Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank 2025-06-10 21:58:38 +02:00
commit 1d04f7c945
84 changed files with 1563 additions and 800 deletions

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@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
unsigned = refct.unsigned,
size = bit.band(bit.rshift(ctype.info, 16), 127),
}
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
end
if CT[4] then -- Merge sibling attributes onto this type.

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@ -18,6 +18,8 @@
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.

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@ -33,6 +33,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.

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@ -19,6 +19,8 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

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@ -15,6 +15,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.

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@ -16,6 +16,8 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

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@ -18,6 +18,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

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@ -36,6 +36,8 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an A2G defense system.
--
-- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.

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@ -19,6 +19,8 @@
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

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@ -15,6 +15,7 @@
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--

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@ -36,6 +36,8 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system.
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

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@ -13,12 +13,14 @@
-- @type AI_AIR_ENGAGE
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

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@ -15,6 +15,8 @@
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.

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@ -13,7 +13,7 @@
-- @type AI_AIR_SQUADRON
--- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
@ -21,6 +21,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

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@ -38,6 +38,8 @@
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)

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@ -33,8 +33,9 @@
-- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET
--- Monitors and manages as many replacement AI groups as there are
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--

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@ -39,6 +39,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.

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@ -38,6 +38,9 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)

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@ -9,12 +9,14 @@
-- @module AI.AI_Cargo
-- @image Cargo.JPG
-- @type AI_CARGO
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@ -22,6 +22,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # The dispatcher concept.
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.

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@ -36,6 +36,8 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.

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@ -30,6 +30,8 @@
--- Brings a dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.

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@ -31,6 +31,8 @@
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--

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@ -29,6 +29,8 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@ -14,6 +14,8 @@
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.

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@ -25,6 +25,8 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

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@ -23,6 +23,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

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@ -21,6 +21,8 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

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@ -25,6 +25,8 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

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@ -41,6 +41,8 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to:

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@ -48,6 +48,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.

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@ -1,6 +1,6 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- ===
--
@ -11,6 +11,8 @@ do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@ -133,7 +135,7 @@ do -- ACT_ACCOUNT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 )
end

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@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIGN state machine:

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@ -1,5 +1,6 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.

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@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:

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@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) MOOSE Cargo System.
--
-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.

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@ -22,6 +22,9 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
---
-- ![Banner Image](..\Images\deprecated.png)
--
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--

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@ -26,6 +26,8 @@ do -- CARGO_GROUP
-- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--
-- ![Banner Image](..\Images\deprecated.png)
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:

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@ -32,6 +32,8 @@ do -- CARGO_SLINGLOAD
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

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@ -30,6 +30,8 @@ do -- CARGO_UNIT
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

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@ -974,7 +974,7 @@ do -- Scheduling
-- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... )

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@ -872,6 +872,8 @@ end
-- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then

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@ -206,7 +206,7 @@ end
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if Group and Group:IsAlive() then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@ -231,7 +231,7 @@ end
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if Unit and Unit:IsAlive() then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS

