mirror of
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synced 2025-10-29 16:58:06 +00:00
Merge remote-tracking branch 'refs/remotes/origin/master' into Embedded
This commit is contained in:
commit
2a97df7ef9
@ -37,10 +37,11 @@
|
||||
-- @return #Group.Category
|
||||
|
||||
--TODO check coalition.side
|
||||
--- Returns coalition of the group.
|
||||
|
||||
--- Returns the coalition of the group.
|
||||
-- @function [parent=#Group] getCoalition
|
||||
-- @param #Group self
|
||||
-- @return #coalition.side
|
||||
-- @return DCSCoalitionObject#coalition.side
|
||||
|
||||
--- Returns the group's name. This is the same name assigned to the group in Mission Editor.
|
||||
-- @function [parent=#Group] getName
|
||||
|
||||
@ -1,2 +1,8 @@
|
||||
-- @type ModelTime
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSTime
|
||||
|
||||
--- @type ModelTime
|
||||
-- @extends #number
|
||||
|
||||
--- @type Time
|
||||
-- @extends #number
|
||||
26
Dcs/DCScountry.lua
Normal file
26
Dcs/DCScountry.lua
Normal file
@ -0,0 +1,26 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCScountry
|
||||
|
||||
--- @type country
|
||||
-- @field #country.id id
|
||||
|
||||
--- @type country.id
|
||||
-- @field RUSSIA
|
||||
-- @field UKRAINE
|
||||
-- @field USA
|
||||
-- @field TURKEY
|
||||
-- @field UK
|
||||
-- @field FRANCE
|
||||
-- @field GERMANY
|
||||
-- @field CANADA
|
||||
-- @field SPAIN
|
||||
-- @field THE_NETHERLANDS
|
||||
-- @field BELGIUM
|
||||
-- @field NORWAY
|
||||
-- @field DENMARK
|
||||
-- @field ISRAEL
|
||||
-- @field GEORGIA
|
||||
-- @field INSURGENTS
|
||||
-- @field ABKHAZIA
|
||||
-- @field SOUTH_OSETIA
|
||||
-- @field ITALY
|
||||
8
Dcs/Moose_Test_WRAPPER.lua
Normal file
8
Dcs/Moose_Test_WRAPPER.lua
Normal file
@ -0,0 +1,8 @@
|
||||
|
||||
Include.File( "Group" )
|
||||
Include.File( "Unit" )
|
||||
|
||||
local UnitAirPlaneAI = _DATABASE:FindUnit( "Airplane AI" )
|
||||
|
||||
UnitAirPlaneAI:FlareRed()
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -213,6 +216,8 @@
|
||||
</dl>
|
||||
<h2><a id="#(CARGO)" >Type <code>CARGO</code></a></h2>
|
||||
|
||||
<h2><a id="#(CARGO_ZONE)" >Type <code>CARGO_ZONE</code></a></h2>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -68,8 +71,43 @@
|
||||
<p>The CLIENT models client units in multi player missions.</p>
|
||||
|
||||
|
||||
<p>Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
|
||||
Note that clients are NOT the same as groups, they are NOT necessarily alive. </p>
|
||||
|
||||
<h1><a href="##(CLIENT)">#CLIENT</a> class</h1>
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.
|
||||
Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
The <a href="CLIENT.html">CLIENT</a> class is a wrapper class to handle the DCS Unit objects that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Unit objects with skill level set to Player or Client.</li>
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Group API set.</li>
|
||||
<li>When player joins Unit, execute alive init logic.</li>
|
||||
<li>Handles messages to players.</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
|
||||
<p>Clients are being used by the <a href="MISSION.html">MISSION</a> class to follow players and register their successes.</p>
|
||||
|
||||
<h1>CLIENT reference methods</h1>
|
||||
<p>For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the DCS Unit or the DCS UnitName.</p>
|
||||
|
||||
<p>Another thing to know is that CLIENT objects do not "contain" the DCS Unit object.
|
||||
The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution.
|
||||
If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CLIENT).Find">CLIENT.Find</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.</li>
|
||||
<li><a href="##(CLIENT).FindByName">CLIENT.FindByName</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).</p>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
@ -77,12 +115,6 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
<td class="name" nowrap="nowrap"><a href="#CLIENT">CLIENT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ClientGroupUnit">ClientGroupUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -98,12 +130,6 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Alive">CLIENT:Alive(CallBack, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks for a client alive event and calls a function on a continuous basis.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).AliveCheckScheduler">CLIENT.AliveCheckScheduler</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -158,12 +184,6 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientGroupUnit">CLIENT.ClientGroupUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientID">CLIENT.ClientID</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -176,12 +196,6 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientParameters">CLIENT.ClientParameters</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientPosition">CLIENT:ClientPosition()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the position of the CLIENT in <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> format.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -191,9 +205,15 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).GetAltitude">CLIENT:GetAltitude()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Find">CLIENT:Find(ClientName, ClientBriefing, DCSUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the altitude of the CLIENT.</p>
|
||||
<p>Finds a CLIENT from the _DATABASE using the relevant DCS Unit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).FindByName">CLIENT:FindByName(ClientName, ClientBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -224,24 +244,6 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).GetDCSGroup">CLIENT:GetDCSGroup()</a></td>
|
||||
<td class="summary">
|
||||
<p>Return the DCSGroup of a Client.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).GetPointVec2">CLIENT:GetPointVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the position of the CLIENT in <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> format..</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).GetUnit">CLIENT:GetUnit()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).IsAlive">CLIENT:IsAlive()</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks if client is alive and returns true or false.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -287,13 +289,13 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).New">CLIENT:New(ClientName, ClientBriefing)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ONBOARDSIDE">CLIENT.ONBOARDSIDE</a></td>
|
||||
<td class="summary">
|
||||
<p>Use this method to register new Clients within the MOF.</p>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ONBOARDSIDE">CLIENT.ONBOARDSIDE</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Register">CLIENT:Register(ClientName)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -302,6 +304,12 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Reset">CLIENT:Reset(ClientName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Resets a CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ShowBriefing">CLIENT:ShowBriefing()</a></td>
|
||||
<td class="summary">
|
||||
<p>Show the briefing of the MISSION to the CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -355,20 +363,6 @@ Note that clients are NOT the same as groups, they are NOT necessarily alive. </
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="ClientGroupUnit" >
|
||||
<strong>ClientGroupUnit</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Client)" >Type <code>Client</code></a></h2>
|
||||
@ -400,8 +394,8 @@ is the text defining the Mission briefing.</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -435,20 +429,6 @@ Function.</p>
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).AliveCheckScheduler" >
|
||||
<strong>CLIENT.AliveCheckScheduler</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -538,6 +518,7 @@ Function.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).ClientGroupID" >
|
||||
<strong>CLIENT.ClientGroupID</strong>
|
||||
</a>
|
||||
@ -565,7 +546,6 @@ Function.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).ClientGroupUnit" >
|
||||
<strong>CLIENT.ClientGroupUnit</strong>
|
||||
</a>
|
||||
@ -574,20 +554,6 @@ Function.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).ClientID" >
|
||||
<strong>CLIENT.ClientID</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -615,24 +581,6 @@ Function.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).ClientPosition" >
|
||||
<strong>CLIENT:ClientPosition()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the position of the CLIENT in <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> format.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -652,19 +600,95 @@ Function.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).GetAltitude" >
|
||||
<strong>CLIENT:GetAltitude()</strong>
|
||||
<a id="#(CLIENT).Find" >
|
||||
<strong>CLIENT:Find(ClientName, ClientBriefing, DCSUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the altitude of the CLIENT.</p>
|
||||
<p>Finds a CLIENT from the _DATABASE using the relevant DCS Unit.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientName </em></code>:
|
||||
Name of the DCS <strong>Unit</strong> as defined within the Mission Editor.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientBriefing </em></code>:
|
||||
Text that describes the briefing of the mission when a Player logs into the Client.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DCSUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a>:</em></p>
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- Create new Clients.
|
||||
local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).FindByName" >
|
||||
<strong>CLIENT:FindByName(ClientName, ClientBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.</p>
|
||||
|
||||
|
||||
<p>As an optional parameter, a briefing text can be given also.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientName </em></code>:
|
||||
Name of the DCS <strong>Unit</strong> as defined within the Mission Editor.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientBriefing </em></code>:
|
||||
Text that describes the briefing of the mission when a Player logs into the Client.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- Create new Clients.
|
||||
local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -759,53 +783,6 @@ Function.</p>
|
||||
<p><em><a href="DCSGroup.html##(Group)">DCSGroup#Group</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).GetPointVec2" >
|
||||
<strong>CLIENT:GetPointVec2()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the position of the CLIENT in <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> format..</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).GetUnit" >
|
||||
<strong>CLIENT:GetUnit()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> TODO what is this??? check. possible double function.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).IsAlive" >
|
||||
<strong>CLIENT:IsAlive()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Checks if client is alive and returns true or false.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -947,49 +924,6 @@ is the interval in seconds between the display of the <a href="Message.html##(ME
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).New" >
|
||||
<strong>CLIENT:New(ClientName, ClientBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Use this method to register new Clients within the MOF.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientName </em></code>:
|
||||
Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientBriefing </em></code>:
|
||||
Text that describes the briefing of the mission when a Player logs into the Client.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- Create new Clients.
|
||||
local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
|
||||
Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1004,6 +938,27 @@ Text that describes the briefing of the mission when a Player logs into the Clie
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).Register" >
|
||||
<strong>CLIENT:Register(ClientName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> ClientName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1031,6 +986,24 @@ Name of the Group as defined within the Mission Editor. The Group must have a Un
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).ShowBriefing" >
|
||||
<strong>CLIENT:ShowBriefing()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Show the briefing of the MISSION to the CLIENT.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).ShowCargo" >
|
||||
<strong>CLIENT:ShowCargo()</strong>
|
||||
</a>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -106,6 +109,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(Group).getCategory">Group:getCategory()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns category of the group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(Group).getCoalition">Group:getCoalition()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the coalition of the group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -291,6 +300,24 @@
|
||||
<p><em><a href="##(Group.Category)">#Group.Category</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(Group).getCoalition" >
|
||||
<strong>Group:getCoalition()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the coalition of the group.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="DCSCoalitionObject.html##(coalition.side)">DCSCoalitionObject#coalition.side</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -151,7 +154,25 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<h2><a id="#(DATABASE)">Type <code>DATABASE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AlivePlayers">DATABASE.AlivePlayers</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddClient">DATABASE:AddClient(ClientName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Adds a CLIENT based on the ClientName in the DATABASE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddGroup">DATABASE:AddGroup(DCSGroup, GroupName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Adds a GROUP based on the GroupName in the DATABASE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddUnit">DATABASE:AddUnit(DCSUnit, DCSUnitName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Adds a Unit based on the Unit Name in the DATABASE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).CLIENTS">DATABASE.CLIENTS</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -163,13 +184,7 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClientsByID">DATABASE.ClientsByID</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClientsByName">DATABASE.ClientsByName</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClientsAlive">DATABASE.ClientsAlive</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -178,12 +193,6 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSGroups">DATABASE.DCSGroups</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSGroupsAlive">DATABASE.DCSGroupsAlive</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -193,39 +202,15 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSUnitsAlive">DATABASE.DCSUnitsAlive</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DeleteUnit">DATABASE:DeleteUnit(DCSUnitName)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>Deletes a Unit from the DATABASE based on the Unit Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Filter">DATABASE.Filter</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCategories">DATABASE:FilterCategories(Categories)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of units out of categories.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCoalitions">DATABASE:FilterCoalitions(Coalitions)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of units of coalitons.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCountries">DATABASE:FilterCountries(Countries)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of units of defined countries.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterGroupPrefixes">DATABASE:FilterGroupPrefixes(Prefixes)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of units of defined group prefixes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -235,39 +220,57 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterStart">DATABASE:FilterStart()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FindClient">DATABASE:FindClient(ClientName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Starts the filtering.</p>
|
||||
<p>Finds a CLIENT based on the ClientName.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterTypes">DATABASE:FilterTypes(Types)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FindGroup">DATABASE:FindGroup(GroupName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of units of defined unit types.</p>
|
||||
<p>Finds a GROUP based on the GroupName.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterUnitPrefixes">DATABASE:FilterUnitPrefixes(Prefixes)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FindUnit">DATABASE:FindUnit(UnitName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of units of defined unit prefixes.</p>
|
||||
<p>Finds a Unit based on the Unit Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachAliveUnit">DATABASE:ForEachAliveUnit(IteratorFunction, ...)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEach">DATABASE:ForEach(IteratorFunction, arg, Set)</a></td>
|
||||
<td class="summary">
|
||||
<p>Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachClient">DATABASE:ForEachClient(IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachDCSUnit">DATABASE:ForEachDCSUnit(IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> unit, providing the Unit and optional parameters.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachPlayer">DATABASE:ForEachPlayer(IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> player, providing the Unit of the player and optional parameters.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).GROUPS">DATABASE.GROUPS</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).GetStatusGroup">DATABASE:GetStatusGroup(GroupName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Get a status to a Group within the Database, this to check crossing events for example.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Groups">DATABASE.Groups</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -286,6 +289,12 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Players">DATABASE.Players</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).PlayersAlive">DATABASE.PlayersAlive</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -310,6 +319,12 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Statics">DATABASE.Statics</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Templates">DATABASE.Templates</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -319,7 +334,7 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Units">DATABASE.Units</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS">DATABASE.UNITS</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -334,6 +349,24 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnDeadOrCrash">DATABASE:_EventOnDeadOrCrash(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the OnDead or OnCrash event for alive units set.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnPlayerEnterUnit">DATABASE:_EventOnPlayerEnterUnit(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnPlayerLeaveUnit">DATABASE:_EventOnPlayerLeaveUnit(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the OnPlayerLeaveUnit event to clean the active players table.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._IsAliveDCSGroup">DATABASE:_IsAliveDCSGroup(DCSGroup)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -346,12 +379,24 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._IsIncludeDCSUnit">DATABASE:_IsIncludeDCSUnit(DCSUnit)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._RegisterDatabase">DATABASE:_RegisterDatabase()</a></td>
|
||||
<td class="summary">
|
||||
<p>Private method that registers all datapoints within in the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._RegisterGroup">DATABASE:_RegisterGroup(GroupTemplate)</a></td>
|
||||
<td class="summary">
|
||||
<p>Registers new Group Templates within the DATABASE Object.</p>
|
||||
<p>Private method that registers new Group Templates within the DATABASE Object.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._RegisterPlayers">DATABASE:_RegisterPlayers()</a></td>
|
||||
<td class="summary">
|
||||
