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- Added A2G voice overs to some of the basic events during defender flight. More to come, like multiple languages, and also more voice overs concerning some of the more detailed events, like:
- Damage - Firing - Enemy location - Callsigns - Numbers for distance and degrees.
This commit is contained in:
parent
1aedcf1ae4
commit
1fd9cbec1f
@ -3496,95 +3496,123 @@ do -- AI_A2G_DISPATCHER
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local AI_A2G_PATROL = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS }
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local Fsm = AI_A2G_PATROL[DefenseTaskType]:New( DefenderGroup, Patrol.EngageMinSpeed, Patrol.EngageMaxSpeed, Patrol.EngageFloorAltitude, Patrol.EngageCeilingAltitude, Patrol.Zone, Patrol.PatrolFloorAltitude, Patrol.PatrolCeilingAltitude, Patrol.PatrolMinSpeed, Patrol.PatrolMaxSpeed, Patrol.AltType )
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName )
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Fsm:Start()
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local AI_A2G_Fsm = AI_A2G_PATROL[DefenseTaskType]:New( DefenderGroup, Patrol.EngageMinSpeed, Patrol.EngageMaxSpeed, Patrol.EngageFloorAltitude, Patrol.EngageCeilingAltitude, Patrol.Zone, Patrol.PatrolFloorAltitude, Patrol.PatrolCeilingAltitude, Patrol.PatrolMinSpeed, Patrol.PatrolMaxSpeed, Patrol.AltType )
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AI_A2G_Fsm:SetDispatcher( self )
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AI_A2G_Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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AI_A2G_Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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AI_A2G_Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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AI_A2G_Fsm:SetDisengageRadius( self.DisengageRadius )
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AI_A2G_Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName )
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AI_A2G_Fsm:Start()
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self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, Fsm, nil, DefenderGrouping )
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self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, AI_A2G_Fsm, nil, DefenderGrouping )
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function Fsm:onafterTakeoff( Defender, From, Event, To )
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self:F({"Defender Takeoff", Defender:GetName()})
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function AI_A2G_Fsm:onafterTakeoff( DefenderGroup, From, Event, To )
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self:F({"Defender Takeoff", DefenderGroup:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne.", "Wheels_up.wav", 3, "A2G/", Squadron, Defender )
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Fsm:Patrol() -- Engage on the TargetSetUnit
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne.", "Wheels_up.wav", 3, "A2G/", DefenderGroup )
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AI_A2G_Fsm:Patrol() -- Engage on the TargetSetUnit
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end
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end
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function Fsm:onafterPatrolRoute( Defender, From, Event, To )
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self:F({"Defender PatrolRoute", Defender:GetName()})
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self:GetParent(self).onafterPatrolRoute( self, Defender, From, Event, To )
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function AI_A2G_Fsm:onafterPatrolRoute( DefenderGroup, From, Event, To )
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self:F({"Defender PatrolRoute", DefenderGroup:GetName()})
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self:GetParent(self).onafterPatrolRoute( self, DefenderGroup, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling.", "Patrolling.wav", 3, "A2G/", Squadron, Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling.", "Patrolling.wav", 3, "A2G/", DefenderGroup )
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end
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Dispatcher:ClearDefenderTaskTarget( Defender )
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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end
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"Defender RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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function AI_A2G_Fsm:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
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self:F({"Engage Route", DefenderGroup:GetName()})
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", Squadron, Defender )
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self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Moving_on_to_ground_target.wav", 3, "A2G/", DefenderGroup )
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end
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end
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Dispatcher:ClearDefenderTaskTarget( Defender )
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function AI_A2G_Fsm:OnAfterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
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self:F({"Engage Route", DefenderGroup:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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local FirstUnit = AttackSetUnit:GetFirst()
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if FirstUnit then
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local Coordinate = FirstUnit:GetCoordinate()
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Engaging_ground_target.wav", 3, "A2G/", DefenderGroup )
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end
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end
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function AI_A2G_Fsm:onafterRTB( DefenderGroup, From, Event, To )
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self:F({"Defender RTB", DefenderGroup:GetName()})
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self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", DefenderGroup )