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@ -25,7 +25,7 @@
do -- COORDINATE
---
--- Coordinate class
-- @type COORDINATE
-- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector.
@ -59,6 +59,10 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green.
-- * @{#COORDINATE.SetSmokeOffsetDirection}(): To set an offset point direction for smoke.
-- * @{#COORDINATE.SetSmokeOffsetDistance}(): To set an offset point distance for smoke.
-- * @{#COORDINATE.SwitchSmokeOffsetOn}(): To set an offset point for smoke to on.
-- * @{#COORDINATE.SwitchSmokeOffsetOff}(): To set an offset point for smoke to off.
--
-- ## 2.2) Flare
--
@ -2118,14 +2122,112 @@ do -- COORDINATE
end
--- Smokes the point in a color.
--- Create colored smoke the point. The smoke we last up to 5 min (DCS limitation) but you can optionally specify a shorter duration or stop it manually.
-- @param #COORDINATE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
function COORDINATE:Smoke( SmokeColor, name )
self:F2( { SmokeColor } )
self.firename = name or "Smoke-"..math.random(1,100000)
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
-- @param #number SmokeColor Color of smoke, e.g. `SMOKECOLOR.Green` for green smoke.
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
-- @param #boolean Offset (Optional) If true, offset the smokle a bit.
-- @param #number Direction (Optional) If Offset is true this is the direction of the offset, 1-359 (degrees). Default random.
-- @param #number Distance (Optional) If Offset is true this is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else
-- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke
if Offset or self.SmokeOffset then
local Angle = Direction or self:GetSmokeOffsetDirection()
local Distance = Distance or self:GetSmokeOffsetDistance()
local newpos = self:Translate(Distance,Angle,true,false)
local newvec3 = newpos:GetVec3()
trigger.action.smoke( newvec3, SmokeColor, self.firename )
else
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopSmoke, self, self.firename )
end
end
return self
end
--- Get the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Direction in degrees.
function COORDINATE:GetSmokeOffsetDirection()
local direction = self.SmokeOffsetDirection or math.random(1,359)
return direction
end
--- Set the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Direction (Optional) This is the direction of the offset, 1-359 (degrees). Default random.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDirection(Direction)
if self then
self.SmokeOffsetDirection = Direction or math.random(1,359)
return self
else
COORDINATE.SmokeOffsetDirection = Direction or math.random(1,359)
end
end
--- Get the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Distance Distance in meters.
function COORDINATE:GetSmokeOffsetDistance()
local distance = self.SmokeOffsetDistance or math.random(10,20)
return distance
end
--- Set the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Distance (Optional) This is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDistance(Distance)
if self then
self.SmokeOffsetDistance = Distance or math.random(10,20)
return self
else
COORDINATE.SmokeOffsetDistance = Distance or math.random(10,20)
end
end
--- Set the offset on when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOn()
if self then
self.SmokeOffset = true
return self
else
COORDINATE.SmokeOffset = true
end
end
--- Set the offset off when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOff()
if self then
self.SmokeOffset = false
return self
else
COORDINATE.SmokeOffset = false
end
end
--- Stops smoking the point in a color.
@ -2137,49 +2239,83 @@ do -- COORDINATE
--- Smoke the COORDINATE Green.
-- @param #COORDINATE self
function COORDINATE:SmokeGreen()
self:F2()
self:Smoke( SMOKECOLOR.Green )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeGreen(Duration, Delay)
self:Smoke( SMOKECOLOR.Green, Duration, Delay )
return self
end
--- Smoke the COORDINATE Red.
-- @param #COORDINATE self
function COORDINATE:SmokeRed()
self:F2()
self:Smoke( SMOKECOLOR.Red )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeRed(Duration, Delay)
self:Smoke( SMOKECOLOR.Red, Duration, Delay )
return self
end
--- Smoke the COORDINATE White.
-- @param #COORDINATE self
function COORDINATE:SmokeWhite()
self:F2()
self:Smoke( SMOKECOLOR.White )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeWhite(Duration, Delay)
self:Smoke( SMOKECOLOR.White, Duration, Delay )
return self
end
--- Smoke the COORDINATE Orange.
-- @param #COORDINATE self
function COORDINATE:SmokeOrange()
self:F2()
self:Smoke( SMOKECOLOR.Orange )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeOrange(Duration, Delay)
self:Smoke( SMOKECOLOR.Orange, Duration, Delay )
return self
end
--- Smoke the COORDINATE Blue.
-- @param #COORDINATE self
function COORDINATE:SmokeBlue()
self:F2()
self:Smoke( SMOKECOLOR.Blue )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeBlue(Duration, Delay)
self:Smoke( SMOKECOLOR.Blue, Duration, Delay )
return self
end
--- Big smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFire( preset, density, name )
self:F2( { preset=preset, density=density } )
density=density or 0.5
self.firename = name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), preset, density, self.firename )
-- @param #number Preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number Density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFire( Preset, Density, Duration, Delay, Name )
self:F2( { preset=Preset, density=Density } )
Preset=Preset or BIGSMOKEPRESET.SmallSmokeAndFire
Density=Density or 0.5
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.BigSmokeAndFire, self, Preset, Density, Duration, 0, Name)
else
self.firename = Name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), Preset, Density, self.firename )
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopBigSmokeAndFire, self, self.firename )
end
end
return self
end
--- Stop big smoke and fire at the coordinate.
@ -2192,82 +2328,98 @@ do -- COORDINATE
--- Small smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireSmall( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density, name)
-- @param #number Density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Medium smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireMedium( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireMedium( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Large smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireLarge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireLarge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Huge smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireHuge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireHuge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Small smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeSmall( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, Density, Duration, Delay, Name)
return self
end
--- Medium smoke at the coordinate.
-- @param #COORDINATE self
-- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeMedium( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeMedium( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, Density, Duration, Delay, Name)
return self
end
--- Large smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeLarge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density,name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeLarge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, Density, Duration, Delay, Name)
return self
end
--- Huge smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeHuge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density,name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeHuge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, Density, Duration, Delay, Name)
return self
end
--- Flares the point in a color.
@ -2921,8 +3073,10 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
local time=UTILS.ClockToSeconds(clock)
@ -2941,6 +3095,11 @@ do -- COORDINATE
-- Todays sun set in sec.
local sunset=self:GetSunset(true)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
-- Seconds passed since midnight.
local time=UTILS.SecondsOfToday()

View File

@ -198,7 +198,7 @@ end -- env
do -- radio
---@type radio
--@type radio
-- @field #radio.modulation modulation
---