<p>Private method that registers all alive players in the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -381,9 +426,82 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).AddClient" >
|
||||
<strong>DATABASE:AddClient(ClientName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Adds a CLIENT based on the ClientName in the DATABASE.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> ClientName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).AddGroup" >
|
||||
<strong>DATABASE:AddGroup(DCSGroup, GroupName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Adds a GROUP based on the GroupName in the DATABASE.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> DCSGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> GroupName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).AddUnit" >
|
||||
<strong>DATABASE:AddUnit(DCSUnit, DCSUnitName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Adds a Unit based on the Unit Name in the DATABASE.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> DCSUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DCSUnitName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).AlivePlayers" >
|
||||
<strong>DATABASE.AlivePlayers</strong>
|
||||
<a id="#(DATABASE).CLIENTS" >
|
||||
<strong>DATABASE.CLIENTS</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -410,22 +528,8 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).ClientsByID" >
|
||||
<strong>DATABASE.ClientsByID</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).ClientsByName" >
|
||||
<strong>DATABASE.ClientsByName</strong>
|
||||
<a id="#(DATABASE).ClientsAlive" >
|
||||
<strong>DATABASE.ClientsAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -446,20 +550,6 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).DCSGroupsAlive" >
|
||||
<strong>DATABASE.DCSGroupsAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -479,15 +569,22 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).DCSUnitsAlive" >
|
||||
<strong>DATABASE.DCSUnitsAlive</strong>
|
||||
<a id="#(DATABASE).DeleteUnit" >
|
||||
<strong>DATABASE:DeleteUnit(DCSUnitName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Deletes a Unit from the DATABASE based on the Unit Name.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> DCSUnitName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -502,126 +599,6 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterCategories" >
|
||||
<strong>DATABASE:FilterCategories(Categories)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units out of categories.</p>
|
||||
|
||||
|
||||
<p>Possible current categories are plane, helicopter, ground, ship.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Categories </em></code>:
|
||||
Can take the following values: "plane", "helicopter", "ground", "ship".</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterCoalitions" >
|
||||
<strong>DATABASE:FilterCoalitions(Coalitions)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of coalitons.</p>
|
||||
|
||||
|
||||
<p>Possible current coalitions are red, blue and neutral.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Coalitions </em></code>:
|
||||
Can take the following values: "red", "blue", "neutral".</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterCountries" >
|
||||
<strong>DATABASE:FilterCountries(Countries)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined countries.</p>
|
||||
|
||||
|
||||
<p>Possible current countries are those known within DCS world.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Countries </em></code>:
|
||||
Can take those country strings known within DCS world.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterGroupPrefixes" >
|
||||
<strong>DATABASE:FilterGroupPrefixes(Prefixes)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined group prefixes.</p>
|
||||
|
||||
|
||||
<p>All the units starting with the given group prefixes will be included within the set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Prefixes </em></code>:
|
||||
The prefix of which the group name where the unit belongs to starts with.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -641,41 +618,108 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterStart" >
|
||||
<strong>DATABASE:FilterStart()</strong>
|
||||
<a id="#(DATABASE).FindClient" >
|
||||
<strong>DATABASE:FindClient(ClientName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Starts the filtering.</p>
|
||||
<p>Finds a CLIENT based on the ClientName.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ClientName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
<p><em><a href="Client.html##(CLIENT)">Client#CLIENT</a>:</em>
|
||||
The found CLIENT.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterTypes" >
|
||||
<strong>DATABASE:FilterTypes(Types)</strong>
|
||||
<a id="#(DATABASE).FindGroup" >
|
||||
<strong>DATABASE:FindGroup(GroupName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined unit types.</p>
|
||||
|
||||
|
||||
<p>Possible current types are those types known within DCS world.</p>
|
||||
<p>Finds a GROUP based on the GroupName.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Types </em></code>:
|
||||
Can take those type strings known within DCS world.</p>
|
||||
<p><code><em>#string GroupName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Group.html##(GROUP)">Group#GROUP</a>:</em>
|
||||
The found GROUP.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FindUnit" >
|
||||
<strong>DATABASE:FindUnit(UnitName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Finds a Unit based on the Unit Name.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string UnitName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Unit.html##(UNIT)">Unit#UNIT</a>:</em>
|
||||
The found Unit.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).ForEach" >
|
||||
<strong>DATABASE:ForEach(IteratorFunction, arg, Set)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function IteratorFunction </em></code>:
|
||||
The function that will be called when there is an alive player in the database.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> arg </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Set </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@ -689,23 +733,25 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterUnitPrefixes" >
|
||||
<strong>DATABASE:FilterUnitPrefixes(Prefixes)</strong>
|
||||
<a id="#(DATABASE).ForEachClient" >
|
||||
<strong>DATABASE:ForEachClient(IteratorFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined unit prefixes.</p>
|
||||
<p>Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.</p>
|
||||
|
||||
|
||||
<p>All the units starting with the given prefixes will be included within the set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Prefixes </em></code>:
|
||||
The prefix of which the unit name starts with.</p>
|
||||
<p><code><em>#function IteratorFunction </em></code>:
|
||||
The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@ -719,8 +765,8 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).ForEachAliveUnit" >
|
||||
<strong>DATABASE:ForEachAliveUnit(IteratorFunction, ...)</strong>
|
||||
<a id="#(DATABASE).ForEachDCSUnit" >
|
||||
<strong>DATABASE:ForEachDCSUnit(IteratorFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -746,6 +792,52 @@ The function that will be called when there is an alive unit in the database. Th
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).ForEachPlayer" >
|
||||
<strong>DATABASE:ForEachPlayer(IteratorFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> player, providing the Unit of the player and optional parameters.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function IteratorFunction </em></code>:
|
||||
The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).GROUPS" >
|
||||
<strong>DATABASE.GROUPS</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -767,20 +859,6 @@ self</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).Groups" >
|
||||
<strong>DATABASE.Groups</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -831,6 +909,20 @@ DBObject = DATABASE:New()</code></pre>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).PlayersAlive" >
|
||||
<strong>DATABASE.PlayersAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -892,10 +984,15 @@ This method is used by the SPAWN class.</p>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> SpawnTemplate </em></code>: </p>
|
||||
<p><code><em>#table SpawnTemplate </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -910,6 +1007,20 @@ This method is used by the SPAWN class.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).Templates" >
|
||||
<strong>DATABASE.Templates</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -937,8 +1048,8 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).Units" >
|
||||
<strong>DATABASE.Units</strong>
|
||||
<a id="#(DATABASE).UNITS" >
|
||||
<strong>DATABASE.UNITS</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -992,6 +1103,74 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._EventOnPlayerEnterUnit" >
|
||||
<strong>DATABASE:_EventOnPlayerEnterUnit(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._EventOnPlayerLeaveUnit" >
|
||||
<strong>DATABASE:_EventOnPlayerLeaveUnit(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnPlayerLeaveUnit event to clean the active players table.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._IsAliveDCSGroup" >
|
||||
<strong>DATABASE:_IsAliveDCSGroup(DCSGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSGroup.html##(Group)">DCSGroup#Group</a> DCSGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._IsAliveDCSUnit" >
|
||||
<strong>DATABASE:_IsAliveDCSUnit(DCSUnit)</strong>
|
||||
</a>
|
||||
@ -1044,22 +1223,63 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._RegisterDatabase" >
|
||||
<strong>DATABASE:_RegisterDatabase()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Private method that registers all datapoints within in the mission.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._RegisterGroup" >
|
||||
<strong>DATABASE:_RegisterGroup(GroupTemplate)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Registers new Group Templates within the DATABASE Object.</p>
|
||||
<p>Private method that registers new Group Templates within the DATABASE Object.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> GroupTemplate </em></code>: </p>
|
||||
<p><code><em>#table GroupTemplate </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._RegisterPlayers" >
|
||||
<strong>DATABASE:_RegisterPlayers()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Private method that registers all alive players in the mission.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -232,6 +235,18 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENT).OnPilotDeadForUnit">EVENT:OnPilotDeadForUnit(EventDCSUnitName, EventFunction, EventSelf)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a new listener for an S<em>EVENT</em>PILOT_DEAD event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENT).OnPlayerEnterUnit">EVENT:OnPlayerEnterUnit(EventFunction, EventSelf)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a new listener for an S<em>EVENT</em>PLAYER<em>ENTER</em>UNIT event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENT).OnPlayerLeaveUnit">EVENT:OnPlayerLeaveUnit(EventFunction, EventSelf)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a new listener for an S<em>EVENT</em>PLAYER<em>LEAVE</em>UNIT event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1259,6 +1274,72 @@ The self instance of the class for which the event is.</p>
|
||||
<p><em><a href="##(EVENT)">#EVENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(EVENT).OnPlayerEnterUnit" >
|
||||
<strong>EVENT:OnPlayerEnterUnit(EventFunction, EventSelf)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a new listener for an S<em>EVENT</em>PLAYER<em>ENTER</em>UNIT event.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function EventFunction </em></code>:
|
||||
The function to be called when the event occurs for the unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Base.html##(BASE)">Base#BASE</a> EventSelf </em></code>:
|
||||
The self instance of the class for which the event is.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(EVENT)">#EVENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(EVENT).OnPlayerLeaveUnit" >
|
||||
<strong>EVENT:OnPlayerLeaveUnit(EventFunction, EventSelf)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set a new listener for an S<em>EVENT</em>PLAYER<em>LEAVE</em>UNIT event.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function EventFunction </em></code>:
|
||||
The function to be called when the event occurs for the unit.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Base.html##(BASE)">Base#BASE</a> EventSelf </em></code>:
|
||||
The self instance of the class for which the event is.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(EVENT)">#EVENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -284,12 +287,6 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).SUCCESS">MISSION.SUCCESS</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).ShowBriefing">MISSION.ShowBriefing(CLIENT, self, Client)</a></td>
|
||||
<td class="summary">
|
||||
<p>Show the briefing of the MISSION to the CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1168,43 +1165,6 @@ local Mission = MISSIONSCHEDULER.AddMission( 'Rescue secret agent', 'Tactical',
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).ShowBriefing" >
|
||||
<strong>MISSION.ShowBriefing(CLIENT, self, Client)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Show the briefing of the MISSION to the CLIENT.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> CLIENT </em></code>:
|
||||
Client to show briefing to.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> self </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>CLIENT</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li>MOVEMENT</li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li>Menu</li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -91,6 +94,18 @@
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_CLIENT_COMMAND">MENU_CLIENT_COMMAND</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_COALITION">MENU_COALITION</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_COALITION_COMMAND">MENU_COALITION_COMMAND</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -208,6 +223,56 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT_COMMAND).Remove">MENU_CLIENT_COMMAND:Remove()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU_COALITION)">Type <code>MENU_COALITION</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION).ClassName">MENU_COALITION.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION).New">MENU_COALITION:New(MenuCoalition, MenuText, ParentMenu)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new coalition menu item</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION).Remove">MENU_COALITION:Remove()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the sub menus recursively of this MENU_COALITION.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION).RemoveSubMenus">MENU_COALITION:RemoveSubMenus()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the sub menus recursively of this MENU_COALITION.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU_COALITION_COMMAND)">Type <code>MENU_COALITION_COMMAND</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION_COMMAND).ClassName">MENU_COALITION_COMMAND.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION_COMMAND).New">MENU_COALITION_COMMAND:New(MenuCoalition, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new radio command item for a group</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_COALITION_COMMAND).Remove">MENU_COALITION_COMMAND:Remove()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes a radio command item for a coalition</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -283,6 +348,34 @@
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU_COALITION)">#MENU_COALITION</a></em>
|
||||
<a id="MENU_COALITION" >
|
||||
<strong>MENU_COALITION</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU_COALITION_COMMAND)">#MENU_COALITION_COMMAND</a></em>
|
||||
<a id="MENU_COALITION_COMMAND" >
|
||||
<strong>MENU_COALITION_COMMAND</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -645,6 +738,190 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU_COALITION)" >Type <code>MENU_COALITION</code></a></h2>
|
||||
|
||||
<p>The MENU_COALITION class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU_COALITION).ClassName" >
|
||||
<strong>MENU_COALITION.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_COALITION).New" >
|
||||
<strong>MENU_COALITION:New(MenuCoalition, MenuText, ParentMenu)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new coalition menu item</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSCoalition.html##(coalition.side)">DCSCoalition#coalition.side</a> MenuCoalition </em></code>:
|
||||
The coalition owning the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string MenuText </em></code>:
|
||||
The text for the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#table ParentMenu </em></code>:
|
||||
The parent menu.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_COALITION)">#MENU_COALITION</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_COALITION).Remove" >
|
||||
<strong>MENU_COALITION:Remove()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the sub menus recursively of this MENU_COALITION.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_COALITION)">#MENU_COALITION</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_COALITION).RemoveSubMenus" >
|
||||
<strong>MENU_COALITION:RemoveSubMenus()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the sub menus recursively of this MENU_COALITION.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_COALITION)">#MENU_COALITION</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU_COALITION_COMMAND)" >Type <code>MENU_COALITION_COMMAND</code></a></h2>
|
||||
|
||||
<p>The MENU<em>COALITION</em>COMMAND class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU_COALITION_COMMAND).ClassName" >
|
||||
<strong>MENU_COALITION_COMMAND.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_COALITION_COMMAND).New" >
|
||||
<strong>MENU_COALITION_COMMAND:New(MenuCoalition, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new radio command item for a group</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSCoalition.html##(coalition.side)">DCSCoalition#coalition.side</a> MenuCoalition </em></code>:
|
||||
The coalition owning the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuText </em></code>:
|
||||
The text for the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ParentMenu </em></code>:
|
||||
The parent menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuFunction </em></code>:
|
||||
A function that is called when the menu key is pressed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuArgument </em></code>:
|
||||
An argument for the function.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_COALITION_COMMAND)">#MENU<em>COALITION</em>COMMAND</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_COALITION_COMMAND).Remove" >
|
||||
<strong>MENU_COALITION_COMMAND:Remove()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes a radio command item for a coalition</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_COALITION_COMMAND)">#MENU<em>COALITION</em>COMMAND</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li>Message</li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
931
Documentation/MissileTrainer.html
Normal file
931
Documentation/MissileTrainer.html
Normal file
@ -0,0 +1,931 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li>MissileTrainer</li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>MissileTrainer</code></h1>
|
||||
|
||||
<p>Provides missile training functions.</p>
|
||||
|
||||
|
||||
|
||||
<h1><a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class</h1>
|
||||
<p>The <a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
It suports the following functionality:</p>
|
||||
|
||||
<ul>
|
||||
<li>Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.</li>
|
||||
<li>Provide alerts of missile launches, including detailed information of the units launching, including bearing, range …</li>
|
||||
<li>Provide alerts when a missile would have killed your aircraft.</li>
|
||||
<li>Provide alerts when the missile self destructs.</li>
|
||||
<li>Enable / Disable and Configure the Missile Trainer using the various menu options.</li>
|
||||
</ul>
|
||||
|
||||
<p> When running a mission where MISSILETRAINER is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Messages</strong>: Menu to configure all messages.
