Validating your config during development¶
CTLD does not check DCS type names at mission start any more — it no longer spawns hidden probe objects (that wasted resources and fired spurious birth/death events your mission logic could see). Instead, a typo or a missing mod surfaces at development time via an optional companion script.
The asset-check companion¶
CTLD_asset_check.lua is an optional dev-time tool (download it from the release assets). Loaded
after CTLD, it looks at everything your mission configures — spawnableCrates, AA system parts,
loadableGroups, and scene objects — and prints a message:
- OK — every configured DCS type is a known stock type or a declared mod type; or
- WARN — a list of unknown types (a likely typo, or a mod you have not declared).
It is a pure lookup: no objects are spawned, no events are fired.
How to use it¶
- Download
CTLD_asset_check.luafrom the CTLD release. - In the Mission Editor, add a
DO SCRIPT FILEtrigger at MISSION START, after the trigger that loadsCTLD.lua. - Run the mission once and read the on-screen message (and
CTLD.log). Fix any reported typo. - Remove the companion trigger for production — it is a development aid only.
Declaring mod types¶
If your config legitimately uses a mod's DCS type, tell CTLD so the companion does not flag it —
list the exact type name(s) in the modTypes setting (in ctld-tools, it is an editable list of DCS
type names):
advanced:
modTypes:
- Your_Mod_Type
- Another_Mod_Type
Every other type is still checked, so a real typo is still caught. (Scenes declare their own mod
types in modTypes on the scene model — see Scenes & FOB.)
Your responsibility
The companion confirms a type name is known; it cannot confirm that every client actually has the mod installed. Ensuring required mods are present on all clients remains up to you.