View File

@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: Mar 2025
-- Last Update: May 2025
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@ -62,7 +62,9 @@
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes
-- @field #number checkcounter Counter for SAM Table refreshes.
-- @field #number DLinkCacheTime Seconds after which cached contacts in DLink will decay.
-- @field #boolean logsamstatus Log SAM status in dcs.log every cycle if true
-- @extends Core.Base#BASE
@ -74,10 +76,9 @@
--
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before
-- * Leverage evasiveness from SEAD, leverage attack range setting
-- * Automatic setup of SHORAD based on groups of the class "short-range"
-- * **Automatic mode** (default) will set-up your SAM site network automatically for you.
-- * Leverage evasiveness from SEAD, leverage attack range setting.
-- * Automatic setup of SHORAD based on groups of the class "short-range".
--
-- # 0. Base considerations and naming conventions
--
@ -133,10 +134,10 @@
--
-- # 0.1 Set-up in the mission editor
--
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.
-- Set up your EWR system in the mission editor. Name the groups using a systematic approach like above. Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one** group per SAM location. SA-15 TOR systems offer a good missile defense.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one unit ** per group (multiple groups) for the SAM location.
-- Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.
--
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
--
@ -188,7 +189,7 @@
--
-- ## 2.1 Auto mode features
--
-- ### 2.1.1 You can now add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
-- ### 2.1.1 You can add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
--
-- -- Parameters are tables of Core.Zone#ZONE objects!
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@ -206,9 +207,6 @@
--
-- ### 2.1.4 Advanced features
--
-- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
-- mybluemantis.automode = false
--
-- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1
@ -221,6 +219,12 @@
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
--
-- ### 2.1.6 Shoot & Scoot
--
-- -- Option to make the (driveable) SHORAD units drive around and shuffle positions
-- -- We use a SET_ZONE for that, number of zones to consider defaults to three, Random is true for random coordinates and Formation is e.g. "Vee".
-- mybluemantis:AddScootZones(ZoneSet, Number, Random, Formation)
--
-- # 3. Default settings [both modes unless stated otherwise]
--
-- By default, the following settings are active:
@ -243,25 +247,7 @@
--
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
-- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup]
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- -- now set up MANTIS
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
--
-- If you systematically name your SHORAD groups starting with "Blue SHORAD" you'll need exactly **one** SHORAD instance to manage all SHORAD groups.
--
-- (Optionally) you can remove the link later on with
--
-- mymantis:RemoveShorad()
--
-- # 6. Integrated SEAD
-- # 5. Integrated SEAD
--
-- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up!
-- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
@ -336,6 +322,8 @@ MANTIS = {
SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1,
DLinkCacheTime = 120,
logsamstatus = false,
}
--- Advanced state enumerator
@ -374,7 +362,7 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" },
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot str" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
@ -382,7 +370,8 @@ MANTIS.SamData = {
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" },
["Roland"] = { Range=6, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Gepard"] = { Range=5, Blindspot=0, Height=4, Type="Point", Radar="Gepard" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@ -393,6 +382,7 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["HEMTT_C-RAM_Phalanx"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
-- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" },
@ -625,6 +615,7 @@ do
self.advAwacs = false
end
self:SetDLinkCacheTime()
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
@ -658,6 +649,8 @@ do
table.insert(self.ewr_templates,awacs)
end
self.logsamstatus = false
self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
@ -689,7 +682,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.9.27"
self.version="0.9.30"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@ -1040,6 +1033,16 @@ do
return self
end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #MANTIS self
-- @param #number seconds Remember this many seconds, at least 5 seconds.
-- @return #MANTIS self
function MANTIS:SetDLinkCacheTime(seconds)
self.DLinkCacheTime = math.abs(seconds or 120)
if self.DLinkCacheTime < 5 then self.DLinkCacheTime = 5 end
return self
end
--- Function to set the detection interval
-- @param #MANTIS self
-- @param #number interval The interval in seconds
@ -1431,7 +1434,9 @@ do
--IntelTwo:SetClusterRadius(5000)
IntelTwo:Start()
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,300)
local CacheTime = self.DLinkCacheTime or 120
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,CacheTime)
IntelDlink:__Start(1)
self:SetUsingDLink(IntelDlink)
@ -1493,7 +1498,7 @@ do
elseif chm then
SAMData = self.SamDataCH
end
--self:T("Looking to auto-match for "..grpname)
--self:I("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName())
@ -1694,7 +1699,9 @@ do
local grpname = group:GetName()
local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
local radaralive = group:IsSAM()
-- TODO the below might stop working at some point after some hours, needs testing
--local radaralive = group:IsSAM()
local radaralive = true
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then
@ -1856,7 +1863,7 @@ do
end --end alive
end --end check
end --for loop
if self.debug or self.verbose then
if self.debug or self.verbose or self.logsamstatus then
for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then
instatusgreen=instatusgreen+1
@ -1877,8 +1884,9 @@ do
-- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object
-- @param #boolean dlink
-- @param #boolean reporttolog
-- @return #MANTIS self
function MANTIS:_Check(detection,dlink)
function MANTIS:_Check(detection,dlink,reporttolog)
self:T(self.lid .. "Check")
--get detected set
local detset = detection:GetDetectedItemCoordinates()
@ -1905,7 +1913,8 @@ do
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end
if self.debug or self.verbose then
local function GetReport()
local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
@ -1914,7 +1923,15 @@ do
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end
statusreport:Add("+-----------------------------+")
return statusreport
end
if self.debug or self.verbose then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
elseif reporttolog == true then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToLog()
end
return self
end
@ -2022,7 +2039,7 @@ do
self:T({From, Event, To})
-- check detection
if not self.state2flag then
self:_Check(self.Detection,self.DLink)
self:_Check(self.Detection,self.DLink,self.logsamstatus)
end
local EWRAlive = self:_CheckAnyEWRAlive()

View File

@ -53,6 +53,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--

View File

@ -603,7 +603,7 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.8.0"
RANGE.version = "2.8.1"
-- TODO list:
-- TODO: Verbosity level for messages.
@ -2032,10 +2032,10 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Smoke impact point of bomb.
if playerData and playerData.smokebombimpact and insidezone then
if playerData and playerData.delaysmoke then
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
if playerData.delaysmoke then
impactcoord:Smoke(playerData.smokecolor, 30, self.TdelaySmoke)
else
impactcoord:Smoke( playerData.smokecolor )
impactcoord:Smoke(playerData.smokecolor, 30)
end
end
@ -2102,7 +2102,12 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackHdg = attackHdg
result.attackVel = attackVel
result.attackAlt = attackAlt
result.date=os and os.date() or "n/a"
if os and os.date then
result.date=os.date()
else
self:E(self.lid.."os or os.date() not available")
result.date = "n/a"
end
-- Add to table.
table.insert( _results, result )
@ -2635,13 +2640,6 @@ end
-- Display Messages
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start smoking a coordinate with a delay.
-- @param #table _args Argements passed.
function RANGE._DelayedSmoke( _args )
_args.coord:Smoke(_args.color)
--trigger.action.smoke( _args.coord:GetVec3(), _args.color )
end
--- Display top 10 stafing results of a specific player.
-- @param #RANGE self
-- @param #string _unitName Name of the player unit.

View File

@ -7,6 +7,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@ -2798,7 +2798,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end
_RUNACT = subtitle
alltext = alltext .. ";\n" .. subtitle
--alltext = alltext .. ";\n" .. subtitle
-- Runway length.
if self.rwylength then