|
||||
<ul>
|
||||
<li><strong>Messages On</strong>: Show all messages.</li>
|
||||
<li><strong>Messages Off</strong>: Disable all messages.</li>
|
||||
</ul></li>
|
||||
<li><strong>Tracking</strong>: Menu to configure missile tracking messages.
|
||||
<ul>
|
||||
<li><strong>To All</strong>: Shows missile tracking messages to all players.</li>
|
||||
<li><strong>To Target</strong>: Shows missile tracking messages only to the player where the missile is targetted at.</li>
|
||||
<li><strong>Tracking On</strong>: Show missile tracking messages.</li>
|
||||
<li><strong>Tracking Off</strong>: Disable missile tracking messages.</li>
|
||||
<li><strong>Frequency Increase</strong>: Increases the missile tracking message frequency with one second.</li>
|
||||
<li><strong>Frequency Decrease</strong>: Decreases the missile tracking message frequency with one second.</li>
|
||||
</ul></li>
|
||||
<li><strong>Alerts</strong>: Menu to configure alert messages.
|
||||
<ul>
|
||||
<li><strong>To All</strong>: Shows alert messages to all players.</li>
|
||||
<li><strong>To Target</strong>: Shows alert messages only to the player where the missile is (was) targetted at.</li>
|
||||
<li><strong>Hits On</strong>: Show missile hit alert messages.</li>
|
||||
<li><strong>Hits Off</strong>: Disable missile hit alert messages.</li>
|
||||
<li><strong>Launches On</strong>: Show missile launch messages.</li>
|
||||
<li><strong>Launches Off</strong>: Disable missile launch messages.</li>
|
||||
</ul></li>
|
||||
<li><strong>Details</strong>: Menu to configure message details.
|
||||
<ul>
|
||||
<li><strong>Range On</strong>: Shows range information when a missile is fired to a target.</li>
|
||||
<li><strong>Range Off</strong>: Disable range information when a missile is fired to a target.</li>
|
||||
<li><strong>Bearing On</strong>: Shows bearing information when a missile is fired to a target.</li>
|
||||
<li><strong>Bearing Off</strong>: Disable bearing information when a missile is fired to a target.</li>
|
||||
</ul></li>
|
||||
<li><strong>Distance</strong>: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
|
||||
<ul>
|
||||
<li><strong>50 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.</li>
|
||||
<li><strong>100 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.</li>
|
||||
<li><strong>150 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.</li>
|
||||
<li><strong>200 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.</li>
|
||||
</ul></li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h1>MISSILETRAINER construction methods:</h1>
|
||||
<p>Create a new MISSILETRAINER object with the <a href="##(MISSILETRAINER).New">MISSILETRAINER.New</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(MISSILETRAINER).New">MISSILETRAINER.New</a>: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.</li>
|
||||
</ul>
|
||||
|
||||
<p>MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.</p>
|
||||
|
||||
<h1>MISSILETRAINER initialization methods:</h1>
|
||||
<p>A MISSILETRAINER object will behave differently based on the usage of initialization methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(MISSILETRAINER).InitMessagesOnOff">MISSILETRAINER.InitMessagesOnOff</a>: Sets by default the display of any message to be ON or OFF.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitTrackingToAll">MISSILETRAINER.InitTrackingToAll</a>: Sets by default the missile tracking report for all players or only for those missiles targetted to you.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitTrackingOnOff">MISSILETRAINER.InitTrackingOnOff</a>: Sets by default the display of missile tracking report to be ON or OFF.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitTrackingFrequency">MISSILETRAINER.InitTrackingFrequency</a>: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitAlertsToAll">MISSILETRAINER.InitAlertsToAll</a>: Sets by default the display of alerts to be shown to all players or only to you.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitAlertsHitsOnOff">MISSILETRAINER.InitAlertsHitsOnOff</a>: Sets by default the display of hit alerts ON or OFF.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitAlertsLaunchesOnOff">MISSILETRAINER.InitAlertsLaunchesOnOff</a>: Sets by default the display of launch alerts ON or OFF.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitRangeOnOff">MISSILETRAINER.InitRangeOnOff</a>: Sets by default the display of range information of missiles ON of OFF.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitBearingOnOff">MISSILETRAINER.InitBearingOnOff</a>: Sets by default the display of bearing information of missiles ON of OFF.</li>
|
||||
<li><a href="##(MISSILETRAINER).InitMenusOnOff">MISSILETRAINER.InitMenusOnOff</a>: Allows to configure the options through the radio menu.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MISSILETRAINER">MISSILETRAINER</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(MISSILETRAINER)">Type <code>MISSILETRAINER</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).AlertsHitsOnOff">MISSILETRAINER.AlertsHitsOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).AlertsLaunchesOnOff">MISSILETRAINER.AlertsLaunchesOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).AlertsToAll">MISSILETRAINER.AlertsToAll</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).ClassName">MISSILETRAINER.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).DetailsBearingOnOff">MISSILETRAINER.DetailsBearingOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).DetailsRangeOnOff">MISSILETRAINER.DetailsRangeOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitAlertsHitsOnOff">MISSILETRAINER:InitAlertsHitsOnOff(AlertsHitsOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of hit alerts ON or OFF.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitAlertsLaunchesOnOff">MISSILETRAINER:InitAlertsLaunchesOnOff(AlertsLaunchesOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of launch alerts ON or OFF.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitAlertsToAll">MISSILETRAINER:InitAlertsToAll(AlertsToAll)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of alerts to be shown to all players or only to you.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitBearingOnOff">MISSILETRAINER:InitBearingOnOff(DetailsBearingOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of bearing information of missiles ON of OFF.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitMenusOnOff">MISSILETRAINER:InitMenusOnOff(MenusOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Enables / Disables the menus.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitMessagesOnOff">MISSILETRAINER:InitMessagesOnOff(MessagesOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of any message to be ON or OFF.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitRangeOnOff">MISSILETRAINER:InitRangeOnOff(DetailsRangeOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of range information of missiles ON of OFF.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitTrackingFrequency">MISSILETRAINER:InitTrackingFrequency(TrackingFrequency)</a></td>
|
||||
<td class="summary">
|
||||
<p>Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitTrackingOnOff">MISSILETRAINER:InitTrackingOnOff(TrackingOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the display of missile tracking report to be ON or OFF.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitTrackingToAll">MISSILETRAINER:InitTrackingToAll(TrackingToAll)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets by default the missile tracking report for all players or only for those missiles targetted to you.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).MenusOnOff">MISSILETRAINER.MenusOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).MessagesOnOff">MISSILETRAINER.MessagesOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).New">MISSILETRAINER:New(Distance, Briefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates the main object which is handling missile tracking.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).TrackingFrequency">MISSILETRAINER.TrackingFrequency</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).TrackingOnOff">MISSILETRAINER.TrackingOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).TrackingToAll">MISSILETRAINER.TrackingToAll</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER)._AddBearing">MISSILETRAINER:_AddBearing(Client, TrainerWeapon)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER)._AddRange">MISSILETRAINER:_AddRange(Client, TrainerWeapon)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER)._EventShot">MISSILETRAINER:_EventShot(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Detects if an SA site was shot with an anti radiation missile.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER)._MenuMessages">MISSILETRAINER._MenuMessages(MenuParameters)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER)._TrackMissiles">MISSILETRAINER:_TrackMissiles()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a></em>
|
||||
<a id="MISSILETRAINER" >
|
||||
<strong>MISSILETRAINER</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(MissileTrainer)" >Type <code>MissileTrainer</code></a></h2>
|
||||
|
||||
<h2><a id="#(MISSILETRAINER)" >Type <code>MISSILETRAINER</code></a></h2>
|
||||
|
||||
<p>The MISSILETRAINER class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).AlertsHitsOnOff" >
|
||||
<strong>MISSILETRAINER.AlertsHitsOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).AlertsLaunchesOnOff" >
|
||||
<strong>MISSILETRAINER.AlertsLaunchesOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).AlertsToAll" >
|
||||
<strong>MISSILETRAINER.AlertsToAll</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MISSILETRAINER).ClassName" >
|
||||
<strong>MISSILETRAINER.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).DetailsBearingOnOff" >
|
||||
<strong>MISSILETRAINER.DetailsBearingOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).DetailsRangeOnOff" >
|
||||
<strong>MISSILETRAINER.DetailsRangeOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitAlertsHitsOnOff" >
|
||||
<strong>MISSILETRAINER:InitAlertsHitsOnOff(AlertsHitsOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of hit alerts ON or OFF.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean AlertsHitsOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitAlertsLaunchesOnOff" >
|
||||
<strong>MISSILETRAINER:InitAlertsLaunchesOnOff(AlertsLaunchesOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of launch alerts ON or OFF.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean AlertsLaunchesOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitAlertsToAll" >
|
||||
<strong>MISSILETRAINER:InitAlertsToAll(AlertsToAll)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of alerts to be shown to all players or only to you.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean AlertsToAll </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitBearingOnOff" >
|
||||
<strong>MISSILETRAINER:InitBearingOnOff(DetailsBearingOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of bearing information of missiles ON of OFF.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean DetailsBearingOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitMenusOnOff" >
|
||||
<strong>MISSILETRAINER:InitMenusOnOff(MenusOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Enables / Disables the menus.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean MenusOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitMessagesOnOff" >
|
||||
<strong>MISSILETRAINER:InitMessagesOnOff(MessagesOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of any message to be ON or OFF.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean MessagesOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitRangeOnOff" >
|
||||
<strong>MISSILETRAINER:InitRangeOnOff(DetailsRangeOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of range information of missiles ON of OFF.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean DetailsRangeOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitTrackingFrequency" >
|
||||
<strong>MISSILETRAINER:InitTrackingFrequency(TrackingFrequency)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.</p>
|
||||
|
||||
|
||||
<p>The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number TrackingFrequency </em></code>:
|
||||
Provide a negative or positive value in seconds to incraese or decrease the display frequency. </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitTrackingOnOff" >
|
||||
<strong>MISSILETRAINER:InitTrackingOnOff(TrackingOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the display of missile tracking report to be ON or OFF.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean TrackingOnOff </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).InitTrackingToAll" >
|
||||
<strong>MISSILETRAINER:InitTrackingToAll(TrackingToAll)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets by default the missile tracking report for all players or only for those missiles targetted to you.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean TrackingToAll </em></code>:
|
||||
true or false</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).MenusOnOff" >
|
||||
<strong>MISSILETRAINER.MenusOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).MessagesOnOff" >
|
||||
<strong>MISSILETRAINER.MessagesOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).New" >
|
||||
<strong>MISSILETRAINER:New(Distance, Briefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates the main object which is handling missile tracking.</p>
|
||||
|
||||
|
||||
<p>When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Distance </em></code>:
|
||||
The distance in meters when a tracked missile needs to be destroyed when close to a player.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Briefing </em></code>:
|
||||
(Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes. </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER).TrackingFrequency" >
|
||||
<strong>MISSILETRAINER.TrackingFrequency</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).TrackingOnOff" >
|
||||
<strong>MISSILETRAINER.TrackingOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MISSILETRAINER).TrackingToAll" >
|
||||
<strong>MISSILETRAINER.TrackingToAll</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER)._AddBearing" >
|
||||
<strong>MISSILETRAINER:_AddBearing(Client, TrainerWeapon)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TrainerWeapon </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER)._AddRange" >
|
||||
<strong>MISSILETRAINER:_AddRange(Client, TrainerWeapon)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Client </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> TrainerWeapon </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER)._EventShot" >
|
||||
<strong>MISSILETRAINER:_EventShot(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Detects if an SA site was shot with an anti radiation missile.</p>
|
||||
|
||||
|
||||
<p>In this case, take evasive actions based on the skill level set within the ME.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER)._MenuMessages" >
|
||||
<strong>MISSILETRAINER._MenuMessages(MenuParameters)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuParameters </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSILETRAINER)._TrackMissiles" >
|
||||
<strong>MISSILETRAINER:_TrackMissiles()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li>NOTASK</li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li>PICKUPTASK</li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li>ROUTETASK</li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li>STAGE</li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
252
Documentation/Scheduler.html
Normal file
252
Documentation/Scheduler.html
Normal file
@ -0,0 +1,252 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div>
|
||||
<div id="main">
|
||||
<div id="navigation">
|
||||
<h2>Modules</h2>
|
||||
<ul><li>
|
||||
<a href="index.html">index</a>
|
||||
</li></ul>
|
||||
<ul>
|
||||
<li><a href="Base.html">Base</a></li>
|
||||
<li><a href="CARGO.html">CARGO</a></li>
|
||||
<li><a href="CleanUp.html">CleanUp</a></li>
|
||||
<li><a href="Client.html">Client</a></li>
|
||||
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
|
||||
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
|
||||
<li><a href="DCSCommand.html">DCSCommand</a></li>
|
||||
<li><a href="DCSController.html">DCSController</a></li>
|
||||
<li><a href="DCSGroup.html">DCSGroup</a></li>
|
||||
<li><a href="DCSObject.html">DCSObject</a></li>
|
||||
<li><a href="DCSTask.html">DCSTask</a></li>
|
||||
<li><a href="DCSTypes.html">DCSTypes</a></li>
|
||||
<li><a href="DCSUnit.html">DCSUnit</a></li>
|
||||
<li><a href="DCSWorld.html">DCSWorld</a></li>
|
||||
<li><a href="DCStimer.html">DCStimer</a></li>
|
||||
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
|
||||
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
|
||||
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
|
||||
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
|
||||
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
|
||||
<li><a href="Group.html">Group</a></li>
|
||||
<li><a href="MISSION.html">MISSION</a></li>
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li>Scheduler</li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
<li><a href="Unit.html">Unit</a></li>
|
||||
<li><a href="Zone.html">Zone</a></li>
|
||||
<li><a href="env.html">env</a></li>
|
||||
<li><a href="land.html">land</a></li>
|
||||
<li><a href="routines.html">routines</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="content">
|
||||
<h1>Module <code>Scheduler</code></h1>
|
||||
|
||||