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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end
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--- @param #AI_A2G_DISPATCHER self
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function Fsm:onafterLostControl( Defender, From, Event, To )
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self:F({"Defender LostControl", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
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self:F({"Defender LostControl", DefenderGroup:GetName()})
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self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
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if Defender:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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if DefenderGroup:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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DefenderGroup:Destroy()
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end
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end
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--- @param #AI_A2G_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"Defender Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
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self:F({"Defender Home", DefenderGroup:GetName()})
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self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", Squadron, Defender )
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", DefenderGroup )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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DefenderGroup:Destroy()
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2G_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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Dispatcher:ResourcePark( Squadron, Defender )
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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DefenderGroup:Destroy()
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Dispatcher:ResourcePark( Squadron, DefenderGroup )
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end
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end
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end
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@ -3609,117 +3637,112 @@ do -- AI_A2G_DISPATCHER
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local AI_A2G = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS }
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local Fsm = AI_A2G[DefenseTaskType]:New( DefenderGroup, Defense.EngageMinSpeed, Defense.EngageMaxSpeed, Defense.EngageFloorAltitude, Defense.EngageCeilingAltitude ) -- AI.AI_A2G_ENGAGE
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:Start()
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local AI_A2G_Fsm = AI_A2G[DefenseTaskType]:New( DefenderGroup, Defense.EngageMinSpeed, Defense.EngageMaxSpeed, Defense.EngageFloorAltitude, Defense.EngageCeilingAltitude ) -- AI.AI_A2G_ENGAGE
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AI_A2G_Fsm:SetDispatcher( self )
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AI_A2G_Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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AI_A2G_Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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AI_A2G_Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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AI_A2G_Fsm:SetDisengageRadius( self.DisengageRadius )
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AI_A2G_Fsm:Start()
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self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, Fsm, AttackerDetection, DefenderGrouping )
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self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, AI_A2G_Fsm, AttackerDetection, DefenderGrouping )
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function Fsm:onafterTakeoff( Defender, From, Event, To )
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self:F({"Defender Birth", Defender:GetName()})
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function AI_A2G_Fsm:onafterTakeoff( DefenderGroup, From, Event, To )
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self:F({"Defender Birth", DefenderGroup:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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local DefenderTarget = Dispatcher:GetDefenderTaskTarget( DefenderGroup )
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self:F( { DefenderTarget = DefenderTarget } )
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if DefenderTarget then
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!", "Wheels_up.wav", 3, "A2G/", Squadron, Defender )
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Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!", "Wheels_up.wav", 3, "A2G/", DefenderGroup )
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AI_A2G_Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
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end
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end
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function Fsm:onafterEngageRoute( Defender, From, Event, To, AttackSetUnit )
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self:F({"Engage Route", Defender:GetName()})
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function AI_A2G_Fsm:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
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self:F({"Engage Route", DefenderGroup:GetName()})
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( Defender ), "Moving_on_to_ground_target.wav", 3, "A2G/", Squadron, Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Moving_on_to_ground_target.wav", 3, "A2G/", DefenderGroup )
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end
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self:GetParent(self).onafterEngageRoute( self, Defender, From, Event, To, AttackSetUnit )
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self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
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end
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function Fsm:OnAfterEngage( Defender, From, Event, To, AttackSetUnit )
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self:F({"Engage Route", Defender:GetName()})