View File

@ -1912,6 +1912,9 @@ function AIRBOSS:New( carriername, alias )
-- Set max section members. Default 2.
self:SetMaxSectionSize()
-- Set max section distance. Default 100 meters.
self:SetMaxSectionDistance()
-- Set max flights per stack. Default is 2.
self:SetMaxFlightsPerStack()
@ -3088,8 +3091,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations)
if GoogleCreds then
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
self.SRS:SetGoogle(GoogleCreds)
end
if Voice then
self.SRS:SetVoice(Voice)
@ -3344,6 +3346,22 @@ function AIRBOSS:SetMaxSectionSize( nmax )
return self
end
--- Set maximum distance up to which section members are allowed (default: 100 meters).
-- @param #AIRBOSS self
-- @param #number dmax Max distance in meters (default 100 m). Minimum is 10 m, maximum is 5000 m.
-- @return #AIRBOSS self
function AIRBOSS:SetMaxSectionDistance( dmax )
if dmax then
if dmax < 10 then
dmax = 10
elseif dmax > 5000 then
dmax = 5000
end
end
self.maxsectiondistance = dmax or 100
return self
end
--- Set max number of flights per stack. All members of a section count as one "flight".
-- @param #AIRBOSS self
-- @param #number nmax Number of max allowed flights per stack. Default is two. Minimum is one, maximum is 4.
@ -3623,7 +3641,6 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@ -8724,13 +8741,13 @@ function AIRBOSS:OnEventRemoveUnit( EventData )
-- Nil checks.
if EventData == nil then
self:E( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" )
self:E( EventData )
self:T( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" )
self:T( EventData )
return
end
if EventData.IniUnit == nil then
self:E( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" )
self:E( EventData )
self:T( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" )
self:T( EventData )
return
end
@ -17049,7 +17066,7 @@ function AIRBOSS:_RemoveSectionMember( playerData, sectionmember )
return false
end
--- Set all flights within 100 meters to be part of my section.
--- Set all flights within maxsectiondistance meters to be part of my section (default: 100 meters).
-- @param #AIRBOSS self
-- @param #string _unitName Name of the player unit.
function AIRBOSS:_SetSection( _unitName )
@ -17067,7 +17084,7 @@ function AIRBOSS:_SetSection( _unitName )
local mycoord = _unit:GetCoordinate()
-- Max distance up to which section members are allowed.
local dmax = 100
local dmax = self.maxsectiondistance
-- Check if player is in Marshal or pattern queue already.
local text

View File

@ -1403,6 +1403,8 @@ function AUFTRAG:NewINTERCEPT(Target)
end
--- **[AIR]** Create a CAP mission.
-- Assinged groups are tasked to execute a CAP mission. This consists of a DCS orbit task combined with an enroute "search and engage in zone" task.
-- **Note** that currently DCS only supports *circular* zones for the task.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft.
@ -1717,7 +1719,7 @@ end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object.
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self
@ -1749,7 +1751,7 @@ end
--- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing).
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object.
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self
@ -6108,9 +6110,12 @@ function AUFTRAG:GetDCSMissionTask()
-- BOMBING Mission --
---------------------
local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb)
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.STRAFING then
@ -6311,9 +6316,12 @@ function AUFTRAG:GetDCSMissionTask()
-- STRIKE Mission --
--------------------
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then

View File

@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg
---
-- Last Update Jan 2025
-- Last Update May 2025
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@ -263,6 +263,7 @@ CSAR = {
rescuedpilots = 0,
limitmaxdownedpilots = true,
maxdownedpilots = 10,
useFIFOLimitReplacement = false, -- If true, it will remove the oldest downed pilot when a new one is added, if the limit is reached.
allheligroupset = nil,
topmenuname = "CSAR",
ADFRadioPwr = 1000,
@ -313,7 +314,7 @@ CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.30"
CSAR.version="1.0.33"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@ -468,7 +469,7 @@ function CSAR:New(Coalition, Template, Alias)
-- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
self.ADFRadioPwr = 1000
self.ADFRadioPwr = 500
-- added 1.0.16
self.PilotWeight = 80
@ -1145,17 +1146,6 @@ function CSAR:_EventHandler(EventData)
return self
end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
return self
end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
local initdcscoord = nil
local initcoord = nil
@ -1169,6 +1159,36 @@ function CSAR:_EventHandler(EventData)
self:T({initdcscoord})
end
-- Remove downed pilot if already exists to replace with new one.
if _event.IniPlayerName then
local PilotTable = self.downedPilots --#CSAR.DownedPilot
local _foundPilot = nil
for _,_pilot in pairs(PilotTable) do
if _pilot.player == _event.IniPlayerName and _pilot.alive == true then
_foundPilot = _pilot
break
end
end
if _foundPilot then
self:T("Downed pilot already exists!")
_foundPilot.group:Destroy(false)
self:_RemoveNameFromDownedPilots(_foundPilot.name)
self:_CheckDownedPilotTable()
end
end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
return self
end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
--local surface = _unit:GetCoordinate():GetSurfaceType()
local surface = initcoord:GetSurfaceType()
@ -2116,56 +2136,50 @@ end
--- (Internal) Determine distance to closest MASH.
-- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #CSAR self
-- @return #number Distance in meters
-- @return #string MASH Name as string
function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP
local _mashes = _mashset:GetSetObjects() -- #table
local MashSets = {}
--local _mashes = _mashset.Set-- #table
table.insert(MashSets,_mashset.Set)
table.insert(MashSets,self.zonemashes.Set)
table.insert(MashSets,self.staticmashes.Set)
local _shortestDistance = -1
local _distance = 0
local _helicoord = _heli:GetCoordinate()
local function GetCloseAirbase(coordinate,Coalition,Category)
local a=coordinate:GetVec3()
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return distmin
end
local MashName = nil
if self.allowFARPRescue then
local position = _heli:GetCoordinate()
local afb,distance = position:GetClosestAirbase(nil,self.coalition)
_shortestDistance = distance
MashName = (afb ~= nil) and afb:GetName() or "Unknown"
end
for _, _mashUnit in pairs(_mashes) do
if _mashUnit and _mashUnit:IsAlive() then
local _mashcoord = _mashUnit:GetCoordinate()
_distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance
end
end
for _,_mashes in pairs(MashSets) do
for _, _mashUnit in pairs(_mashes or {}) do
local _mashcoord
if _mashUnit and (not _mashUnit:IsInstanceOf("ZONE_BASE")) and _mashUnit:IsAlive() then
_mashcoord = _mashUnit:GetCoordinate()
elseif _mashUnit and _mashUnit:IsInstanceOf("ZONE_BASE") then
_mashcoord = _mashUnit:GetCoordinate()
end
_distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance
MashName = _mashUnit:GetName() or "Unknown"
end
end
end
if _shortestDistance ~= -1 then
return _shortestDistance
return _shortestDistance, MashName
else
return -1
end
end
--- (Internal) Display onboarded rescued pilots.
@ -2323,9 +2337,9 @@ end
-- @param #CSAR self
-- @param Wrapper.Group#GROUP _group Group #GROUP object.
-- @param #number _freq Frequency to use
-- @param #string _name Beacon Name to use
-- @param #string BeaconName Beacon Name to use
-- @return #CSAR self
function CSAR:_AddBeaconToGroup(_group, _freq, _name)
function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
self:T(self.lid .. " _AddBeaconToGroup")
if self.CreateRadioBeacons == false then return end
local _group = _group
@ -2346,10 +2360,11 @@ function CSAR:_AddBeaconToGroup(_group, _freq, _name)
if _radioUnit then
local name = _radioUnit:GetName()
local Frequency = _freq -- Freq in Hertz
local name = _radioUnit:GetName()
--local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0}
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,_name) -- Beacon in MP only runs for exactly 30secs straight
self:I(self.lid..string.format("Added Radio Beacon %d Hertz | Name %s | Position {%d,%d,%d}",Frequency,BeaconName,vec3.x,vec3.y,vec3.z))
trigger.action.radioTransmission(Sound, vec3, 0, true, Frequency, self.ADFRadioPwr or 500,BeaconName) -- Beacon in MP only runs for exactly 30secs straight
end
end
@ -2370,9 +2385,13 @@ function CSAR:_RefreshRadioBeacons()
local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud
local bname = pilot.BeaconName or pilot.name..math.random(1,100000)
trigger.action.stopRadioTransmission(bname)
--trigger.action.stopRadioTransmission(bname)
if group and group:IsAlive() and frequency > 0 then
self:_AddBeaconToGroup(group,frequency,bname)
--self:_AddBeaconToGroup(group,frequency,bname)
else
if frequency > 0 then
trigger.action.stopRadioTransmission(bname)
end
end
end
end
@ -2402,11 +2421,26 @@ function CSAR:_ReachedPilotLimit()
local limit = self.maxdownedpilots
local islimited = self.limitmaxdownedpilots
local count = self:_CountActiveDownedPilots()
if islimited and (count >= limit) then
return true
else
return false
end
if islimited and (count >= limit) then
if self.useFIFOLimitReplacement then
local oldIndex = -1
local oldDownedPilot = nil
for _index, _downedpilot in pairs(self.downedPilots) do
oldIndex = _index
oldDownedPilot = _downedpilot
break
end
if oldDownedPilot then
oldDownedPilot.group:Destroy(false)
oldDownedPilot.alive = false
self:_CheckDownedPilotTable()
return false
end
end
return true
else
return false
end
end
--- User - Function to add onw SET_GROUP Set-up for pilot filtering and assignment.
@ -2454,9 +2488,10 @@ function CSAR:onafterStart(From, Event, To)
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
local staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce()
local zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce()
self.staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce()
self.zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce()
--[[
if staticmashes:Count() > 0 then
for _,_mash in pairs(staticmashes.Set) do
self.mash:AddObject(_mash)
@ -2464,10 +2499,13 @@ function CSAR:onafterStart(From, Event, To)
end
if zonemashes:Count() > 0 then
self:T("Adding zones to self.mash SET")
for _,_mash in pairs(zonemashes.Set) do
self.mash:AddObject(_mash)
end
self:T("Objects in SET: "..self.mash:Count())
end
--]]
if not self.coordinate then
local csarhq = self.mash:GetRandom()