<p>Models time events calling event handing functions.</p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SCHEDULER">SCHEDULER</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(SCHEDULER)">Type <code>SCHEDULER</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).ClassName">SCHEDULER.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).New">SCHEDULER:New(TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds)</a></td>
|
||||
<td class="summary">
|
||||
<p>SCHEDULER constructor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Scheduler">SCHEDULER:Scheduler()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Start">SCHEDULER:Start()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Stop">SCHEDULER:Stop()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(SCHEDULER)">#SCHEDULER</a></em>
|
||||
<a id="SCHEDULER" >
|
||||
<strong>SCHEDULER</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Scheduler)" >Type <code>Scheduler</code></a></h2>
|
||||
|
||||
<h2><a id="#(SCHEDULER)" >Type <code>SCHEDULER</code></a></h2>
|
||||
|
||||
<p>The SCHEDULER class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(SCHEDULER).ClassName" >
|
||||
<strong>SCHEDULER.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).New" >
|
||||
<strong>SCHEDULER:New(TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>SCHEDULER constructor.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#table TimeEventObject </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function TimeEventFunction </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#table TimeEventFunctionArguments </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number StartSeconds </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number RepeatSecondsInterval </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number RandomizationFactor </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number StopSeconds </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).Scheduler" >
|
||||
<strong>SCHEDULER:Scheduler()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).Start" >
|
||||
<strong>SCHEDULER:Start()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).Stop" >
|
||||
<strong>SCHEDULER:Stop()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li>Scoring</li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li>Sead</li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
1332
Documentation/Set.html
Normal file
1332
Documentation/Set.html
Normal file
File diff suppressed because it is too large
Load Diff
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li>Spawn</li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -116,7 +119,7 @@ So in principle, the group list will contain all parameters and configurations a
|
||||
<li><a href="##(SPAWN).RandomizeTemplate">SPAWN.RandomizeTemplate</a>: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </li>
|
||||
<li><a href="##(SPAWN).Uncontrolled">SPAWN.Uncontrolled</a>: Spawn plane groups uncontrolled.</li>
|
||||
<li><a href="##(SPAWN).Array">SPAWN.Array</a>: Make groups visible before they are actually activated, and order these groups like a batallion in an array.</li>
|
||||
<li><a href="##(SPAWN).Repeat">SPAWN.Repeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).RepeatOnLanding">SPAWN.RepeatOnLanding</a> and <a href="##(SPAWN).RepeatOnEngineShutDown">SPAWN.RepeatOnEngineShutDown</a>.</li>
|
||||
<li><a href="##(SPAWN).InitRepeat">SPAWN.InitRepeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).InitRepeatOnLanding">SPAWN.InitRepeatOnLanding</a> and <a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN.InitRepeatOnEngineShutDown</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h1>SPAWN spawning methods:</h1>
|
||||
@ -158,12 +161,6 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<h2><a id="#(SPAWN)">Type <code>SPAWN</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).AliveFactor">SPAWN.AliveFactor</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).Array">SPAWN:Array(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</a></td>
|
||||
<td class="summary">
|
||||
<p>Makes the groups visible before start (like a batallion).</p>
|
||||
@ -182,7 +179,7 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).CleanUpFunction">SPAWN.CleanUpFunction</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).CleanUpScheduler">SPAWN.CleanUpScheduler</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -215,6 +212,24 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).GetSpawnIndexFromGroup">SPAWN:GetSpawnIndexFromGroup(SpawnGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the index from a given group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitRepeat">SPAWN:InitRepeat()</a></td>
|
||||
<td class="summary">
|
||||
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN:InitRepeatOnEngineShutDown()</a></td>
|
||||
<td class="summary">
|
||||
<p>Respawn after landing when its engines have shut down.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitRepeatOnLanding">SPAWN:InitRepeatOnLanding()</a></td>
|
||||
<td class="summary">
|
||||
<p>Respawn group after landing.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -254,9 +269,9 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).Repeat">SPAWN:Repeat()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).Repeat">SPAWN.Repeat</a></td>
|
||||
<td class="summary">
|
||||
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -293,12 +308,6 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnCleanUpTimeStamps">SPAWN.SpawnCleanUpTimeStamps</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnCurrentTimer">SPAWN.SpawnCurrentTimer</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -329,24 +338,12 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnGroupName">SPAWN:SpawnGroupName(SpawnIndex)</a></td>
|
||||
<td class="summary">
|
||||
<p>Will return the SpawnGroupName either with with a specific count number or without any count.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnHighTimer">SPAWN.SpawnHighTimer</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnInZone">SPAWN:SpawnInZone(Zone, ZoneRandomize, SpawnIndex)</a></td>
|
||||
<td class="summary">
|
||||
<p>Will spawn a Group within a given <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnLowTimer">SPAWN.SpawnLowTimer</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -389,18 +386,12 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnRandomizeTemplate">SPAWN.SpawnRandomizeTemplate</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnRepeat">SPAWN.SpawnRepeat</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnScheduleStart">SPAWN:SpawnScheduleStart()</a></td>
|
||||
<td class="summary">
|
||||
<p>Will start the spawning scheduler.</p>
|
||||
<p>Will re-start the spawning scheduler.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -416,7 +407,7 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnSetTimer">SPAWN.SpawnSetTimer</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnScheduler">SPAWN.SpawnScheduler</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -550,13 +541,13 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._RandomizeRoute">SPAWN:_RandomizeRoute(SpawnIndex)</a></td>
|
||||
<td class="summary">
|
||||
<p>Internal function randomizing the routes.</p>
|
||||
<p>Private method randomizing the routes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._RandomizeTemplate">SPAWN:_RandomizeTemplate(SpawnIndex)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>Private method that randomizes the template of the group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -604,20 +595,6 @@ Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).AliveFactor" >
|
||||
<strong>SPAWN.AliveFactor</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).Array" >
|
||||
<strong>SPAWN:Array(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</strong>
|
||||
</a>
|
||||
@ -721,14 +698,17 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).CleanUpFunction" >
|
||||
<strong>SPAWN.CleanUpFunction</strong>
|
||||
<a id="#(SPAWN).CleanUpScheduler" >
|
||||
<strong>SPAWN.CleanUpScheduler</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p>self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -876,6 +856,71 @@ When no group is found, #nil is returned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitRepeat" >
|
||||
<strong>SPAWN:InitRepeat()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
|
||||
|
||||
|
||||
<p>This function is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
|
||||
This will enable a spawned group to be re-spawned after it lands, until it is destroyed...
|
||||
Note: When the group is respawned, it will re-spawn from the original airbase where it took off.
|
||||
So ensure that the routes for groups that respawn, always return to the original airbase, or players may get confused ...</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
self</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- RU Su-34 - AI Ship Attack
|
||||
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
|
||||
SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitRepeatOnEngineShutDown" >
|
||||
<strong>SPAWN:InitRepeatOnEngineShutDown()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Respawn after landing when its engines have shut down.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitRepeatOnLanding" >
|
||||
<strong>SPAWN:InitRepeatOnLanding()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Respawn group after landing.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).Limit" >
|
||||
<strong>SPAWN:Limit(SpawnMaxUnitsAlive, SpawnMaxGroups)</strong>
|
||||
</a>
|
||||
@ -1123,29 +1168,14 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPAWN).Repeat" >
|
||||
<strong>SPAWN:Repeat()</strong>
|
||||
<strong>SPAWN.Repeat</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.</p>
|
||||
|
||||
|
||||
<p>This function is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
|
||||
This will enable a spawned group to be re-spawned after it lands, until it is destroyed...
|
||||
Note: When the group is respawned, it will re-spawn from the original airbase where it took off.
|
||||
So ensure that the routes for groups that respawn, always return to the original airbase, or players may get confused ...</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
self</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- RU Su-34 - AI Ship Attack
|
||||
-- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
|
||||
SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -1238,23 +1268,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnCurrentTimer" >
|
||||
<strong>SPAWN.SpawnCurrentTimer</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> The internal timer counter to trigger a scheduled spawning of SpawnTemplatePrefix.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1412,20 +1425,6 @@ Is the number of the Group that is to be spawned.</p>
|
||||
<p><em>#string:</em>
|
||||
SpawnGroupName</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnHighTimer" >
|
||||
<strong>SPAWN.SpawnHighTimer</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1479,20 +1478,6 @@ when nothing was spawned.</p>
|
||||
|
||||
</li>
|
||||
</ol>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnLowTimer" >
|
||||
<strong>SPAWN.SpawnLowTimer</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1597,20 +1582,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPAWN).SpawnRepeat" >
|
||||
<strong>SPAWN.SpawnRepeat</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1622,10 +1593,10 @@ when nothing was spawned.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Will start the spawning scheduler.</p>
|
||||
<p>Will re-start the spawning scheduler.</p>
|
||||
|
||||
|
||||
<p>Note: This function is called automatically when <a href="##(SPAWN).Scheduled">SPAWN.Scheduled</a> is called.</p>
|
||||
<p>Note: This function is only required to be called when the schedule was stopped.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -1692,18 +1663,15 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnSetTimer" >
|
||||
<strong>SPAWN.SpawnSetTimer</strong>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnScheduler" >
|
||||
<strong>SPAWN.SpawnScheduler</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> The internal timer value when a scheduled spawning of SpawnTemplatePrefix occurs.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2022,10 +1990,15 @@ Nothing found</p>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> SpawnTemplatePrefix </em></code>: </p>
|
||||
<p><code><em>#string SpawnTemplatePrefix </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>@SPAWN self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2184,15 +2157,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> SpawnTemplatePrefix </em></code>: </p>
|
||||
<p><code><em>#string SpawnTemplatePrefix </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> SpawnIndex </em></code>: </p>
|
||||
<p><code><em>#number SpawnIndex </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2204,7 +2182,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Internal function randomizing the routes.</p>
|
||||
<p>Private method randomizing the routes.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@ -2231,16 +2209,21 @@ The index of the group to be spawned.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<p>Private method that randomizes the template of the group.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> SpawnIndex </em></code>: </p>
|
||||
<p><code><em>#number SpawnIndex </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li>StaticObject</li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li>TASK</li>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -88,6 +91,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).GetPointVec2">ZONE:GetPointVec2()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).GetPointVec3">ZONE:GetPointVec3(Height)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -157,6 +166,27 @@
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE).GetPointVec3" >
|
||||
<strong>ZONE:GetPointVec3(Height)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> Height </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
@ -212,7 +215,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
|
||||
<td class="summary">
|
||||
<p>A GROUP class abstraction of a DCSGroup class.</p>
|
||||
<p>GROUP class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -237,6 +240,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
|
||||
<td class="summary">
|
||||
<p>Message System to display Messages for Clients and Coalitions or All.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
|
||||
<td class="summary">
|
||||
<p>Provides missile training functions.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -261,6 +270,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="STAGE.html">STAGE</a></td>
|
||||
<td class="summary">
|
||||
<p>Stages within a <a href="TASK.html">TASK</a> within a <a href="MISSION.html">MISSION</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
|
||||
<td class="summary">
|
||||
<p>Models time events calling event handing functions.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -273,6 +288,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
|
||||
<td class="summary">
|
||||
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
|
||||
<td class="summary">
|
||||
<p>Manage sets of units and groups.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -296,7 +317,14 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Unit.html">Unit</a></td>
|
||||
<td class="summary">
|
||||
<p>UNIT Classes</p>
|
||||
<p>UNIT Class</p>
|
||||
|
||||
<h1><a href="UNIT.html">UNIT</a> class</h1>
|
||||
<p>The <a href="UNIT.html">UNIT</a> class is a wrapper class to handle the DCS Unit objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -46,12 +46,15 @@
|
||||
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
|
||||
<li><a href="Menu.html">Menu</a></li>
|
||||
<li><a href="Message.html">Message</a></li>
|
||||
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
|
||||
<li><a href="NOTASK.html">NOTASK</a></li>
|
||||
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
|
||||
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
|
||||
<li><a href="STAGE.html">STAGE</a></li>
|
||||
<li><a href="Scheduler.html">Scheduler</a></li>
|
||||
<li><a href="Scoring.html">Scoring</a></li>
|
||||
<li><a href="Sead.html">Sead</a></li>
|
||||
<li><a href="Set.html">Set</a></li>
|
||||
<li><a href="Spawn.html">Spawn</a></li>
|
||||
<li><a href="StaticObject.html">StaticObject</a></li>
|
||||
<li><a href="TASK.html">TASK</a></li>
|
||||
|
||||
@ -5,13 +5,16 @@ echo env.info( 'Moose Embedded' ) > Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Routines.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Base.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Event.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Menu.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Group.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Unit.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Zone.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Database.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Moose.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Scheduler.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Scoring.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Cargo.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Message.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Stage.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Task.lua Moose_Embedded.lua
|
||||
@ -30,3 +33,4 @@ copy /b Moose_Embedded.lua + ..\Moose\Spawn.lua Moose_Embedded.l
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Movement.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Sead.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\Escort.lua Moose_Embedded.lua
|
||||
copy /b Moose_Embedded.lua + ..\Moose\MissileTrainer.lua Moose_Embedded.lua
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Binary file not shown.
