From bb41835b1b85d36636d9a91f83ba4960f2ebd02f Mon Sep 17 00:00:00 2001
From: MooseBotter Flash messages to player
Flash messages to player
+flash messages to players
+flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +meter
-kph
-self.CargoObject:Destroy()
+ +Now we spawn the new group based on the template created.
+BASE:E( {PlayerUnit:GetName(), A2GSystem } )
-BASE:E( {PlayerUnit:GetName(), A2GSystem } )
-The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+ @@ -4729,50 +4726,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauBy default, no InitLimit
- - - -self:T2( { self.SpawnTemplatePrefix, Vec2} )
- - - -we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
- -The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
- -Kickspeed
-Kickspeed
- diff --git a/Documentation/Functional.Autolase.html b/Documentation/Functional.Autolase.html index 1467b91da..9d2ad25c1 100644 --- a/Documentation/Functional.Autolase.html +++ b/Documentation/Functional.Autolase.html @@ -2969,7 +2969,7 @@Set some string id for output to DCS.log file.
-The ME name of the HQ object
+ + + +self.SAMCheckRanges = {}
+ @@ -9763,6 +9799,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + + + +The ME name of the HQ object
+ + + +self.SAMCheckRanges = {}
+ diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index e12777b5a..0424f9582 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2846,6 +2846,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauContains the counter how many units are currently alive.
+ +Contains the counter how many units are currently alive.
+ +Radio queue of LSO.
-Radio queue of marshal.
-Radio queue of LSO.
-Radio queue of marshal.
-Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -VNAO Edit - Added
+VNAO Edit - Added
@@ -42586,7 +42520,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -VNAO Edit - Added
+VNAO Edit - Added
@@ -42600,7 +42534,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -VNAO Edit - Added
+VNAO Edit - Added
@@ -42778,6 +42712,20 @@ When moose is loading dynamically (for moose class development), tracing is switSet stack flag.
+ +Set time stamp.
-VNAO Edit - Added
+VNAO Edit - Added
@@ -43237,6 +43182,17 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
+ + + +Mission Ingress waypoint coordinate.
+ + + +Mission Ingress waypoint coordinate.
+ + + +Mission Ingress waypoint coordinate.
+ + + + my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
my_ctld.CrateDistance = 35 -- List and Load crates in this radius only.
+ my_ctld.UnitDistance = 90 -- List units in this radius only. This will only be used for the C-130J-30 and the option my_ctld.UseC130LoadAndUnload = true.
+ my_ctld.maxUnitsNearby = 3 -- Max units allowed to be spawned using Get units function for the C-130J-30. It will exclude what's inside the C-130J-30.
my_ctld.PackDistance = 35 -- Pack crates in this radius only
my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere.
my_ctld.dropAsCargoCrate = false -- Hercules only: Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped.
@@ -2292,7 +2294,6 @@ Create the late-activated troops, vehicles, that will make up your deployable fo
my_ctld.smokedistance = 2000 -- Smoke or flares can be request for zones this far away (in meters).
my_ctld.movetroopstowpzone = true -- Troops and vehicles will move to the nearest MOVE zone...
my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters)
- my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters)
my_ctld.suppressmessages = false -- Set to true if you want to script your own messages.
my_ctld.repairtime = 300 -- Number of seconds it takes to repair a unit.
my_ctld.buildtime = 300 -- Number of seconds it takes to build a unit. Set to zero or nil to build instantly.
@@ -2324,8 +2325,9 @@ Create the late-activated troops, vehicles, that will make up your deployable fo
my_ctld.VehicleMoveFormation = AI.Task.VehicleFormation.VEE -- When a group moves to a MOVE zone, then it takes this formation. Can be a table of formations, which are then randomly chosen. Defaults to "Vee".