File diff suppressed because it is too large Load Diff

View File

@ -70,6 +70,7 @@
-- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
@ -223,7 +224,8 @@ EASYGCICAP = {
ReadyFlightGroups = {},
DespawnAfterLanding = false,
DespawnAfterHolding = true,
ListOfAuftrag = {}
ListOfAuftrag = {},
defaulttakeofftype = "hot",
}
--- Internal Squadron data type
@ -259,7 +261,7 @@ EASYGCICAP = {
--- EASYGCICAP class version.
-- @field #string version
EASYGCICAP.version="0.1.18"
EASYGCICAP.version="0.1.22"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -312,6 +314,7 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self.DespawnAfterLanding = false
self.DespawnAfterHolding = true
self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias)
@ -400,6 +403,16 @@ function EASYGCICAP:SetDefaultRepeatOnFailure(Retries)
return self
end
--- Add default take off type for the airwings.
-- @param #EASYGCICAP self
-- @param #string Takeoff Can be "hot", "cold", or "air" - default is "hot".
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultTakeOffType(Takeoff)
self:T(self.lid.."SetDefaultTakeOffType")
self.defaulttakeofftype = Takeoff or "hot"
return self
end
--- Set default CAP Speed in knots
-- @param #EASYGCICAP self
-- @param #number Speed Speed defaults to 300
@ -569,6 +582,13 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local DespawnAfterLanding = self.DespawnAfterLanding
local DespawnAfterHolding = self.DespawnAfterHolding
-- Check STATIC name
local check = STATIC:FindByName(Airbasename,false)
if check == nil then
MESSAGE:New(self.lid.."There's no warehouse static on the map (wrong naming?) for airbase "..tostring(Airbasename).."!",30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
-- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetVerbosityLevel(0)
@ -596,9 +616,8 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
if #self.ManagedREC > 0 then
CAP_Wing:SetNumberRecon(1)
end
--local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate()
--CAP_Wing:AddPatrolPointCAP(PatrolCoordinateKutaisi,self.capalt,UTILS.KnotsToAltKIAS(self.capspeed,self.capalt),self.capdir,self.capleg)
CAP_Wing:SetTakeoffHot()
CAP_Wing:SetTakeoffType(self.defaulttakeofftype)
CAP_Wing:SetLowFuelThreshold(0.3)
CAP_Wing.RandomAssetScore = math.random(50,100)
CAP_Wing:Start()
@ -606,6 +625,9 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local Intel = self.Intel
local TankerInvisible = self.TankerInvisible
local engagerange = self.engagerange
local GoZoneSet = self.GoZoneSet
local NoGoZoneSet = self.NoGoZoneSet
function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
@ -619,7 +641,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch()
if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then
flightgroup:SetDetection(true)
flightgroup:SetEngageDetectedOn(self.engagerange,{"Air"},self.GoZoneSet,self.NoGoZoneSet)
flightgroup:SetEngageDetectedOn(engagerange,{"Air"},GoZoneSet,NoGoZoneSet)
flightgroup:SetOutOfAAMRTB()
if CapFormation then
flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation)
@ -801,6 +823,11 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a CAP point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude

