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SEAD - Updated TTI calculation for Tomahawk long shots
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@@ -95,8 +95,8 @@ SEAD = {
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["X_25"] = { 25, 0.76},
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["X_25"] = { 25, 0.76},
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["X_31"] = {150, 3},
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["X_31"] = {150, 3},
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["Kh25"] = {25, 0.8},
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["Kh25"] = {25, 0.8},
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["BGM_109"] = {460, 0.77},
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["BGM_109"] = {460, 0.705}, --in-game ~465kn
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["AGM_154"] = {130, 0.6},
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["AGM_154"] = {130, 0.61},
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}
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}
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--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
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--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
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@@ -133,7 +133,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
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self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
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self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
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self:I("*** SEAD - Started Version 0.3.5")
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self:I("*** SEAD - Started Version 0.3.6")
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return self
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return self
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end
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end
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@@ -382,7 +382,7 @@ function SEAD:HandleEventShot( EventData )
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-- randomize switch-on time
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-- randomize switch-on time
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local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
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local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
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if delay > _tti then delay = delay / 2 end -- speed up
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if delay > _tti then delay = delay / 2 end -- speed up
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if _tti > (3*delay) then delay = (_tti / 2) * 0.9 end -- shot from afar
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if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
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local SuppressionStartTime = timer.getTime() + delay
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local SuppressionStartTime = timer.getTime() + delay
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local SuppressionEndTime = timer.getTime() + _tti + self.Padding
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local SuppressionEndTime = timer.getTime() + _tti + self.Padding
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