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Deck Cycles in LUA

 
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Deck Cycles in LUA - 9/30/2021 3:03:16 PM   
SeaQueen


Posts: 1451
Joined: 4/14/2007
From: Washington D.C.
Status: offline
In CMO is that you're not confined to operating carriers in deck cycles. That being said it's commonplace for pairs of CVs to operate in 12 hour deck cycles consisting of 6 hours of daylight and 6 hours of night in order to provide 24 hour flight operations between the two of them. The thing is, there isn't a good way to impose deck cycles on the player, which is both a good and a bad thing. It's good in the sense that it's allows one to experiment with alternative doctrines, but its bad in the sense that it can lead to unrealistically high sortie rates if the player chooses to push the limits. This is my stab at imposing deck cycles on a player at scenario start:


This first part sets up some constants. The gb and gw are just guids for the paired aircraft carriers in your scenario. They are used to define an array. Feel free to modify that part to suit your scenario.
-- This script determines which CVN is currently in the active phase of its deck cycle.
gb = 'GWKW9V-0HMC21A9CO9FE'   -- USS George W. Bush
gw ='GWKW9V-0HMC21A9COA5M'  -- USS George Washington
cvns = {gb, gw}

reserveLoadout = 3
oneDeckCycle = 12 * 60 -- 12 hours



When this script is paired with a ScenarioLoad triggered event, the following code will randomly choose a carrier from the above array.
-- coin flip choose which of the two cvns gets to be active.  The other will have the aircraft placed in a "reserve." state
math.randomseed (os.time ())
if (math.random() < 0.5) then
     cvnI = 1
else 
     cvnI = 2
end

inActiveCvnGuid = cvns[cvnI]

inActiveCvn = ScenEdit_GetUnit( { guid = inActiveCvnGuid  } )
inActiveAircraft = inActiveCvn.assignedUnits.Aircraft


This loops over the aircraft in on the selected inActiveCvn and sets them to a reserve loadout with a ready time of 12 hours.
for acIdx, acId in ipairs( inActiveAircraft )
do
    ScenEdit_SetLoadout({UnitName=acId , LoadoutID=reserveLoadout, IgnoreMagazines=true, TimeToReady_Minutes=oneDeckCycle }) 
end



You should be able to paste all of the above code in order in a single LuaScript action without trouble.

< Message edited by SeaQueen -- 9/30/2021 3:07:50 PM >
Post #: 1
RE: Deck Cycles in LUA - 9/30/2021 7:49:18 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline
How do you put the Ford in reserve for 3+ years. Nyuk Nyuk Nyuk

Great code. Thank you!

Mike

_____________________________

Don't call it a comeback...

(in reply to SeaQueen)
Post #: 2
RE: Deck Cycles in LUA - 10/1/2021 2:38:15 AM   
KnightHawk75

 

Posts: 1450
Joined: 11/15/2018
Status: offline
Unchanged you'll run into it re-doing it on each loadup of a save, which may not be desirable once someone has started playing. Below I account for that, additionally added option to change the loadout or leave the default and just do the ready time change, and few tweaks for nil and error trapping, as well as allowing for any number of table entries without having to re-touch the rest of the code.
config={}; 
config.cvns = {
[1]={name='USS George W. Bush', guid='GWKW9V-0HMC21A9CO9FE'},
[2]={name='USS George Washington', guid='GWKW9V-0HMC21A9COA5M'},
[3]={name='USS Ronald Reagan', guid='GWKW9V-000SOME00GUID'}
} --table of carriers or SUAB's.

config.reserveLoadout = 3
config.oneDeckCycle = 12 * 60 -- 12 hours

math.randomseed(os.clock()); --use clock instead of time
--- This loops over the aircraft in on the selected inActiveCvn and sets them to a reserve loadout with a ready time of 12 hours.
--- coin flip choose which of the cvns gets to be active.  The other will have the aircraft placed in a "reserve." state
---@param useReserveLoadout boolean - When set to true uses the config specified reserve loadoutid, otherwise does not touch loadout.
function ChooseActiveCarrier(useReserveLoadout) 
  local loadoutid = 0;
  if (useReserveLoadout ~= nil) and useReserveLoadout == true then loadoutid= config.reserveLoadout; end
  if #config.cvns > 0 then
    roll = math.random(1,#config.cvns); --1 to max number in the table.
    local retval, inActiveCvn = pcall(ScenEdit_GetUnit,{ guid = config.cvns[roll].guid } );
    if (retval ==true) and inActiveCvn ~=nil then
      if (inActiveCvn.assignedUnits.Aircraft ~=nil) and #inActiveCvn.assignedUnits.Aircraft > 0 then 
        for _, guid in ipairs( inActiveCvn.assignedUnits.Aircraft ) do
          pcall(ScenEdit_SetLoadout,{UnitName=guid, LoadoutID=loadoutid, IgnoreMagazines=true, TimeToReady_Minutes=config.oneDeckCycle});
        end
        ScenEdit_SetKeyValue('RunOnceMarker','1'); --flag ourselves as having run.
      else
        print(string.format('Error obtaining assigned aircraft list for the chosen carrier (%s).', tostring(config.cvns[roll].name)));
      end
    else 
      print(string.format('Error obtaining carrier (%s) unit.', tostring(config.cvns[roll].name)));
    end
  else
    print("cvns table is empty");
  end
end
function RunOnceCheck()
  local n = ScenEdit_GetKeyValue('RunOnceMarker');
  if (n==nil) or n=="" then --flag doesn't exist.
    ChooseActiveCarrier(true);
  else
    print("Carrier already choosen. Use ClearKeyValue('RunOnceMarker') followed by a save and reload to force re-execution of carrier selection.");
  end 
end

RunOnceCheck(); --kick of the check and the choose function call if needed.


< Message edited by KnightHawk75 -- 10/1/2021 2:42:19 AM >

(in reply to BDukes)
Post #: 3
RE: Deck Cycles in LUA - 10/1/2021 8:56:05 AM   
Parel803

 

Posts: 579
Joined: 10/10/2019
From: Netherlands
Status: offline
Thank you both, love to read the examples of others and try to understand a little bit more of the LUA.
regards GJ

(in reply to KnightHawk75)
Post #: 4
RE: Deck Cycles in LUA - 10/2/2021 1:10:22 PM   
SeaQueen


Posts: 1451
Joined: 4/14/2007
From: Washington D.C.
Status: offline
quote:

ORIGINAL: KnightHawk75

Unchanged you'll run into it re-doing it on each loadup of a save, which may not be desirable once someone has started playing. Below I account for that, additionally added option to change the loadout or leave the default and just do the ready time change, and few tweaks for nil and error trapping, as well as allowing for any number of table entries without having to re-touch the rest of the code.


Usually to avoid it re-running, I just set up a ScenarioLoad triggered event that's not repeatable. Whether you set a KeyValue or check a box is sort of immaterial in my mind. I've used both approaches in the past.

Also, I believe the whole point of the deck cycles thing is that carriers typically work in pairs. Creating an arbitrary length list wasn't really necessary for the use case I had in mind. If I had 3 or 4 carriers in theater, then maybe I'd think about it. Even so, using a uniformly distributed random number implies the scenario assumption that all of the listed carriers are equally likely to be active. I'm not sure that's the case, which is why I didn't choose the cvn the way you did.

< Message edited by SeaQueen -- 10/2/2021 1:22:44 PM >

(in reply to KnightHawk75)
Post #: 5
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