View File

@ -259,7 +259,7 @@ function FLIGHTGROUP:New(group)
local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname)
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname or "N/A")
-- Defaults
self:SetDefaultROE()
@ -2003,6 +2003,9 @@ function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name))
-- Set parking spot to free. Also for FC. This is usually done after taxiing but doing it here in case the group is teleported.
self:_SetElementParkingFree(Element)
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)

View File

@ -2324,7 +2324,7 @@ INTEL_DLINK = {
verbose = 0,
lid = nil,
alias = nil,
cachetime = 300,
cachetime = 120,
interval = 20,
contacts = {},
clusters = {},
@ -2333,7 +2333,7 @@ INTEL_DLINK = {
--- Version string
-- @field #string version
INTEL_DLINK.version = "0.0.1"
INTEL_DLINK.version = "0.0.2"
--- Function to instantiate a new object
-- @param #INTEL_DLINK self
@ -2384,15 +2384,15 @@ function INTEL_DLINK:New(Intels, Alias, Interval, Cachetime)
self.alias="SPECTRE"
end
-- Cache time
self.cachetime = Cachetime or 300
-- Interval
self.interval = Interval or 20
-- Set some string id for output to DCS.log file.
self.lid=string.format("INTEL_DLINK %s | ", self.alias)
-- Cache time
self:SetDLinkCacheTime(Cachetime or 120)
-- Start State.
self:SetStartState("Stopped")
@ -2477,6 +2477,16 @@ function INTEL_DLINK:onafterStart(From, Event, To)
return self
end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #INTEL_DLINK self
-- @param #number seconds Remember this many seconds. Defaults to 180.
-- @return #INTEL_DLINK self
function INTEL_DLINK:SetDLinkCacheTime(seconds)
self.cachetime = math.abs(seconds or 120)
self:I(self.lid.."Caching for "..self.cachetime.." seconds.")
return self
end
--- Function to collect data from the various #INTEL
-- @param #INTEL_DLINK self
-- @param #string From The From state

View File

@ -5589,10 +5589,13 @@ function OPSGROUP:onafterUnpauseMission(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType()))
-- Set state of mission, e.g. for not teleporting again
mission.unpaused=true
-- Start mission.
self:MissionStart(mission)
-- Remove mission from
-- Remove mission from pausedmissions queue
for i,mid in pairs(self.pausedmissions) do
--self:T(self.lid..string.format("Checking paused mission", mid))
if mid==mission.auftragsnummer then
@ -6232,7 +6235,7 @@ function OPSGROUP:RouteToMission(mission, delay)
end
-- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h.
if self.speedMax<=3.6 or mission.teleport then
if (self.speedMax<=3.6 or mission.teleport) and not mission.unpaused then
-- Teleport to waypoint coordinate. Mission will not be paused.
self:Teleport(waypointcoord, nil, true)

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@ -53,6 +53,7 @@
-- @field #number threatlevelCapture Threat level necessary to capture a zone.
-- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units.
-- @field Core.Set#SET_GROUP ScanGroupSet Set of scanned groups.
-- @field #number UpdateSeconds Run status every this many seconds.
-- @extends Core.Fsm#FSM
--- *Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon.* --- Horation Nelson
@ -77,6 +78,7 @@ OPSZONE = {
Tnut = 0,
chiefs = {},
Missions = {},
UpdateSeconds = 120,
}
--- OPSZONE.MISSION
@ -97,7 +99,7 @@ OPSZONE.ZoneType={
--- OPSZONE class version.
-- @field #string version
OPSZONE.version="0.6.1"
OPSZONE.version="0.6.2"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@ -733,7 +735,8 @@ function OPSZONE:onafterStart(From, Event, To)
self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self)
-- Status update.
self.timerStatus:Start(1, 120)
local EveryUpdateIn = self.UpdateSeconds or 120
self.timerStatus:Start(1, EveryUpdateIn)
-- Handle base captured event.
if self.airbase then