@ -1,31 +0,0 @@
|
||||
rem Generate Moose_Embedded.lua
|
||||
|
||||
copy Trace.lua ^
|
||||
+ Routines.lua ^
|
||||
+ Base.lua ^
|
||||
+ Menu.lua ^
|
||||
+ Group.lua ^
|
||||
+ Unit.lua ^
|
||||
+ Zone.lua ^
|
||||
+ Database.lua ^
|
||||
+ Cargo.lua ^
|
||||
+ Client.lua ^
|
||||
+ Message.lua ^
|
||||
+ Stage.lua ^
|
||||
+ Task.lua ^
|
||||
+ GoHomeTask.lua ^
|
||||
+ DestroyBaseTask.lua ^
|
||||
+ DestroyGroupsTask.lua ^
|
||||
+ DestroyRadarsTask.lua ^
|
||||
+ DestroyUnitTypesTask.lua ^
|
||||
+ PickupTask.lua ^
|
||||
+ DeployTask.lua ^
|
||||
+ NoTask.lua ^
|
||||
+ RouteTask.lua ^
|
||||
+ Mission.lua ^
|
||||
+ CleanUp.lua ^
|
||||
+ Spawn.lua ^
|
||||
+ Movement.lua ^
|
||||
+ Sead.lua ^
|
||||
Moose_Embedded.lua
|
||||
|
||||
@ -1,4 +1,3 @@
|
||||
|
||||
local base = _G
|
||||
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
|
||||
|
||||
|
||||
BIN
Maths/Bearing calculation.ggb
Normal file
BIN
Maths/Bearing calculation.ggb
Normal file
Binary file not shown.
@ -353,6 +353,7 @@ end
|
||||
-- @param #number Level
|
||||
function BASE:TraceLevel( Level )
|
||||
_TraceLevel = Level
|
||||
self:E( "Tracing level " .. Level )
|
||||
end
|
||||
|
||||
--- Set tracing for a class
|
||||
@ -361,6 +362,7 @@ end
|
||||
function BASE:TraceClass( Class )
|
||||
_TraceClass[Class] = true
|
||||
_TraceClassMethod[Class] = {}
|
||||
self:E( "Tracing class " .. Class )
|
||||
end
|
||||
|
||||
--- Set tracing for a specific method of class
|
||||
@ -373,6 +375,7 @@ function BASE:TraceClassMethod( Class, Method )
|
||||
_TraceClassMethod[Class].Method = {}
|
||||
end
|
||||
_TraceClassMethod[Class].Method[Method] = true
|
||||
self:E( "Tracing method " .. Method .. " of class " .. Class )
|
||||
end
|
||||
|
||||
--- Trace a function call. Must be at the beginning of the function logic.
|
||||
|
||||
253
Moose/Cargo.lua
253
Moose/Cargo.lua
@ -31,18 +31,31 @@ CARGO_ZONE = {
|
||||
}
|
||||
}
|
||||
|
||||
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, BASE:New() )
|
||||
--- Creates a new zone where cargo can be collected or deployed.
|
||||
-- The zone functionality is useful to smoke or indicate routes for cargo pickups or deployments.
|
||||
-- Provide the zone name as declared in the mission file into the CargoZoneName in the :New method.
|
||||
-- An optional parameter is the CargoHostName, which is a Group declared with Late Activation switched on in the mission file.
|
||||
-- The CargoHostName is the "host" of the cargo zone:
|
||||
--
|
||||
-- * It will smoke the zone position when a client is approaching the zone.
|
||||
-- * Depending on the cargo type, it will assist in the delivery of the cargo by driving to and from the client.
|
||||
--
|
||||
-- @param #CARGO_ZONE self
|
||||
-- @param #string CargoZoneName The name of the zone as declared within the mission editor.
|
||||
-- @param #string CargoHostName The name of the Group "hosting" the zone. The Group MUST NOT be a static, and must be a "mobile" unit.
|
||||
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, ZONE:New( CargoZoneName ) )
|
||||
self:F( { CargoZoneName, CargoHostName } )
|
||||
|
||||
self.CargoZoneName = CargoZoneName
|
||||
self.CargoZone = trigger.misc.getZone( CargoZoneName )
|
||||
self.SignalHeight = 2
|
||||
--self.CargoZone = trigger.misc.getZone( CargoZoneName )
|
||||
|
||||
|
||||
if CargoHostName then
|
||||
self.CargoHostName = CargoHostName
|
||||
end
|
||||
|
||||
self:T( self.CargoZone )
|
||||
self:T( self.CargoZoneName )
|
||||
|
||||
return self
|
||||
end
|
||||
@ -50,17 +63,19 @@ end
|
||||
function CARGO_ZONE:Spawn()
|
||||
self:F( self.CargoHostName )
|
||||
|
||||
if self.CargoHostSpawn then
|
||||
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
|
||||
if CargoHostGroup and CargoHostGroup:IsAlive() then
|
||||
else
|
||||
self.CargoHostSpawn:ReSpawn( 1 )
|
||||
end
|
||||
else
|
||||
self:T( "Initialize CargoHostSpawn" )
|
||||
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
|
||||
self.CargoHostSpawn:ReSpawn( 1 )
|
||||
end
|
||||
if self.CargoHostName then -- Only spawn a host in the zone when there is one given as a parameter in the New function.
|
||||
if self.CargoHostSpawn then
|
||||
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
|
||||
if CargoHostGroup and CargoHostGroup:IsAlive() then
|
||||
else
|
||||
self.CargoHostSpawn:ReSpawn( 1 )
|
||||
end
|
||||
else
|
||||
self:T( "Initialize CargoHostSpawn" )
|
||||
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
|
||||
self.CargoHostSpawn:ReSpawn( 1 )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
@ -114,6 +129,7 @@ function CARGO_ZONE:ReportCargosToClient( Client, CargoType )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function CARGO_ZONE:Signal()
|
||||
self:F()
|
||||
|
||||
@ -130,7 +146,7 @@ function CARGO_ZONE:Signal()
|
||||
if SignalUnit then
|
||||
|
||||
self:T( 'Signalling Unit' )
|
||||
local SignalVehiclePos = SignalUnit:GetPositionVec3()
|
||||
local SignalVehiclePos = SignalUnit:GetPointVec3()
|
||||
SignalVehiclePos.y = SignalVehiclePos.y + 2
|
||||
|
||||
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
|
||||
@ -148,16 +164,15 @@ function CARGO_ZONE:Signal()
|
||||
|
||||
else
|
||||
|
||||
local CurrentPosition = { x = self.CargoZone.point.x, y = self.CargoZone.point.z }
|
||||
self.CargoZone.point.y = land.getHeight( CurrentPosition ) + 2
|
||||
local ZonePointVec3 = self:GetPointVec3( self.SignalHeight ) -- Get the zone position + the landheight + 2 meters
|
||||
|
||||
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
|
||||
|
||||
trigger.action.smoke( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR )
|
||||
trigger.action.smoke( ZonePointVec3, self.SignalColor.TRIGGERCOLOR )
|
||||
Signalled = true
|
||||
|
||||
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
|
||||
trigger.action.signalFlare( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR, 0 )
|
||||
trigger.action.signalFlare( ZonePointVec3, self.SignalColor.TRIGGERCOLOR, 0 )
|
||||
Signalled = false
|
||||
|
||||
end
|
||||
@ -168,85 +183,121 @@ function CARGO_ZONE:Signal()
|
||||
|
||||
end
|
||||
|
||||
function CARGO_ZONE:WhiteSmoke()
|
||||
function CARGO_ZONE:WhiteSmoke( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:BlueSmoke()
|
||||
function CARGO_ZONE:BlueSmoke( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:RedSmoke()
|
||||
function CARGO_ZONE:RedSmoke( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:OrangeSmoke()
|
||||
function CARGO_ZONE:OrangeSmoke( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:GreenSmoke()
|
||||
function CARGO_ZONE:GreenSmoke( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function CARGO_ZONE:WhiteFlare()
|
||||
function CARGO_ZONE:WhiteFlare( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:RedFlare()
|
||||
function CARGO_ZONE:RedFlare( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:GreenFlare()
|
||||
function CARGO_ZONE:GreenFlare( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function CARGO_ZONE:YellowFlare()
|
||||
function CARGO_ZONE:YellowFlare( SignalHeight )
|
||||
self:F()
|
||||
|
||||
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
||||
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW
|
||||
|
||||
if SignalHeight then
|
||||
self.SignalHeight = SignalHeight
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -517,6 +568,7 @@ function CARGO_GROUP:Spawn( Client )
|
||||
self.CargoGroupName = self.CargoSpawn:SpawnFromUnit( self.CargoZone:GetCargoHostUnit(), 60, 30, 1 ):GetName()
|
||||
else
|
||||
--- ReSpawn the Cargo in the CargoZone without a host ...
|
||||
self:T( self.CargoZone )
|
||||
self.CargoGroupName = self.CargoSpawn:SpawnInZone( self.CargoZone, true, 1 ):GetName()
|
||||
end
|
||||
self:StatusNone()
|
||||
@ -534,7 +586,7 @@ function CARGO_GROUP:IsNear( Client, LandingZone )
|
||||
|
||||
if self.CargoGroupName then
|
||||
local CargoGroup = Group.getByName( self.CargoGroupName )
|
||||
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 250 ) then
|
||||
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 250 ) then
|
||||
Near = true
|
||||
end
|
||||
end
|
||||
@ -557,64 +609,72 @@ function CARGO_GROUP:OnBoard( Client, LandingZone, OnBoardSide )
|
||||
|
||||
local CargoGroup = Group.getByName( self.CargoGroupName )
|
||||
|
||||
local CargoUnits = CargoGroup:getUnits()
|
||||
local CargoPos = CargoUnits[1]:getPoint()
|
||||
local CargoUnit = CargoGroup:getUnit(1)
|
||||
local CargoPos = CargoUnit:getPoint()
|
||||
|
||||
self.CargoInAir = CargoUnit:inAir()
|
||||
|
||||
self:T( self.CargoInAir )
|
||||
|
||||
-- Only move the group to the carrier when the cargo is not in the air
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
|
||||
local Points = {}
|
||||
|
||||
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
|
||||
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
|
||||
|
||||
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
|
||||
|
||||
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
|
||||
|
||||
if OnBoardSide == nil then
|
||||
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
|
||||
end
|
||||
|
||||
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
|
||||
CarrierPosMove.z = CarrierPosMove.z - 25
|
||||
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
|
||||
CarrierPosMove.z = CarrierPosMove.z + 25
|
||||
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding BACK" )
|
||||
CarrierPosMove.x = CarrierPosMove.x - 25
|
||||
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
|
||||
CarrierPosMove.x = CarrierPosMove.x + 25
|
||||
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
|
||||
|
||||
end
|
||||
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
|
||||
|
||||
routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
|
||||
local Points = {}
|
||||
|
||||
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
|
||||
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
|
||||
|
||||
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
|
||||
|
||||
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
|
||||
|
||||
if OnBoardSide == nil then
|
||||
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
|
||||
end
|
||||
|
||||
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
|
||||
CarrierPosMove.z = CarrierPosMove.z - 25
|
||||
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
|
||||
CarrierPosMove.z = CarrierPosMove.z + 25
|
||||
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding BACK" )
|
||||
CarrierPosMove.x = CarrierPosMove.x - 25
|
||||
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
|
||||
CarrierPosMove.x = CarrierPosMove.x + 25
|
||||
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
||||
|
||||
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
|
||||
|
||||
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
|
||||
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
|
||||
|
||||
end
|
||||
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
|
||||
|
||||
routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
|
||||
end
|
||||
|
||||
self:StatusLoading( Client )
|
||||
|
||||
@ -628,12 +688,19 @@ function CARGO_GROUP:OnBoarded( Client, LandingZone )
|
||||
|
||||
local OnBoarded = false
|
||||
|
||||
local CargoGroup = Group.getByName( self.CargoGroupName )
|
||||
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
|
||||
CargoGroup:destroy()
|
||||
self:StatusLoaded( Client )
|
||||
OnBoarded = true
|
||||
end
|
||||
local CargoGroup = Group.getByName( self.CargoGroupName )
|
||||
|
||||
if not self.CargoInAir then
|
||||
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 25 ) then
|
||||
CargoGroup:destroy()
|
||||
self:StatusLoaded( Client )
|
||||
OnBoarded = true
|
||||
end
|
||||
else
|
||||
CargoGroup:destroy()
|
||||
self:StatusLoaded( Client )
|
||||
OnBoarded = true
|
||||
end
|
||||
|
||||
return OnBoarded
|
||||
end
|
||||
@ -723,7 +790,7 @@ function CARGO_PACKAGE:IsNear( Client, LandingZone )
|
||||
self:T( self.CargoClient.ClientName )
|
||||
self:T( 'Client Exists.' )
|
||||
|
||||
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:ClientPosition(), 150 ) then
|
||||
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:GetPositionVec3(), 150 ) then
|
||||
Near = true
|
||||
end
|
||||
end
|
||||
@ -830,7 +897,7 @@ function CARGO_PACKAGE:OnBoarded( Client, LandingZone )
|
||||
local OnBoarded = false
|
||||
|
||||
if self.CargoClient and self.CargoClient:GetDCSGroup() then
|
||||
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:ClientPosition(), 10 ) then
|
||||
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:GetPositionVec3(), 10 ) then
|
||||
|
||||
-- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough.