my_ctld.validateAndRepositionUnits = false -- Uses Disposition and other logic to find better ground positions for ground units avoiding trees, water, roads, runways, map scenery, statics and other units in the area. (Default is false)
my_ctld.loadSavedCrates = true -- Load back crates (STATIC) from the save file. Useful for mission restart cleanup. (Default is true)
- my_ctld.self.UseC130LoadAndUnload = false -- Forces the C-130 player to use the C-130J built system to load the cargo onboard and to unload. (Default is false)
+ my_ctld.UseC130LoadAndUnload = false -- When set to true, forces the C-130 player to use the C-130J built system to load the cargo onboard and to unload. (Default is false)
+
The Chinook comes with the option to use the ground crew menu to load and unload cargo into the Helicopter itself for better immersion. As well, it can sling-load cargo from ground. The cargo you can actually create
@@ -2343,13 +2345,17 @@ Static shapes loadable into the Chinook and thus to be avoided
* Dual shell fuel barrels (type name "barrels")
* UH-1H net (type name "uh1h_cargo")
* C-130J-30 (type name "cds_crate")
+ * C-130J-30 (type name "cds_barrels")
+ * Small container (type name "iso_container_small") -- 4 of these will fit inside the C-130J-30
+ * Big container (type name "iso_container") -- 2 of these will fit inside the C-130J-30
All other kinds of cargo can be sling-loaded. Notes:
@@ -2486,20 +2497,18 @@ Static shapes loadable into the Chinook and thus to be avoided
end
This function is called when a player has deployed left a unit or crashed/died: This function is called when a player has left the helicopter or crashed/died: This function is called when a player has build a vehicle or FOB: This function is called when a player has built a vehicle or FOB: This function is called when a player spawn units using the Get unit, only available for the C-130J-30 This function is called when a player spawns units using the Get Unit menu, only available for the C-130J-30 when my_ctld.UseC130LoadAndUnload = true Use this entry to load, drop and extract troops. NOTE - with extract you can only load troops from the field that were deployed prior.
-Currently limited CTLD_CARGO troops, which are build from one template. Also, this will heal/complete your units as they are respawned.2.1.2 Recommended settings
-
- my_ctld.C130basetype = "cds_crate" -- This can be changed to other cargo
+ my_ctld.onestepmenu = true -- This will enable Get and load, drop and build, etc. All will be done in one step. works for every module except the C-130J-30 with my_ctld.UseC130LoadAndUnload = true
+ my_ctld.C130basetype = "cds_crate" -- This can be changed to other cargo. This is only for the C-130J-30
my_ctld.basetype = "container_cargo" -- **DO NOT** change this to a base type which could also be loaded by F8/GC to avoid logic problems!
my_ctld.forcehoverload = false -- no hover autoload, leads to cargo complications with ground crew created cargo items
my_ctld.pilotmustopendoors = true -- crew must open back loading door 50% (horizontal) or more - watch out for NOT adding a back door gunner!
@@ -2382,6 +2388,7 @@ Static shapes loadable into the Chinook and thus to be avoided
["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
+ ["C-130J-30"] = {type="C-130J-30", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 35, cargoweightlimit = 21500},
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200},
["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
@@ -2423,6 +2430,10 @@ Static shapes loadable into the Chinook and thus to be avoided
-- Troops
my_ctld:AddStockTroops("Anti-Air", 2)
my_ctld:RemoveStockTroops("Anti-Air", 2)
+
+ -- Units for the C-130J-30
+ my_ctld:AddStockUnits("Vulcan", 2)
+ my_ctld:RemoveStockUnits("Vulcan", 2)
-
+3.6 OnAfterHelicopterLost
3.6 A OnAfterHelicopterLost
-
- function my_ctld:OnAfterHelicopterLost(From, Event, To, Unitname, Cargotable)
... your code here ...
end
3.6 OnAfterCratesBuild, OnAfterCratesRepaired
+3.6 B OnAfterCratesBuild, OnAfterCratesRepaired
-
- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
... your code here ...
@@ -2510,9 +2519,9 @@ Static shapes loadable into the Chinook and thus to be avoided
end
3.6 OnAfterUnitsSpawn
+3.6 C OnAfterUnitsSpawn
- function my_ctld:OnAfterUnitsSpawn(From, Event, To, Group, Unit, Units)
-- Units is a table of Wrapper.Group#GROUP objects that were spawned
@@ -2555,7 +2564,7 @@ Static shapes loadable into the Chinook and thus to be avoided
4.2 Manage Troops
Lists hover parameters and indicates if these are curently fulfilled. Also @see options on hover heights.
+Lists hover parameters and indicates if these are currently fulfilled. Also @see options on hover heights.