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@ -21,7 +21,7 @@
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg
-- @date Last Update Jan 2025
-- @date Last Update May 2025
do
@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASK.version="0.1.25"
PLAYERTASK.version="0.1.27"
--- Generic task condition.
-- @type PLAYERTASK.Condition
@ -556,6 +556,7 @@ end
-- @param #PLAYERTASK self
-- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone.
-- @param #number Coalition The coalition that needs to capture the zone.
-- @param #boolean CheckClientInZone If true, a CLIENT assigned to this task also needs to be in the zone for the task to be successful.
-- @return #PLAYERTASK self
-- @usage
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects.
@ -570,20 +571,20 @@ end
--
-- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad,
-- -- and set the capturing Coalition in order to trigger a successful task.
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE)
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE, false)
--
-- playerTaskManager:AddPlayerTaskToQueue(mytask)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone)
local task = self
task:AddConditionSuccess(
function(target)
if target:IsInstanceOf("OPSZONE") then
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, true)
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true)
elseif target:IsInstanceOf("SET_OPSZONE") then
local successes = 0
local isClientInZone = false
target:ForEachZone(function(opszone)
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition) then
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true) then
successes = successes + 1
end
@ -979,6 +980,12 @@ function PLAYERTASK:onafterStatus(From, Event, To)
if status == "Stopped" then return self end
-- update marker in case target is moving
if self.TargetMarker then
local coordinate = self.Target:GetCoordinate()
self.TargetMarker:UpdateCoordinate(coordinate,0.5)
end
-- Check Target status
local targetdead = false
@ -1902,7 +1909,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.1.69"
PLAYERTASKCONTROLLER.version="0.1.70"
--- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self
@ -1944,7 +1951,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.taskinfomenu = false
self.activehasinfomenu = false
self.MenuName = nil
self.menuitemlimit = 5
self.menuitemlimit = 6
self.holdmenutime = 30
self.MarkerReadOnly = false
@ -2415,7 +2422,7 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,Holdi
end
)
else
self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!")
self:E(self.lid.."No OPSGROUP/SET_OPSGROUP object passed or object is not alive!")
end
else
self.autolase = nil
@ -2574,7 +2581,7 @@ function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
if self.activehasinfomenu then
self:EnableTaskInfoMenu()
end
self.menuitemlimit = ItemLimit or 5
self.menuitemlimit = ItemLimit+1 or 6
self.holdmenutime = HoldTime or 30
return self
end
@ -3479,7 +3486,7 @@ end
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement
-- @param #boolen TaskFilter If true, apply the white/black-list task filters here, also
-- @param #boolean TaskFilter If true, apply the white/black-list task filters here, also
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete:
@ -3703,6 +3710,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
end
--self:I("CoordText = "..CoordText)
-- Threat Level
local ThreatLevel = task.Target:GetThreatLevelMax()
--local ThreatLevelText = "high"
@ -3837,7 +3845,8 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
Text = string.gsub(Text,"9","niner")
CoordText = "MGRS;"..Text
if self.PathToGoogleKey then
CoordText = string.format("<say-as interpret-as='characters'>%s</say-as>",CoordText)
--CoordText = string.format("<say-as interpret-as=\'characters\'>%s</say-as>",CoordText)
--doesn't seem to work any longer
end
--self:I(self.lid.." | ".. CoordText)
end
@ -3855,10 +3864,12 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ")
end
elseif task:HasFreetext() then
-- add tts freetext
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS()
end
--self:I("**** TTS Text ****\n"..ttstext.."\n*****")
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2)
end
else
@ -4357,7 +4368,7 @@ function PLAYERTASKCONTROLLER:SwitchDetectStatics(OnOff)
return self
end
--- [User] Add accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add an accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
@ -4371,7 +4382,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
return self
end
--- [User] Add accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add an accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
@ -4385,7 +4396,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZoneSet(AcceptZoneSet)
return self
end
--- [User] Add reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add a reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
@ -4399,7 +4410,7 @@ function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
return self
end
--- [User] Add reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add a reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
@ -4413,9 +4424,37 @@ function PLAYERTASKCONTROLLER:AddRejectZoneSet(RejectZoneSet)
return self
end
--- [User] Remove accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Add a conflict zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @param Core.Zone#ZONE ConflictZone Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZone(ConflictZone)
self:T(self.lid.."AddConflictZone")
if self.Intel then
self.Intel:AddConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add a conflict SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE ConflictZoneSet Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZoneSet(ConflictZoneSet)
self:T(self.lid.."AddConflictZoneSet")
if self.Intel then
self.Intel.conflictzoneset:AddSet(ConflictZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove an accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Remove this zone from the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
self:T(self.lid.."RemoveAcceptZone")
@ -4427,11 +4466,11 @@ function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
return self
end
--- [User] Remove reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
--- [User] Remove a reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @param Core.Zone#ZONE RejectZone Remove this zone from the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
self:T(self.lid.."RemoveRejectZone")
if self.Intel then
self.Intel:RemoveRejectZone(RejectZone)
@ -4441,6 +4480,20 @@ function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
return self
end
--- [User] Remove a conflict zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE ConflictZone Remove this zone from the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveConflictZone(ConflictZone)
self:T(self.lid.."RemoveConflictZone")
if self.Intel then
self.Intel:RemoveConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation.

View File

@ -1715,6 +1715,26 @@ function TARGET:GetAverageCoordinate()
return nil
end
--- Get coordinates of all targets. (e.g. for a SET_STATIC)
-- @param #TARGET self
-- @return #table Table with coordinates of all targets.
function TARGET:GetCoordinates()
local coordinates={}
for _,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
local coordinate=self:GetTargetCoordinate(target)
if coordinate then
table.insert(coordinates, coordinate)
end
end
return coordinates
end
--- Get heading of target.
-- @param #TARGET self
-- @return #number Heading of the target in degrees.
@ -1968,6 +1988,21 @@ function TARGET:GetObject(RefCoordinate, Coalitions)
return nil
end
--- Get all target objects.
-- @param #TARGET self
-- @return #table List of target objects.
function TARGET:GetObjects()
local objects={}
for _,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
table.insert(objects, target.Object)
end
return objects
end
--- Count alive objects.
-- @param #TARGET self
-- @param #TARGET.Object Target Target objective.

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@ -30,6 +30,8 @@
--- Governs multiple missions, the tasking and the reporting.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow.
-- It can assign a random task to a player when requested.
-- The commandcenter provides the facilitites to communicate between human players online, executing a task.

View File

@ -5,6 +5,8 @@
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1.1) DETECTION_MANAGER constructor:
-- -----------------------------------
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.

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@ -28,6 +28,8 @@
--- Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- A mission contains multiple tasks and can be of different task types.
-- These tasks need to be assigned to human players to be executed.
--

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@ -12,6 +12,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) Tasking from a player perspective.
--
-- Tasking can be controlled by using the "other" menu in the radio menu of the player group.

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@ -18,6 +18,8 @@
---
-- # TASKINFO class, extends @{Core.Base#BASE}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## The TASKINFO class implements the methods to contain information and display information of a task.
--
-- # Developer Note

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@ -20,6 +20,9 @@ do -- TASK_A2A
--- Defines Air To Air tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process

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@ -31,6 +31,8 @@ do -- TASK_A2A_DISPATCHER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--
-- The EWR will detect units, will group them, and will dispatch @{Tasking.Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.

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@ -20,6 +20,9 @@ do -- TASK_A2G
--- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process

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@ -34,6 +34,8 @@ do -- TASK_A2G_DISPATCHER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.

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@ -10,6 +10,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
@ -1176,7 +1178,7 @@ do -- TASK_CARGO
end
---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
--@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
function TASK_CARGO:SetSmokeColor(SmokeColor)
-- Makes sure Coloe is set
if SmokeColor == nil then

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@ -76,6 +76,8 @@ do -- TASK_CAPTURE_DISPATCHER
--- Implements the dynamic dispatching of capture zone tasks.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
-- players capture zones in a co-operation effort.
--

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@ -20,6 +20,8 @@ do -- TASK_ZONE_GOAL
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
-- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--

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@ -44,6 +44,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling.
--
-- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to

View File

@ -3,6 +3,8 @@
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
--
-- * As setup by the mission designer.