|
||||
self:StatusLoaded( Client )
|
||||
|
||||
383
Moose/Client.lua
383
Moose/Client.lua
@ -1,6 +1,39 @@
|
||||
--- The CLIENT models client units in multi player missions.
|
||||
-- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
|
||||
-- Note that clients are NOT the same as groups, they are NOT necessarily alive.
|
||||
--
|
||||
-- @{#CLIENT} class
|
||||
-- ================
|
||||
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
|
||||
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
-- The @{CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
--
|
||||
-- * Wraps the DCS Unit objects with skill level set to Player or Client.
|
||||
-- * Support all DCS Unit APIs.
|
||||
-- * Enhance with Unit specific APIs not in the DCS Group API set.
|
||||
-- * When player joins Unit, execute alive init logic.
|
||||
-- * Handles messages to players.
|
||||
-- * Manage the "state" of the DCS Unit.
|
||||
--
|
||||
-- Clients are being used by the @{MISSION} class to follow players and register their successes.
|
||||
--
|
||||
-- CLIENT reference methods
|
||||
-- =======================
|
||||
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
-- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
-- using the DCS Unit or the DCS UnitName.
|
||||
--
|
||||
-- Another thing to know is that CLIENT objects do not "contain" the DCS Unit object.
|
||||
-- The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution.
|
||||
-- If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.
|
||||
--
|
||||
-- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:
|
||||
--
|
||||
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
|
||||
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
|
||||
--
|
||||
-- @module Client
|
||||
-- @author FlightControl
|
||||
|
||||
@ -12,7 +45,7 @@ Include.File( "Message" )
|
||||
|
||||
--- The CLIENT class
|
||||
-- @type CLIENT
|
||||
-- @extends Base#BASE
|
||||
-- @extends Unit#UNIT
|
||||
CLIENT = {
|
||||
ONBOARDSIDE = {
|
||||
NONE = 0,
|
||||
@ -33,9 +66,37 @@ CLIENT = {
|
||||
}
|
||||
|
||||
|
||||
--- Use this method to register new Clients within the MOF.
|
||||
--- Finds a CLIENT from the _DATABASE using the relevant DCS Unit.
|
||||
-- @param #CLIENT self
|
||||
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
|
||||
-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
|
||||
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
|
||||
-- @return #CLIENT
|
||||
-- @usage
|
||||
-- -- Create new Clients.
|
||||
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
-- Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
--
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:Find( DCSUnit )
|
||||
local ClientName = DCSUnit:getName()
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
if ClientFound then
|
||||
ClientFound:F( ClientName )
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
|
||||
|
||||
--- Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.
|
||||
-- As an optional parameter, a briefing text can be given also.
|
||||
-- @param #CLIENT self
|
||||
-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
|
||||
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
|
||||
-- @return #CLIENT
|
||||
-- @usage
|
||||
@ -43,21 +104,38 @@ CLIENT = {
|
||||
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
-- Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
--
|
||||
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:New( ClientName, ClientBriefing )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( ClientName, ClientBriefing )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:FindByName( ClientName, ClientBriefing )
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
self.ClientName = ClientName
|
||||
self:AddBriefing( ClientBriefing )
|
||||
self.MessageSwitch = true
|
||||
|
||||
return self
|
||||
if ClientFound then
|
||||
ClientFound:F( { ClientName, ClientBriefing } )
|
||||
ClientFound:AddBriefing( ClientBriefing )
|
||||
ClientFound.MessageSwitch = true
|
||||
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
|
||||
function CLIENT:Register( ClientName )
|
||||
local self = BASE:Inherit( self, UNIT:Register( ClientName ) )
|
||||
|
||||
self:F( ClientName )
|
||||
self.ClientName = ClientName
|
||||
self.MessageSwitch = true
|
||||
self.ClientAlive2 = false
|
||||
|
||||
self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Transport defines that the Client is a Transport. Transports show cargo.
|
||||
-- @param #CLIENT self
|
||||
-- @return #CLIENT
|
||||
@ -71,13 +149,38 @@ end
|
||||
--- AddBriefing adds a briefing to a CLIENT when a player joins a mission.
|
||||
-- @param #CLIENT self
|
||||
-- @param #string ClientBriefing is the text defining the Mission briefing.
|
||||
-- @return #CLIENT
|
||||
-- @return #CLIENT self
|
||||
function CLIENT:AddBriefing( ClientBriefing )
|
||||
self:F()
|
||||
self:F( ClientBriefing )
|
||||
self.ClientBriefing = ClientBriefing
|
||||
self.ClientBriefingShown = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Show the briefing of the MISSION to the CLIENT.
|
||||
-- @param #CLIENT self
|
||||
-- @return #CLIENT self
|
||||
function CLIENT:ShowBriefing()
|
||||
self:F( { self.ClientName, self.ClientBriefingShown } )
|
||||
|
||||
if not self.ClientBriefingShown then
|
||||
self.ClientBriefingShown = true
|
||||
local Briefing = ""
|
||||
if self.MissionBriefing then
|
||||
Briefing = Briefing .. self.MissionBriefing
|
||||
end
|
||||
if self.ClientBriefing then
|
||||
Briefing = Briefing .. "\n" .. self.ClientBriefing
|
||||
end
|
||||
Briefing = Briefing .. "\nPress [LEFT ALT]+[B] to view the complete mission briefing."
|
||||
self:Message( Briefing, 30, self.ClientName .. '/MissionBriefing', "Briefing" )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Resets a CLIENT.
|
||||
-- @param #CLIENT self
|
||||
@ -87,21 +190,6 @@ function CLIENT:Reset( ClientName )
|
||||
self._Menus = {}
|
||||
end
|
||||
|
||||
--- Checks for a client alive event and calls a function on a continuous basis.
|
||||
-- @param #CLIENT self
|
||||
-- @param #function CallBack Function.
|
||||
-- @return #CLIENT
|
||||
function CLIENT:Alive( CallBack, ... )
|
||||
self:F()
|
||||
|
||||
self.ClientAlive2 = false
|
||||
self.ClientCallBack = CallBack
|
||||
self.ClientParameters = arg
|
||||
self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Is Functions
|
||||
|
||||
--- Checks if the CLIENT is a multi-seated UNIT.
|
||||
@ -126,32 +214,30 @@ function CLIENT:IsMultiSeated()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Checks if client is alive and returns true or false.
|
||||
--- Checks for a client alive event and calls a function on a continuous basis.
|
||||
-- @param #CLIENT self
|
||||
-- @returns #boolean Returns true if client is alive.
|
||||
function CLIENT:IsAlive()
|
||||
self:F( self.ClientName )
|
||||
-- @param #function CallBack Function.
|
||||
-- @return #CLIENT
|
||||
function CLIENT:Alive( CallBack, ... )
|
||||
self:F()
|
||||
|
||||
local ClientDCSGroup = self:GetDCSGroup()
|
||||
|
||||
if ClientDCSGroup then
|
||||
self:T("true")
|
||||
return true
|
||||
end
|
||||
|
||||
self:T( "false" )
|
||||
return false
|
||||
end
|
||||
self.ClientCallBack = CallBack
|
||||
self.ClientParameters = arg
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #CLIENT self
|
||||
function CLIENT:_AliveCheckScheduler()
|
||||
self:F( { self.ClientName, self.ClientAlive2 } )
|
||||
self:F( { self.ClientName, self.ClientAlive2, self.ClientBriefingShown } )
|
||||
|
||||
if self:IsAlive() then
|
||||
if self:IsAlive() then -- Polymorphic call of UNIT
|
||||
if self.ClientAlive2 == false then
|
||||
self:T("Calling Callback function")
|
||||
self.ClientCallBack( self, unpack( self.ClientParameters ) )
|
||||
self:ShowBriefing()
|
||||
if self.ClientCallBack then
|
||||
self:T("Calling Callback function")
|
||||
self.ClientCallBack( self, unpack( self.ClientParameters ) )
|
||||
end
|
||||
self.ClientAlive2 = true
|
||||
end
|
||||
else
|
||||
@ -175,6 +261,8 @@ function CLIENT:GetDCSGroup()
|
||||
-- else
|
||||
-- return nil
|
||||
-- end
|
||||
|
||||
local ClientUnit = Unit.getByName( self.ClientName )
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
@ -183,49 +271,51 @@ function CLIENT:GetDCSGroup()
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
|
||||
local ClientGroup = Group.getByName( self.ClientName )
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
if ClientGroup:isExist() then
|
||||
if ClientGroup:getID() == UnitData:getGroup():getID() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
return ClientGroup
|
||||
end
|
||||
else
|
||||
-- Now we need to resolve the bugs in DCS 1.5 ...
|
||||
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
|
||||
self:T3( "Bug 1.5 logic" )
|
||||
local ClientUnits = _DATABASE.Groups[self.ClientName].Units
|
||||
self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } )
|
||||
for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do
|
||||
self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } )
|
||||
if tonumber(UnitData:getID()) == ClientUnitData.unitId then
|
||||
local ClientGroupTemplate = _DATABASE.Groups[self.ClientName].Template
|
||||
self.ClientID = ClientGroupTemplate.groupId
|
||||
self.ClientGroupUnit = UnitData
|
||||
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
|
||||
return ClientGroup
|
||||
end
|
||||
end
|
||||
end
|
||||
-- else
|
||||
-- error( "Client " .. self.ClientName .. " not found!" )
|
||||
end
|
||||
--self:E(self.ClientName)
|
||||
if ClientUnit then
|
||||
local ClientGroup = ClientUnit:getGroup()
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
if ClientGroup:isExist() and UnitData:getGroup():isExist() then
|
||||
if ClientGroup:getID() == UnitData:getGroup():getID() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
self.ClientGroupID = ClientGroup:getID()
|
||||
self.ClientGroupName = ClientGroup:getName()
|
||||
return ClientGroup
|
||||
end
|
||||
else
|
||||
-- Now we need to resolve the bugs in DCS 1.5 ...
