diff --git a/Moose Development/Moose/Functional/Fox.lua b/Moose Development/Moose/Functional/Fox.lua index 6badf270f..1e6341a0d 100644 --- a/Moose Development/Moose/Functional/Fox.lua +++ b/Moose Development/Moose/Functional/Fox.lua @@ -492,7 +492,6 @@ end --- Disable F10 menu for all players. -- @param #FOX self --- @param #boolean switch If true debug mode on. If false/nil debug mode off -- @return #FOX self function FOX:SetDisableF10Menu() @@ -501,6 +500,16 @@ function FOX:SetDisableF10Menu() return self end +--- Enable F10 menu for all players. +-- @param #FOX self +-- @return #FOX self +function FOX:SetEnableF10Menu() + + self.menudisabled=false + + return self +end + --- Set default player setting for missile destruction. -- @param #FOX self -- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed. diff --git a/Moose Development/Moose/Functional/Range.lua b/Moose Development/Moose/Functional/Range.lua index ff0da9d6e..4388d2cba 100644 --- a/Moose Development/Moose/Functional/Range.lua +++ b/Moose Development/Moose/Functional/Range.lua @@ -1849,7 +1849,12 @@ function RANGE:OnEventHit( EventData ) -- Too close to the target. if _currentTarget.pastfoulline == false and _unit and _playername then local _d = _currentTarget.zone.foulline + -- DONE - SRS output local text = string.format( "%s, Invalid hit!\nYou already passed foul line distance of %d m for target %s.", self:_myname( _unitName ), _d, targetname ) + if self.useSRS then + local ttstext = string.format( "%s, Invalid hit! You already passed foul line distance of %d meters for target %s.", self:_myname( _unitName ), _d, targetname ) + self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2) + end self:_DisplayMessageToGroup( _unit, text ) self:T2( self.id .. text ) _currentTarget.pastfoulline = true @@ -2096,7 +2101,12 @@ function RANGE:OnEventShot( EventData ) elseif insidezone then -- Send message. + -- DONE SRS message local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 ) + if self.useSRS then + local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 ) + self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2) + end self:_DisplayMessageToGroup( _unit, _message, nil, false ) if self.rangecontrol then @@ -3188,23 +3198,6 @@ function RANGE:_CheckInZone( _unitName ) local _sound = nil -- #RANGE.Soundfile - --[[ --RangeBoss commented out in order to implement strafe quality based on accuracy percentage, not the number of rounds on target - -- Judge this pass. Text is displayed on summary. - if _result.hits >= _result.zone.goodPass*2 then - _result.text = "EXCELLENT PASS" - _sound=RANGE.Sound.RCExcellentPass - elseif _result.hits >= _result.zone.goodPass then - _result.text = "GOOD PASS" - _sound=RANGE.Sound.RCGoodPass - elseif _result.hits >= _result.zone.goodPass/2 then - _result.text = "INEFFECTIVE PASS" - _sound=RANGE.Sound.RCIneffectivePass - else - _result.text = "POOR PASS" - _sound=RANGE.Sound.RCPoorPass - end - ]] - -- Calculate accuracy of run. Number of hits wrt number of rounds fired. local shots = _result.ammo - _ammo local accur = 0 @@ -3455,10 +3448,10 @@ function RANGE:_AddF10Commands( _unitName ) local _StrPits = MENU_GROUP_COMMAND:New( group, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName ):Refresh() end else - self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName ) + self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName or "N/A") end else - self:E( self.id .. "Player unit does not exist in AddF10Menu() function. Unit name: " .. _unitName ) + self:E( self.id .. "Player unit does not exist in AddF10Menu() function. Unit name: " .. _unitName or "N/A") end end