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@ -1,5 +1,7 @@
--- **Tasking** - Models tasks for players to transport cargo.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- **Specific features:**
--
-- * Creates a task to transport #Cargo.Cargo to and between deployment zones.

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@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM}
-- ===
-- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.

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@ -12,27 +12,35 @@
-- @module Utilities.Utils
-- @image MOOSE.JPG
---
--- Smoke color enum `trigger.smokeColor`.
-- @type SMOKECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Orange
-- @field Blue
-- @field #number Green Green smoke (0)
-- @field #number Red Red smoke (1)
-- @field #number White White smoke (2)
-- @field #number Orange Orange smoke (3)
-- @field #number Blue Blue smoke (4)
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
---
--- Flare colur enum `trigger.flareColor`.
-- @type FLARECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Yellow
-- @field #number Green (0)
-- @field #number Red Red flare (1)
-- @field #number White White flare (2)
-- @field #number Yellow Yellow flare (3)
FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Big smoke preset enum.
-- @type BIGSMOKEPRESET
-- @field #number SmallSmokeAndFire Small moke and fire (1)
-- @field #number MediumSmokeAndFire Medium smoke and fire (2)
-- @field #number LargeSmokeAndFire Large smoke and fire (3)
-- @field #number HugeSmokeAndFire Huge smoke and fire (4)
-- @field #number SmallSmoke Small smoke (5)
-- @field #number MediumSmoke Medium smoke (6)
-- @field #number LargeSmoke Large smoke (7)
-- @field #number HugeSmoke Huge smoke (8)
BIGSMOKEPRESET = {
SmallSmokeAndFire=1,
MediumSmokeAndFire=2,
@ -351,7 +359,7 @@ end
-- @return #string Table as a string.
UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
lookup_table = {}
local lookup_table = {}
local function _Serialize( tbl )
@ -490,7 +498,7 @@ end
--- Counts the number of elements in a table.
-- @param #table T Table to count
-- @return #int Number of elements in the table
-- @return #number Number of elements in the table
function UTILS.TableLength(T)
local count = 0
for _ in pairs(T or {}) do count = count + 1 end
@ -1906,6 +1914,13 @@ function UTILS.GetReportingName(Typename)
local typename = string.lower(Typename)
-- special cases - Shark and Manstay have "A-50" in the name
if string.find(typename,"ka-50",1,true) then
return "Shark"
elseif string.find(typename,"a-50",1,true) then
return "Mainstay"
end
for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value)
if string.find(typename,svalue,1,true) then
@ -2137,9 +2152,9 @@ function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then
return "N/S" -- The sun never rises on this location on the specified date
return "N/R" -- The sun never rises on this location on the specified date
elseif cosH < -1 then
return "N/R" -- The sun never sets on this location on the specified date
return "N/S" -- The sun never sets on this location on the specified date
end
-- Finish calculating H and convert into hours

View File

@ -513,6 +513,7 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Hatzor
-- * AIRBASE.Syria.Palmashim
-- * AIRBASE.Syria.Tel_Nof
-- * AIRBASE.Syria.Marka
--
--@field Syria
AIRBASE.Syria={
@ -586,6 +587,7 @@ AIRBASE.Syria={
["Hatzor"] = "Hatzor",
["Palmashim"] = "Palmashim",
["Tel_Nof"] = "Tel Nof",
["Marka"] = "Marka",
}
--- Airbases of the Mariana Islands map:
@ -790,9 +792,14 @@ AIRBASE.Sinai = {
-- * AIRBASE.Kola.Vidsel
-- * AIRBASE.Kola.Vuojarvi
-- * AIRBASE.Kola.Andoya
-- * AIRBASE.Kola.Alakourtti
-- * AIRBASE.Kola.Alakurtti
-- * AIRBASE.Kola.Kittila
-- * AIRBASE.Kola.Bardufoss
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
--
-- @field Kola
AIRBASE.Kola = {
@ -815,9 +822,14 @@ AIRBASE.Kola = {
["Vidsel"] = "Vidsel",
["Vuojarvi"] = "Vuojarvi",
["Andoya"] = "Andoya",
["Alakourtti"] = "Alakourtti",
["Alakurtti"] = "Alakurtti",
["Kittila"] = "Kittila",
["Bardufoss"] = "Bardufoss",
["Alta"] = "Alta",
["Sodankyla"] = "Sodankyla",
["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes",
["Hosio"] = "Hosio",
}
--- Airbases of the Afghanistan map

View File

@ -912,15 +912,18 @@ function GROUP:GetVelocityVec3()
if DCSGroup and DCSGroup:isExist() then
local GroupUnits = DCSGroup:getUnits()
local GroupCount = #GroupUnits
local GroupCount = 0
local VelocityVec3 = { x = 0, y = 0, z = 0 }
for _, DCSUnit in pairs( GroupUnits ) do
local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
if DCSUnit:isExist() and DCSUnit:isActive() then
local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
GroupCount = GroupCount + 1
end
end
VelocityVec3.x = VelocityVec3.x / GroupCount
@ -1754,11 +1757,13 @@ function GROUP:GetMaxVelocity()
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitData:isExist() and UnitData:isActive() then
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
end
end
end

View File

@ -897,7 +897,7 @@ function UNIT:GetAmmunition()
nAPshells = nAPshells + Nammo
end
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName, "_HE", 1, true) then
if ammotable[w].desc.typeName and (string.find(ammotable[w].desc.typeName, "_HE", 1, true) or string.find(ammotable[w].desc.typeName, "HESH", 1, true)) then
nHEshells = nHEshells + Nammo
end
@ -1107,7 +1107,6 @@ function UNIT:GetUnits()
if DCSUnit then
Units[1] = UNIT:Find(DCSUnit)
- self:T3(Units)
return Units
end