Basic support for the Hercules mod By Anubis has been build into CTLD, as well as Bronco and Mosquito - that is you can load/drop/build the same way and for the same objects as
the helicopters (main method).
-To cover objects and troops which can be loaded from the groud crew Rearm/Refuel menu (F8), you need to use CTLD_HERCULES.New() and link
+To cover objects and troops which can be loaded from the ground crew Rearm/Refuel menu (F8), you need to use CTLD_HERCULES.New() and link
this object to your CTLD setup (alternative method). In this case, do not use the Hercules_Cargo.lua or Hercules_Cargo_CTLD.lua which are part of the mod
in your mission!
local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I")
+
+ local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I") -- This is only needed for the Hercules mod and not the C-130J-30
Enable these options for Hercules support:
- my_ctld.enableFixedWing = true
+ my_ctld.enableFixedWing = true -- false by default.
my_ctld.FixedMinAngels = 155 -- for troop/cargo drop via chute in meters, ca 470 ft
my_ctld.FixedMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
my_ctld.FixedMaxSpeed = 77 -- 77mps or 270kph or 150kn
-Hint: you can only airdrop from the Hercules if you are "in parameters", i.e. at or below FixedMaxSpeed and in the AGLFixedMinAngelseen
+
Hint: you can only airdrop from the Hercules if you are "in parameters", i.e. at or below FixedMaxSpeed and in the AGL range between
FixedMinAngels and FixedMaxAngels!
Also, the following options need to be set to true:
@@ -2606,7 +2616,7 @@ in your mission!
my_ctld.useprefix = true -- this is true by default and MUST BE ON.
-5.2 Integrate Hercules ground crew (F8 Menu) loadable objects (alternative method, use either the above OR this method, NOT both!)
+5.2 Integrate Hercules ground crew (F8 Menu) loadable objects (alternative method, use either the above OR this method, NOT both!) -- Only needed for the Hercules mod!
Taking another approach, integrate to your CTLD instance like so, where my_ctld is a previously created CTLD instance:
@@ -2655,7 +2665,7 @@ not achieve anything here. If you just want to unload on the ground, use the nor
my_ctld.dropAsCargoCrate = true -- default is false
-The idea is, to have those crate behave like brought in with a helo. So any unpack restictions apply.
+
The idea is to have those crates behave like brought in with a helo, so any unpack restrictions apply.
To enable those cargo drops, the cargo types must be added manually in the CTLD configuration. So when the above defined template for "Vulcan" should be used
as CTLD_Cargo, the following line has to be added. NoCrates, PerCrateMass, Stock, SubCategory can be configured freely.
my_ctld:AddCratesCargo("Vulcan", {"Vulcan"}, CTLD_CARGO.Enum.VEHICLE, 6, 2000, nil, "SAM/AAA")
@@ -2663,12 +2673,49 @@ as CTLD_Cargo, the following line has to be added. NoCrates, PerCrateMass, Stock
So if the Vulcan in the example now needs six crates to complete, you have to bring two Hercs with three Vulcan crates each and drop them very close together...
-6. Save and load back units - persistance
+ ### 5.4 C-130J-30 support
+
+ The C130-J-30 will work only by setting up
+
+ my_ctld.enableFixedWing = true -- false by default.
+
+ -- The rest below is default values but can be changed to something else.
+
+ my_ctld.C130basetype = "cds_crate" -- this is default.
+ my_ctld.FixedMinAngels = 155 -- for troop/cargo drop via chute in meters, ca 470 ft
+ my_ctld.FixedMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
+ my_ctld.FixedMaxSpeed = 77 -- 77mps or 270kph or 150kn
+
+
+
+ You can also enable my_ctld.UseC130LoadAndUnload and set it to true, false is default, this means you will not be able to get and load items but rather "Get" only.
+ Those crates will be then placed at the back of the C-130J-30 and you'll have to use the built in loading system to load those crates.
+ With that option enabled, you'll even get a new menu called Manage Units where you can get real units instead of crates. Those units is not limited to what fits inside
+ the C-130J-30, but rather by what you add.