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function AI_A2G_Fsm:OnAfterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
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self:F({"Engage Route", DefenderGroup:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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local FirstUnit = AttackSetUnit:GetFirst()
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if FirstUnit then
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local Coordinate = FirstUnit:GetCoordinate()
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( Defender ), "Engaging_ground_target.wav", 3, "A2G/", DefenderUnitName )
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Engaging_ground_target.wav", 3, "A2G/", DefenderGroup )
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end
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end
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"Defender RTB", Defender:GetName()})
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function AI_A2G_Fsm:onafterRTB( DefenderGroup, From, Event, To )
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self:F({"Defender RTB", DefenderGroup:GetName()})
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local DefenderName = Defender:GetCallsign()
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local DefenderUnitName = Defender:GetName()
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", Squadron, Defender )
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", DefenderGroup )
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
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Dispatcher:ClearDefenderTaskTarget( Defender )
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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end
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--- @param #AI_A2G_DISPATCHER self
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function Fsm:onafterLostControl( Defender, From, Event, To )
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self:F({"Defender LostControl", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
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self:F({"Defender LostControl", DefenderGroup:GetName()})
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self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
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local DefenderName = Defender:GetCallsign()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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--Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
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if Defender:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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if DefenderGroup:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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DefenderGroup:Destroy()
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end
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end
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--- @param #AI_A2G_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"Defender Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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||||
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
|
||||
self:F({"Defender Home", DefenderGroup:GetName()})
|
||||
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
|
||||
|
||||
local DefenderName = Defender:GetCallsign()
|
||||
local DefenderUnitName = Defender:GetName()
|
||||
local DefenderName = DefenderGroup:GetCallsign()
|
||||
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
|
||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", Squadron, Defender )
|
||||
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
|
||||
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", DefenderGroup )
|
||||
|
||||
if Action and Action == "Destroy" then
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
Defender:Destroy()
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
|
||||
DefenderGroup:Destroy()
|
||||
end
|
||||
|
||||
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2G_DISPATCHER.Landing.NearAirbase then
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
Defender:Destroy()
|
||||
Dispatcher:ResourcePark( Squadron, Defender )
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
|
||||
DefenderGroup:Destroy()
|
||||
Dispatcher:ResourcePark( Squadron, DefenderGroup )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -187,6 +187,7 @@ end
|
||||
function DATABASE:AddUnit( DCSUnitName )
|
||||
|
||||
if not self.UNITS[DCSUnitName] then
|
||||
self:I( { "Add UNIT:", DCSUnitName } )
|
||||
local UnitRegister = UNIT:Register( DCSUnitName )
|
||||
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
|
||||
|
||||
|
||||
@ -290,10 +290,9 @@ do -- DETECTION MANAGER
|
||||
-- @param #string SoundFile The name of the sound file .wav or .ogg.
|
||||
-- @param #number SoundDuration The duration of the sound.
|
||||
-- @param #string SoundPath The path pointing to the folder in the mission file.
|
||||
-- @param #table Squadron The squadron.
|
||||
-- @param Wrapper.Unit#UNIT Defender The defender sending the message.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The defender group sending the message.
|
||||
-- @return #DETECTION_MANGER self
|
||||
function DETECTION_MANAGER:MessageToPlayers( Message, SoundFile, SoundDuration, SoundPath, Squadron, Defender )
|
||||
function DETECTION_MANAGER:MessageToPlayers( Message, SoundFile, SoundDuration, SoundPath, DefenderGroup )
|
||||
|
||||
self:F( { Message = Message } )
|
||||
|
||||
@ -308,11 +307,9 @@ do -- DETECTION MANAGER
|
||||
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
|
||||
if SoundFile then
|
||||
local RadioQueue = self.RadioQueue -- Core.RadioQueue#RADIOQUEUE
|
||||
if Defender and Defender:IsAlive() then
|
||||
RadioQueue:SetSenderUnitName( Defender:GetName() )
|
||||
else
|
||||
-- Use the airbase of the squadron as the coordinate of send.
|
||||
RadioQueue:SetSenderCoordinate( Squadron.Airbase:GetCoordinate() )
|
||||
local DefenderUnit = DefenderGroup:GetUnit(1)
|
||||
if DefenderUnit and DefenderUnit:IsAlive() then
|
||||
RadioQueue:SetSenderUnitName( DefenderUnit:GetName() )
|
||||
end
|
||||
RadioQueue:NewTransmission( SoundFile, SoundDuration, SoundPath )
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user