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https://github.com/FlightControl-Master/MOOSE.git
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Final updates
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@@ -277,7 +277,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if DCSControllable then
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local Controller = self:_GetController()
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self:E(Controller)
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self:T3( Controller )
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-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
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-- Therefore we schedule the functions to set the mission and options for the Controllable.
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@@ -2275,6 +2275,4 @@ function CONTROLLABLE:WayPointExecute( WayPoint, WaitTime )
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return self
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end
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-- Message APIs
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-- Message APIs
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@@ -879,4 +879,30 @@ function GROUP:CalculateThreatLevelA2G()
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return MaxThreatLevelA2G
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end
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--- Returns true if the first unit of the GROUP is in the air.
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-- @param Wrapper.Group#GROUP self
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-- @return #boolean true if in the first unit of the group is in the air.
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-- @return #nil The GROUP is not existing or not alive.
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function GROUP:InAir()
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self:F2( self.GroupName )
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local DCSGroup = self:GetDCSObject()
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if DCSGroup then
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local DCSUnit = DCSGroup:getUnit(1)
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if DCSUnit then
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local GroupInAir = DCSGroup:getUnit(1):inAir()
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self:T3( GroupInAir )
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return GroupInAir
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end
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end
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return nil
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end
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function GROUP:OnReSpawn( ReSpawnFunction )
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self.ReSpawnFunction = ReSpawnFunction
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end
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@@ -241,20 +241,13 @@ end
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--- Returns true if the POSITIONABLE is in the air.
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-- Polymorphic, is overridden in GROUP and UNIT.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return #boolean true if in the air.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:InAir()
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self:F2( self.PositionableName )
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local PositionableInAir = DCSPositionable:inAir()
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self:T3( PositionableInAir )
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return PositionableInAir
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end
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return nil
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end
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@@ -818,3 +818,21 @@ function UNIT:IsShip()
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return nil
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end
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--- Returns true if the UNIT is in the air.
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-- @param Wrapper.Positionable#UNIT self
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-- @return #boolean true if in the air.
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-- @return #nil The UNIT is not existing or alive.
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function UNIT:InAir()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitInAir = DCSUnit:inAir()
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self:T3( UnitInAir )
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return UnitInAir
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end
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return nil
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end
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