+
+ Example:
+
+ my_ctld:AddUnits("Humvee",{"CTLD_CARGO_HMMWV"},CTLD_CARGO.Enum.VEHICLE,10, "ANTI TANK")
+ my_ctld:AddUnits("Mephisto",{"CTLD_CARGO_Mephisto"},CTLD_CARGO.Enum.VEHICLE,10, "ANTI TANK")
+ my_ctld:AddUnits("Vulcan",{"CTLD_CARGO_Vulcan"}, CTLD_CARGO.Enum.VEHICLE, 10, "SAM/AAA")
+ my_ctld:AddUnits("Avenger",{"CTLD_CARGO_Avenger"}, CTLD_CARGO.Enum.VEHICLE, 10, "SAM/AAA")
+ my_ctld:AddUnits("Humvee scout",{"CTLD_CARGO_Scout"}, CTLD_CARGO.Enum.VEHICLE, 10, "Support")
+ my_ctld:AddUnits("FV-107 Scimitar",{"CTLD_CARGO_Scimitar"}, CTLD_CARGO.Enum.VEHICLE, 10, "Support")
+ my_ctld:AddUnits("FV-101 Scorpion",{"CTLD_CARGO_Scorpion"}, CTLD_CARGO.Enum.VEHICLE, 10, "Support")
+
+ With the example above, we have my_ctld.usesubcats = true, which enables sub menus for categories. like the Anti tank units and support units, etc.
+ the 10 before that is how many we shall have in stock. Once that stock amount is reached, those items will not be available anymore.
+
+
+
+6. Save and load back units - persistence
You can save and later load back units dropped or build to make your mission persistent.
-For this to work, you need to de-sanitize io and lfs in your MissionScripting.lua, which is located in your DCS installtion folder under Scripts.
+For this to work, you need to de-sanitize io and lfs in your MissionScripting.lua, which is located in your DCS installation folder under Scripts.
There is a risk involved in doing that; if you do not know what that means, this is possibly not for you.
+
+
Use the following options to manage your saves:
my_ctld.enableLoadSave = true -- allow auto-saving and loading of files
@@ -2676,7 +2723,7 @@ There is a risk involved in doing that; if you do not know what that means, this
my_ctld.filename = "missionsave.csv" -- example filename
my_ctld.filepath = "C:\\Users\\myname\\Saved Games\\DCS\Missions\\MyMission" -- example path
my_ctld.eventoninject = true -- fire OnAfterCratesBuild and OnAfterTroopsDeployed events when loading (uses Inject functions)
- my_ctld.useprecisecoordloads = true -- Instead if slightly varyiing the group position, try to maintain it as is
+ my_ctld.useprecisecoordloads = true -- Instead if slightly varying the group position, try to maintain it as is
Then use an initial load at the beginning of your mission:
@@ -2685,7 +2732,7 @@ There is a risk involved in doing that; if you do not know what that means, this
Caveat:
-If you use units build by multiple templates, they will effectively double on loading. Dropped crates are not saved. Current stock is not saved.
+If you use units built by multiple templates, they will effectively double on loading. Dropped crates are not saved. Current stock is not saved.
7. Complex example - Build a complete FARP from a CTLD crate drop
@@ -2717,7 +2764,7 @@ If you use units build by multiple templates, they will effectively double on lo
local coord = Coordinate --Core.Point#COORDINATE
local FarpNameNumber = ((FARPName-1)%10)+1 -- make sure 11 becomes 1 etc
- local FName = FARPClearnames[FarpNameNumber] -- get clear namee
+ local FName = FARPClearnames[FarpNameNumber] -- get clear name
FARPFreq = FARPFreq + 1
FARPName = FARPName + 1
@@ -2747,7 +2794,7 @@ If you use units build by multiple templates, they will effectively double on lo
8. Transport crates and troops with CA (Combined Arms) trucks
-You can optionally also allow to CTLD with CA trucks and other vehicles:
+You can optionally also allow CTLD with CA trucks and other vehicles:
-- Create a SET_CLIENT to capture CA vehicles steered by players
local truckers = SET_CLIENT:New():HandleCASlots():FilterCoalitions("blue"):FilterPrefixes("Truck"):FilterStart()
@@ -3541,6 +3588,12 @@ If you use units build by multiple templates, they will effectively double on lo
User - function to remove stock of a certain troops type
+
+
User - function to remove stock of a certain Units
[Deprecated] - Function to add/adjust unittype capabilities.