|
||||
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
|
||||
self:T3( "Bug 1.5 logic" )
|
||||
local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
|
||||
self.ClientGroupID = ClientGroupTemplate.groupId
|
||||
self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
|
||||
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
|
||||
return ClientGroup
|
||||
end
|
||||
-- else
|
||||
-- error( "Client " .. self.ClientName .. " not found!" )
|
||||
end
|
||||
else
|
||||
--self:E( { "Client not found!", self.ClientName } )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- For non player clients
|
||||
local ClientGroup = Group.getByName( self.ClientName )
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
if ClientGroup:isExist() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
return ClientGroup
|
||||
end
|
||||
end
|
||||
if ClientUnit then
|
||||
local ClientGroup = ClientUnit:getGroup()
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
if ClientGroup:isExist() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
return ClientGroup
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self.ClientGroupID = nil
|
||||
self.ClientGroupUnit = nil
|
||||
@ -240,16 +330,9 @@ end
|
||||
-- @return DCSTypes#Group.ID
|
||||
function CLIENT:GetClientGroupID()
|
||||
|
||||
if not self.ClientGroupID then
|
||||
local ClientGroup = self:GetDCSGroup()
|
||||
if ClientGroup and ClientGroup:isExist() then
|
||||
self.ClientGroupID = ClientGroup:getID()
|
||||
else
|
||||
self.ClientGroupID = self.ClientID
|
||||
end
|
||||
end
|
||||
local ClientGroup = self:GetDCSGroup()
|
||||
|
||||
self:T( self.ClientGroupID )
|
||||
--self:E( self.ClientGroupID ) -- Determined in GetDCSGroup()
|
||||
return self.ClientGroupID
|
||||
end
|
||||
|
||||
@ -259,16 +342,9 @@ end
|
||||
-- @return #string
|
||||
function CLIENT:GetClientGroupName()
|
||||
|
||||
if not self.ClientGroupName then
|
||||
local ClientGroup = self:GetDCSGroup()
|
||||
if ClientGroup and ClientGroup:isExist() then
|
||||
self.ClientGroupName = ClientGroup:getName()
|
||||
else
|
||||
self.ClientGroupName = self.ClientName
|
||||
end
|
||||
end
|
||||
local ClientGroup = self:GetDCSGroup()
|
||||
|
||||
self:T( self.ClientGroupName )
|
||||
self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
|
||||
return self.ClientGroupName
|
||||
end
|
||||
|
||||
@ -276,14 +352,15 @@ end
|
||||
-- @param #CLIENT self
|
||||
-- @return Unit#UNIT
|
||||
function CLIENT:GetClientGroupUnit()
|
||||
self:F()
|
||||
self:F2()
|
||||
|
||||
local ClientGroup = self:GetDCSGroup()
|
||||
|
||||
if ClientGroup and ClientGroup:isExist() then
|
||||
return UNIT:New( ClientGroup:getUnit(1) )
|
||||
else
|
||||
return UNIT:New( self.ClientGroupUnit )
|
||||
local ClientDCSUnit = Unit.getByName( self.ClientName )
|
||||
|
||||
self:T( self.ClientDCSUnit )
|
||||
if ClientDCSUnit and ClientDCSUnit:isExist() then
|
||||
local ClientUnit = _DATABASE:FindUnit( self.ClientName )
|
||||
self:T2( ClientUnit )
|
||||
return ClientUnit
|
||||
end
|
||||
end
|
||||
|
||||
@ -293,80 +370,14 @@ end
|
||||
function CLIENT:GetClientGroupDCSUnit()
|
||||
self:F2()
|
||||
|
||||
local ClientGroup = self:GetDCSGroup()
|
||||
local ClientDCSUnit = Unit.getByName( self.ClientName )
|
||||
|
||||
if ClientGroup and ClientGroup:isExist() then
|
||||
return ClientGroup:getUnit(1)
|
||||
else
|
||||
return self.ClientGroupUnit
|
||||
if ClientDCSUnit and ClientDCSUnit:isExist() then
|
||||
self:T2( ClientDCSUnit )
|
||||
return ClientDCSUnit
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO what is this??? check. possible double function.
|
||||
function CLIENT:GetUnit()
|
||||
self:F()
|
||||
|
||||
return UNIT:New( self:GetClientGroupDCSUnit() )
|
||||
end
|
||||
|
||||
--- Returns the position of the CLIENT in @{DCSTypes#Vec2} format..
|
||||
-- @param #CLIENT self
|
||||
-- @return DCSTypes#Vec2
|
||||
function CLIENT:GetPointVec2()
|
||||
self:F()
|
||||
|
||||
ClientGroupUnit = self:GetClientGroupDCSUnit()
|
||||
|
||||
if ClientGroupUnit then
|
||||
if ClientGroupUnit:isExist() then
|
||||
local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
|
||||
local PointVec2 = {} --DCSTypes#Vec2
|
||||
PointVec2.x = PointVec3.x
|
||||
PointVec2.y = PointVec3.z
|
||||
self:T( { PointVec2 } )
|
||||
return PointVec2
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
|
||||
-- @param #CLIENT self
|
||||
-- @return DCSTypes#Vec3
|
||||
function CLIENT:ClientPosition()
|
||||
self:F()
|
||||
|
||||
ClientGroupUnit = self:GetClientGroupDCSUnit()
|
||||
|
||||
if ClientGroupUnit then
|
||||
if ClientGroupUnit:isExist() then
|
||||
return ClientGroupUnit:getPosition()
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the altitude of the CLIENT.
|
||||
-- @param #CLIENT self
|
||||
-- @return DCSTypes#Distance
|
||||
function CLIENT:GetAltitude()
|
||||
self:F()
|
||||
|
||||
ClientGroupUnit = self:GetClientGroupDCSUnit()
|
||||
|
||||
if ClientGroupUnit then
|
||||
if ClientGroupUnit:isExist() then
|
||||
local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
|
||||
return PointVec3.y
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Evaluates if the CLIENT is a transport.
|
||||
-- @param #CLIENT self
|
||||
@ -413,7 +424,7 @@ end
|
||||
-- @param #string MessageCategory is the category of the message (the title).
|
||||
-- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air.
|
||||
function CLIENT:Message( Message, MessageDuration, MessageId, MessageCategory, MessageInterval )
|
||||
self:F()
|
||||
self:F( { Message, MessageDuration, MessageId, MessageCategory, MessageInterval } )
|
||||
|
||||
if not self.MenuMessages then
|
||||
if self:GetClientGroupID() then
|
||||
|
||||
@ -66,25 +66,31 @@ Include.File( "Routines" )
|
||||
Include.File( "Base" )
|
||||
Include.File( "Menu" )
|
||||
Include.File( "Group" )
|
||||
Include.File( "Unit" )
|
||||
Include.File( "Event" )
|
||||
Include.File( "Client" )
|
||||
|
||||
--- DATABASE class
|
||||
-- @type DATABASE
|
||||
-- @extends Base#BASE
|
||||
DATABASE = {
|
||||
ClassName = "DATABASE",
|
||||
Templates = {
|
||||
Units = {},
|
||||
Groups = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
},
|
||||
DCSUnits = {},
|
||||
DCSUnitsAlive = {},
|
||||
Units = {},
|
||||
Groups = {},
|
||||
DCSGroups = {},
|
||||
DCSGroupsAlive = {},
|
||||
UNITS = {},
|
||||
GROUPS = {},
|
||||
NavPoints = {},
|
||||
Statics = {},
|
||||
Players = {},
|
||||
AlivePlayers = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
PlayersAlive = {},
|
||||
CLIENTS = {},
|
||||
ClientsAlive = {},
|
||||
Filter = {
|
||||
Coalitions = nil,
|
||||
Categories = nil,
|
||||
@ -140,148 +146,85 @@ function DATABASE:New()
|
||||
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of coalitons.
|
||||
-- Possible current coalitions are red, blue and neutral.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterCoalitions( Coalitions )
|
||||
if not self.Filter.Coalitions then
|
||||
self.Filter.Coalitions = {}
|
||||
end
|
||||
if type( Coalitions ) ~= "table" then
|
||||
Coalitions = { Coalitions }
|
||||
end
|
||||
for CoalitionID, Coalition in pairs( Coalitions ) do
|
||||
self.Filter.Coalitions[Coalition] = Coalition
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units out of categories.
|
||||
-- Possible current categories are plane, helicopter, ground, ship.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterCategories( Categories )
|
||||
if not self.Filter.Categories then
|
||||
self.Filter.Categories = {}
|
||||
end
|
||||
if type( Categories ) ~= "table" then
|
||||
Categories = { Categories }
|
||||
end
|
||||
for CategoryID, Category in pairs( Categories ) do
|
||||
self.Filter.Categories[Category] = Category
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined unit types.
|
||||
-- Possible current types are those types known within DCS world.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Types Can take those type strings known within DCS world.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterTypes( Types )
|
||||
if not self.Filter.Types then
|
||||
self.Filter.Types = {}
|
||||
end
|
||||
if type( Types ) ~= "table" then
|
||||
Types = { Types }
|
||||
end
|
||||
for TypeID, Type in pairs( Types ) do
|
||||
self.Filter.Types[Type] = Type
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined countries.
|
||||
-- Possible current countries are those known within DCS world.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Countries Can take those country strings known within DCS world.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterCountries( Countries )
|
||||
if not self.Filter.Countries then
|
||||
self.Filter.Countries = {}
|
||||
end
|
||||
if type( Countries ) ~= "table" then
|
||||
Countries = { Countries }
|
||||
end
|
||||
for CountryID, Country in pairs( Countries ) do
|
||||
self.Filter.Countries[Country] = Country
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined unit prefixes.
|
||||
-- All the units starting with the given prefixes will be included within the set.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Prefixes The prefix of which the unit name starts with.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterUnitPrefixes( Prefixes )
|
||||
if not self.Filter.UnitPrefixes then
|
||||
self.Filter.UnitPrefixes = {}
|
||||
end
|
||||
if type( Prefixes ) ~= "table" then
|
||||
Prefixes = { Prefixes }
|
||||
end
|
||||
for PrefixID, Prefix in pairs( Prefixes ) do
|
||||
self.Filter.UnitPrefixes[Prefix] = Prefix
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined group prefixes.
|
||||
-- All the units starting with the given group prefixes will be included within the set.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterGroupPrefixes( Prefixes )
|
||||
if not self.Filter.GroupPrefixes then
|
||||
self.Filter.GroupPrefixes = {}
|
||||
end
|
||||
if type( Prefixes ) ~= "table" then
|
||||
Prefixes = { Prefixes }
|
||||
end
|
||||
for PrefixID, Prefix in pairs( Prefixes ) do
|
||||
self.Filter.GroupPrefixes[Prefix] = Prefix
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Starts the filtering.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterStart()
|
||||
|
||||
if _DATABASE then
|
||||
-- OK, we have a _DATABASE
|
||||
-- Now use the different filters to build the set.
|
||||
-- We first take ALL of the Units of the _DATABASE.
|
||||
for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do
|
||||
self:T( UnitRegistration )
|
||||
local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
|
||||
if self:_IsIncludeDCSUnit( DCSUnit ) then
|
||||
self.DCSUnits[DCSUnit:getName()] = DCSUnit
|
||||
end
|
||||
if self:_IsAliveDCSUnit( DCSUnit ) then
|
||||
self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
|
||||
end
|
||||
end
|
||||
else
|
||||
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
|
||||
end
|
||||
|
||||
-- Add database with registered clients and already alive players
|
||||
|
||||
-- Follow alive players and clients
|
||||
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
|
||||
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Finds a Unit based on the Unit Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string UnitName
|
||||
-- @return Unit#UNIT The found Unit.
|
||||
function DATABASE:FindUnit( UnitName )
|
||||
|
||||
local UnitFound = self.UNITS[UnitName]
|
||||
return UnitFound
|
||||
end
|
||||
|
||||
--- Adds a Unit based on the Unit Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddUnit( DCSUnit, DCSUnitName )
|
||||
|
||||
self.DCSUnits[DCSUnitName] = DCSUnit
|
||||
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
|
||||
end
|
||||
|
||||
--- Deletes a Unit from the DATABASE based on the Unit Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteUnit( DCSUnitName )
|
||||
|
||||
self.DCSUnits[DCSUnitName] = nil
|
||||
end
|
||||
|
||||
--- Finds a CLIENT based on the ClientName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName
|
||||
-- @return Client#CLIENT The found CLIENT.
|
||||
function DATABASE:FindClient( ClientName )
|
||||
|
||||
local ClientFound = self.CLIENTS[ClientName]
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
--- Adds a CLIENT based on the ClientName in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddClient( ClientName )
|
||||
|
||||
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
|
||||
self:E( self.CLIENTS[ClientName]:GetClassNameAndID() )
|
||||
end
|
||||
|
||||
--- Finds a GROUP based on the GroupName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string GroupName
|
||||
-- @return Group#GROUP The found GROUP.
|
||||
function DATABASE:FindGroup( GroupName )
|
||||
|
||||
local GroupFound = self.GROUPS[GroupName]
|
||||
return GroupFound
|
||||
end
|
||||
|
||||
--- Adds a GROUP based on the GroupName in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddGroup( DCSGroup, GroupName )
|
||||
|
||||
self.DCSGroups[GroupName] = DCSGroup
|
||||
self.GROUPS[GroupName] = GROUP:Register( GroupName )
|
||||
end
|
||||
|
||||
--- Instantiate new Groups within the DCSRTE.
|
||||
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
|
||||
-- SpawnCountryID, SpawnCategoryID
|
||||
-- This method is used by the SPAWN class.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table SpawnTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:Spawn( SpawnTemplate )
|
||||
self:F( SpawnTemplate.name )
|
||||
|
||||
@ -306,7 +249,7 @@ function DATABASE:Spawn( SpawnTemplate )
|
||||
SpawnTemplate.SpawnCategoryID = SpawnCategoryID
|
||||
|
||||
|
||||
local SpawnGroup = GROUP:New( Group.getByName( SpawnTemplate.name ) )
|
||||
local SpawnGroup = GROUP:Register( SpawnTemplate.name )
|
||||
return SpawnGroup
|
||||
end
|
||||
|
||||
@ -315,7 +258,7 @@ end
|
||||
function DATABASE:SetStatusGroup( GroupName, Status )
|
||||
self:F( Status )
|
||||
|
||||
self.Groups[GroupName].Status = Status
|
||||
self.Templates.Groups[GroupName].Status = Status
|
||||
end
|
||||
|
||||
|
||||
@ -323,47 +266,117 @@ end
|
||||
function DATABASE:GetStatusGroup( GroupName )
|
||||
self:F( Status )
|
||||
|
||||
if self.Groups[GroupName] then
|
||||
return self.Groups[GroupName].Status
|
||||
if self.Templates.Groups[GroupName] then
|
||||
return self.Templates.Groups[GroupName].Status
|
||||
else
|
||||
return ""
|
||||
end
|
||||
end
|
||||
|
||||
--- Registers new Group Templates within the DATABASE Object.
