUNWAY, as that would litter runway
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"From Parking Area",
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"From Parking Area Hot",
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"From Ground Area",
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"From Ground Area Hot",
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}
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cfxSSBSingleUse.groundSlots = {} -- players that start on the ground
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function cfxSSBSingleUse:onEvent(event)
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if not event then return end
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if not event.id then return end
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if not event.initiator then return end
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-- if we get here, initiator is set
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local theUnit = event.initiator -- we know this exists
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-- write down player names and planes
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if event.id == 15 then
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local uName = theUnit:getName()
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if not uName then return end
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-- player entered unit
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local playerName = theUnit:getPlayerName()
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if not playerName then
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return -- NPC plane
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end
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-- remember this unit as player unit
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cfxSSBSingleUse.playerUnits[uName] = playerName
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trigger.action.outText("+++singleUse: noted " .. playerName .. " piloting player unit " .. uName, 30)
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return
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end
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-- check for a crash
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if event.id == 5 then -- S_EVENT_CRASH
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local uName = theUnit:getName()
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if not uName then return end
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local theGroup = theUnit:getGroup()
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if not theGroup then return end
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-- see if a player plane
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local thePilot = cfxSSBSingleUse.playerUnits[uName]
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if not thePilot then
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-- ignore. not a player plane
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trigger.action.outText("+++singleUse: ignored crash for NPC unit <" .. uName .. ">", 30)
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return
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end
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local gName = theGroup:getName()
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if not gName then return end
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-- see if it was a ground slot
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local theGroundSlot = cfxSSBSingleUse.groundSlots[gName]
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if theGroundSlot then
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local unitType = theUnit:getTypeName()
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trigger.action.outText("+++singleUse: <" .. uName .. "> starts on Ground. Will place debris for " .. unitType .. " NOW!!!", 30)
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cfxSSBSingleUse.placeDebris(unitType, theGroundSlot)
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end
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-- block this slot.
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trigger.action.setUserFlag(gName, cfxSSBSingleUse.disabledFlagValue)
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trigger.action.outText("+++singleUse: blocked <" .. gName .. "> after " .. thePilot .. " crashed it.", 30)
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end
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end
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function cfxSSBSingleUse.placeDebris(unitType, theGroundSlot)
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if not unitType then return end
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-- access location one, we assume single-unit groups
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-- or at least that the player sits in unit one
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local playerData = theGroundSlot.playerUnits
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local theSlotData = playerData[1]
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local wreckData = {}
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wreckData.heading = 0
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wreckData.name = dcsCommon.uuid("singleUseWreck"..theSlotData.name)
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wreckData.x = tonumber(theSlotData.point.x)
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wreckData.y = tonumber(theSlotData.point.z)
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wreckData.dead = true
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wreckData.type = unitType
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coalition.addStaticObject(theGroundSlot.coaNum, wreckData )
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trigger.action.outText("+++singleUse: wreck <" .. unitType .. "> at " .. wreckData.x .. ", " .. wreckData.y .. " for " .. wreckData.name, 30)
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end
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function cfxSSBSingleUse.populateAirfieldSlots()
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local pGroups = cfxGroups.getPlayerGroup()
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local groundStarters = {}
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for idx, theGroup in pairs(pGroups) do
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-- we always use the first player's plane as referenced
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local playerData = theGroup.playerUnits[1]
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local action = playerData.action
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if not action then action = "<NIL>" end
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-- see if the data has any of the slot-interesting actions
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if dcsCommon.arrayContainsString(cfxSSBSingleUse.slotGroundActions, action ) then
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-- ground starter, not from runway
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groundStarters[theGroup.name] = theGroup
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trigger.action.outText("+++singleUse: <" .. theGroup.name .. "> is ground starter", 30)
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end
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end
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cfxSSBSingleUse.groundSlots = groundStarters
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end
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function cfxSSBSingleUse.start()
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-- install event monitor
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world.addEventHandler(cfxSSBSingleUse)
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-- get all groups and process them to find
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-- all planes that are on the ground for
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-- eye candy
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cfxSSBSingleUse.populateAirfieldSlots()
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-- turn on ssb
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trigger.action.setUserFlag("SSB",100)
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trigger.action.outText("SSB Single use v" .. cfxSSBSingleUse.version .. " running", 30)
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end
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-- let's go!
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cfxSSBSingleUse.start()
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--[[--
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Additional features (later):
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- place a wreck in slot when blocking for eye candy
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- record player when they enter a unit and only block player planes
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--]]--
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