From 5fc39daa9deb02a8703601b94818db385690fc61 Mon Sep 17 00:00:00 2001 From: Frank Date: Tue, 28 May 2024 23:54:39 +0200 Subject: [PATCH 1/2] Update Chief.lua - added GetStrategy method --- Moose Development/Moose/Ops/Chief.lua | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/Moose Development/Moose/Ops/Chief.lua b/Moose Development/Moose/Ops/Chief.lua index e1027924b..68079daac 100644 --- a/Moose Development/Moose/Ops/Chief.lua +++ b/Moose Development/Moose/Ops/Chief.lua @@ -1078,6 +1078,13 @@ function CHIEF:SetStrategy(Strategy) return self end +--- Get current strategy. +-- @param #CHIEF self +-- @return #string Strategy. +function CHIEF:GetStrategy() + return self.strategy +end + --- Get defence condition. -- @param #CHIEF self -- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`. From 813b9d90aa2b58f584a085931a6977356b3da2b4 Mon Sep 17 00:00:00 2001 From: Thomas <72444570+Applevangelist@users.noreply.github.com> Date: Sat, 1 Jun 2024 07:33:56 +0200 Subject: [PATCH 2/2] Update Set.lua: added handler for EVENTS.PlayerLeaveUnit in SET_GROUP:FilterStart() (#2134) (#2136) Ops.CSAR was throwing the following errors constantly when a player would leave the CSAR helo: GROUP05000.GetDCSObject((ERROR: Could not get DCS group object of group Archer-1 because DCS object could not be found!)) This was because the SET_GROUP FilterStart on allheligroupset was not handling the scenario when a player left w/o a death. Co-authored-by: Mike Young <117502908+DarthZyll@users.noreply.github.com> --- Moose Development/Moose/Core/Set.lua | 1 + 1 file changed, 1 insertion(+) diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index ce3a11827..a401b6f3f 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -1516,6 +1516,7 @@ do self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) + self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnDeadOrCrash ) if self.Filter.Zones then self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self) local timing = self.ZoneTimerInterval or 30