+list/load crates in this radius (meters)
+ +holds #CTLD_ENGINEERING objects
-Beacons
-Folderpath.
+Units in this radius for the C-130J-30 to check for nearby units (meters)
+#1570
-Max units allowed to be build if the amount of the default 3 is exceeded when looking what's nearby
+enfore engineer build only?
-time to repairor build a unit/group
+noob catch
@@ -10242,9 +10310,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -message suppression
- @@ -10262,7 +10327,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauUser - function to remove stock of a certain Units
+ +CTLD
++ #string + Name +
+Name as defined in the AddUnits.
+ ++ #number + Number +
+Number of units/groups to add.
+ +self
+ +Path where the file is saved. If nil, file is saved in the DCS root installtion directory or your "Saved Games" folder if lfs was desanitized.
+Path where the file is saved. If nil, file is saved in the DCS root installation directory or your "Saved Games" folder if lfs was desanitized.
list/load crates in this radius (meters)
+ +holds #CTLD_ENGINEERING objects
-Beacons
-Folderpath.
+Units in this radius for the C-130J-30 to check for nearby units (meters)
+#1570
-Max units allowed to be build if the amount of the default 3 is exceeded when looking what's nearby
+enfore engineer build only?
-time to repairor build a unit/group
+noob catch
@@ -24349,9 +24474,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -message suppression
- @@ -24369,7 +24491,7 @@ However, if you create a new folder inside the miz file, which contains the sounlist/load crates in this radius (meters)
+ +holds #CTLD_ENGINEERING objects
-Beacons
-Folderpath.
+Units in this radius for the C-130J-30 to check for nearby units (meters)
+#1570
-Max units allowed to be build if the amount of the default 3 is exceeded when looking what's nearby
+enfore engineer build only?
-time to repairor build a unit/group
+noob catch
@@ -27004,9 +27129,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -message suppression
- @@ -27024,7 +27146,7 @@ However, if you create a new folder inside the miz file, which contains the sounCan transport crate.
-Location (if set) where to get this cargo item.
+ + + +Location (if set) where to get this cargo item.
+ + + +No late activation.
+Spawn in uncontrolled state.
+ @@ -19500,6 +19528,31 @@ Here we only check if stuck whilst taxiing. + + + +No late activation.
+Spawn in uncontrolled state.
+ @@ -40320,6 +40376,31 @@ Optionally, you can calculate the current max weight possible, which accounts fo + + + +No late activation.
+Spawn in uncontrolled state.
+ @@ -42503,6 +42587,31 @@ Optionally, you can calculate the current max weight possible, which accounts fo + + + +No late activation.
+Spawn in uncontrolled state.
+ diff --git a/Documentation/Ops.OpsGroup.html b/Documentation/Ops.OpsGroup.html index 419b3170c..5dd3662d1 100644 --- a/Documentation/Ops.OpsGroup.html +++ b/Documentation/Ops.OpsGroup.html @@ -39939,7 +39939,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Has line of sight.
+No of sight.
diff --git a/Documentation/Ops.OpsZone.html b/Documentation/Ops.OpsZone.html index 88f9d8df8..775021af2 100644 --- a/Documentation/Ops.OpsZone.html +++ b/Documentation/Ops.OpsZone.html @@ -4170,6 +4170,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Contested.
+ @@ -7987,6 +7990,9 @@ myopszone = OPSZONE:New(ZONE_AIRBASE:New("Batumi",6000),coalition.side.BLUE) -- + +Contested.
+ @@ -9908,6 +9914,9 @@ myopszone = OPSZONE:New(ZONE_AIRBASE:New("Batumi",6000),coalition.side.BLUE) -- + +Contested.
+ diff --git a/Documentation/Ops.PlayerTask.html b/Documentation/Ops.PlayerTask.html index 87c2aab1c..90fad3c5f 100644 --- a/Documentation/Ops.PlayerTask.html +++ b/Documentation/Ops.PlayerTask.html @@ -16299,11 +16299,14 @@ When moose is loading dynamically (for moose class development), tracing is switStack by pointer.
-Stack by pointer.
-The DCS controllable class.
+The DCS controllable class.
+The DCS controllable class.
+The DCS controllable class.
+The DCS controllable class.
+