|
||||
--- Private method that registers new Group Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterGroup( GroupTemplate )
|
||||
|
||||
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
|
||||
|
||||
if not self.Groups[GroupTemplateName] then
|
||||
self.Groups[GroupTemplateName] = {}
|
||||
self.Groups[GroupTemplateName].Status = nil
|
||||
if not self.Templates.Groups[GroupTemplateName] then
|
||||
self.Templates.Groups[GroupTemplateName] = {}
|
||||
self.Templates.Groups[GroupTemplateName].Status = nil
|
||||
end
|
||||
self.Groups[GroupTemplateName].GroupName = GroupTemplateName
|
||||
self.Groups[GroupTemplateName].Template = GroupTemplate
|
||||
self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
|
||||
self.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
|
||||
self.Groups[GroupTemplateName].Units = GroupTemplate.units
|
||||
|
||||
-- Delete the spans from the route, it is not needed and takes memory.
|
||||
if GroupTemplate.route and GroupTemplate.route.spans then
|
||||
GroupTemplate.route.spans = nil
|
||||
end
|
||||
|
||||
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
|
||||
self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
|
||||
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
|
||||
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
|
||||
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
|
||||
|
||||
self:T( { "Group", self.Groups[GroupTemplateName].GroupName, self.Groups[GroupTemplateName].UnitCount } )
|
||||
self:T( { "Group", self.Templates.Groups[GroupTemplateName].GroupName, self.Templates.Groups[GroupTemplateName].UnitCount } )
|
||||
|
||||
for unit_num, UnitTemplate in pairs(GroupTemplate.units) do
|
||||
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
|
||||
|
||||
local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name)
|
||||
self.Units[UnitTemplateName] = {}
|
||||
self.Units[UnitTemplateName].UnitName = UnitTemplateName
|
||||
self.Units[UnitTemplateName].Template = UnitTemplate
|
||||
self.Units[UnitTemplateName].GroupName = GroupTemplateName
|
||||
self.Units[UnitTemplateName].GroupTemplate = GroupTemplate
|
||||
self.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
|
||||
self.Templates.Units[UnitTemplateName] = {}
|
||||
self.Templates.Units[UnitTemplateName].UnitName = UnitTemplateName
|
||||
self.Templates.Units[UnitTemplateName].Template = UnitTemplate
|
||||
self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
|
||||
self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
|
||||
self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
|
||||
self:E( {"skill",UnitTemplate.skill})
|
||||
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
|
||||
self.ClientsByName[UnitTemplateName] = UnitTemplate
|
||||
self.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
||||
self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
|
||||
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
||||
end
|
||||
self:E( { "Unit", self.Units[UnitTemplateName].UnitName } )
|
||||
self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
|
||||
end
|
||||
end
|
||||
|
||||
--- Private method that registers all alive players in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterPlayers()
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
local UnitName = UnitData:getName()
|
||||
if not self.PlayersAlive[UnitName] then
|
||||
self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
|
||||
self.PlayersAlive[UnitName] = UnitData:getPlayerName()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Private method that registers all datapoints within in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterDatabase()
|
||||
|
||||
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
||||
|
||||
if DCSGroup:isExist() then
|
||||
local DCSGroupName = DCSGroup:getName()
|
||||
|
||||
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
|
||||
self:AddGroup( DCSGroup, DCSGroupName )
|
||||
|
||||
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
||||
|
||||
local DCSUnitName = DCSUnit:getName()
|
||||
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
|
||||
self:AddUnit( DCSUnit, DCSUnitName )
|
||||
end
|
||||
else
|
||||
self:E( { "Group does not exist: ", DCSGroup } )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
||||
self:E( { "Adding Client:", ClientName } )
|
||||
self:AddClient( ClientName )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Events
|
||||
|
||||
--- Handles the OnBirth event for the alive units set.
|
||||
-- @param #DATABASE self
|
||||
-- @param Event#EVENTDATA Event
|
||||
@ -372,8 +385,9 @@ function DATABASE:_EventOnBirth( Event )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self:AddUnit( Event.IniDCSUnit, Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroup, Event.IniDCSGroupName )
|
||||
self:_EventOnPlayerEnterUnit( Event )
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -385,25 +399,61 @@ function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self.DCSUnitsAlive[Event.IniDCSUnitName] then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = nil
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
|
||||
if self.DCSUnits[Event.IniDCSUnitName] then
|
||||
self:DeleteUnit( Event.IniDCSUnitName )
|
||||
-- add logic to correctly remove a group once all units are destroyed...
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
|
||||
-- @param Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnPlayerEnterUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if not self.PlayersAlive[Event.IniDCSUnitName] then
|
||||
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
|
||||
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
|
||||
self.ClientsAlive[Event.IniDCSUnitName] = self.CLIENTS[ Event.IniDCSUnitName ]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
|
||||
-- @param #DATABASE self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if self.PlayersAlive[Event.IniDCSUnitName] then
|
||||
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
|
||||
self.PlayersAlive[Event.IniDCSUnitName] = nil
|
||||
self.ClientsAlive[Event.IniDCSUnitName] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Iterators
|
||||
|
||||
--- Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
function DATABASE:ForEach( IteratorFunction, arg, Set )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
for ObjectID, Object in pairs( Set ) do
|
||||
self:T2( Object )
|
||||
IteratorFunction( Object, unpack( arg ) )
|
||||
Count = Count + 1
|
||||
if Count % 10 == 0 then
|
||||
coroutine.yield( false )
|
||||
@ -423,20 +473,61 @@ function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
error( res )
|
||||
end
|
||||
if res == false then
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
|
||||
return true -- resume next time the loop
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 1 )
|
||||
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachDCSUnit( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.DCSUnits )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CLIENTS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:ScanEnvironment()
|
||||
self:F()
|
||||
|
||||
self.Navpoints = {}
|
||||
self.Units = {}
|
||||
self.UNITS = {}
|
||||
--Build routines.db.units and self.Navpoints
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
@ -495,6 +586,9 @@ function DATABASE:ScanEnvironment()
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
self:_RegisterDatabase()
|
||||
self:_RegisterPlayers()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -582,6 +676,22 @@ function DATABASE:_IsAliveDCSUnit( DCSUnit )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSGroup#Group DCSGroup
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsAliveDCSGroup( DCSGroup )
|
||||
self:F( DCSGroup )
|
||||
local DCSGroupAlive = false
|
||||
if DCSGroup and DCSGroup:isExist() then
|
||||
if self.DCSGroups[DCSGroup:getName()] then
|
||||
DCSGroupAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSGroupAlive )
|
||||
return DCSGroupAlive
|
||||
end
|
||||
|
||||
|
||||
--- Traces the current database contents in the log ... (for debug reasons).
|
||||
-- @param #DATABASE self
|
||||
@ -590,7 +700,6 @@ function DATABASE:TraceDatabase()
|
||||
self:F()
|
||||
|
||||
self:T( { "DCSUnits:", self.DCSUnits } )
|
||||
self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } )
|
||||
end
|
||||
|
||||
|
||||
|
||||
@ -635,7 +635,7 @@ function ESCORT._HoldPosition( MenuParam )
|
||||
routines.removeFunction( self.FollowScheduler )
|
||||
|
||||
local PointFrom = {}
|
||||
local GroupPoint = EscortGroup:GetUnit(1):GetPositionVec3()
|
||||
local GroupPoint = EscortGroup:GetUnit(1):GetPointVec3()
|
||||
PointFrom = {}
|
||||
PointFrom.x = GroupPoint.x
|
||||
PointFrom.y = GroupPoint.z
|
||||
@ -977,15 +977,15 @@ function ESCORT:_FollowScheduler( FollowDistance )
|
||||
local GroupUnit = self.EscortGroup:GetUnit( 1 )
|
||||
|
||||
if self.CT1 == 0 and self.GT1 == 0 then
|
||||
self.CV1 = ClientUnit:GetPositionVec3()
|
||||
self.CV1 = ClientUnit:GetPointVec3()
|
||||
self.CT1 = timer.getTime()
|
||||
self.GV1 = GroupUnit:GetPositionVec3()
|
||||
self.GV1 = GroupUnit:GetPointVec3()
|
||||
self.GT1 = timer.getTime()
|
||||
else
|
||||
local CT1 = self.CT1
|
||||
local CT2 = timer.getTime()
|
||||
local CV1 = self.CV1
|
||||
local CV2 = ClientUnit:GetPositionVec3()
|
||||
local CV2 = ClientUnit:GetPointVec3()
|
||||
self.CT1 = CT2
|
||||
self.CV1 = CV2
|
||||
|
||||
@ -999,7 +999,7 @@ function ESCORT:_FollowScheduler( FollowDistance )
|
||||
local GT1 = self.GT1
|
||||
local GT2 = timer.getTime()
|
||||
local GV1 = self.GV1
|
||||
local GV2 = GroupUnit:GetPositionVec3()
|
||||
local GV2 = GroupUnit:GetPointVec3()
|
||||
self.GT1 = GT2
|
||||
self.GV1 = GV2
|
||||
|
||||
@ -1082,7 +1082,7 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
self:T( EscortObject )
|
||||
if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
|
||||
|
||||
local EscortTargetUnit = UNIT:New( EscortObject )
|
||||
local EscortTargetUnit = UNIT:Find( EscortObject )
|
||||
local EscortTargetUnitName = EscortTargetUnit:GetName()
|
||||
|
||||
|
||||
@ -1105,8 +1105,8 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
-- EscortTargetLastVelocity } )
|
||||
|
||||
|
||||
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPositionVec3()
|
||||
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
|
||||
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPointVec3()
|
||||
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
|
||||
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
|
||||
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
|
||||
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
|
||||
@ -1164,8 +1164,8 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
|
||||
end
|
||||
|
||||
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPositionVec3()
|
||||
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
|
||||
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPointVec3()
|
||||
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
|
||||
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
|
||||
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
|
||||
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
|
||||
@ -1232,7 +1232,7 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
|
||||
local TaskPoints = self:RegisterRoute()
|
||||
for WayPointID, WayPoint in pairs( TaskPoints ) do
|
||||
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
|
||||
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
|
||||
local Distance = ( ( WayPoint.x - EscortPositionVec3.x )^2 +
|
||||
( WayPoint.y - EscortPositionVec3.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
@ -437,6 +437,32 @@ function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
|
||||
-- @param #EVENT self
|
||||
-- @param #function EventFunction The function to be called when the event occurs for the unit.
|
||||
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
|
||||
-- @return #EVENT
|
||||
function EVENT:OnPlayerEnterUnit( EventFunction, EventSelf )
|
||||
self:F()
|
||||
|
||||
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
|
||||
-- @param #EVENT self
|
||||
-- @param #function EventFunction The function to be called when the event occurs for the unit.
|
||||
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
|
||||
-- @return #EVENT
|
||||
function EVENT:OnPlayerLeaveUnit( EventFunction, EventSelf )
|
||||
self:F()
|
||||
|
||||
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
function EVENT:onEvent( Event )
|
||||
@ -468,6 +494,7 @@ function EVENT:onEvent( Event )
|
||||
Event.WeaponName = Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
self:E( { _EVENTCODES[Event.id], Event } )
|
||||
for ClassName, EventData in pairs( self.Events[Event.id] ) do
|
||||
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
|
||||
self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } )
|
||||
|
||||
1487
Moose/Group.lua
1487
Moose/Group.lua
File diff suppressed because it is too large
Load Diff
124
Moose/Menu.lua
124
Moose/Menu.lua
@ -245,3 +245,127 @@ function MENU_CLIENT_COMMAND:Remove()
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- The MENU_COALITION class
|
||||
-- @type MENU_COALITION
|
||||
-- @extends Menu#MENU
|
||||
MENU_COALITION = {
|
||||
ClassName = "MENU_COALITION"
|
||||
}
|
||||
|
||||
--- Creates a new coalition menu item
|
||||
-- @param #MENU_COALITION self
|
||||
-- @param DCSCoalition#coalition.side MenuCoalition The coalition owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #table ParentMenu The parent menu.
|
||||
-- @return #MENU_COALITION self
|
||||
function MENU_COALITION:New( MenuCoalition, MenuText, ParentMenu )
|
||||
|
||||
-- Arrange meta tables
|
||||
local MenuParentPath = {}
|
||||
if ParentMenu ~= nil then
|
||||
MenuParentPath = ParentMenu.MenuPath
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
|
||||
self:F( { MenuCoalition, MenuText, ParentMenu } )
|
||||
|
||||
self.MenuCoalition = MenuCoalition
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self.Menus = {}
|
||||
|
||||
self:T( { MenuParentPath, MenuText } )
|
||||
|
||||
self.MenuPath = missionCommands.addSubMenuForCoalition( self.MenuCoalition, MenuText, MenuParentPath )
|
||||
|
||||
self:T( { self.MenuPath } )
|
||||
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_COALITION.
|
||||
-- @param #MENU_COALITION self
|
||||
-- @return #MENU_COALITION self
|
||||
function MENU_COALITION:RemoveSubMenus()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
for MenuID, Menu in pairs( self.Menus ) do
|
||||
Menu:Remove()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_COALITION.
|
||||
-- @param #MENU_COALITION self
|
||||
-- @return #MENU_COALITION self
|
||||
function MENU_COALITION:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
self:RemoveSubMenus()
|
||||
missionCommands.removeItemForCoalition( self.MenuCoalition, self.MenuPath )
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- The MENU_COALITION_COMMAND class
|
||||
-- @type MENU_COALITION_COMMAND
|
||||
-- @extends Menu#MENU
|
||||
MENU_COALITION_COMMAND = {
|
||||
ClassName = "MENU_COALITION_COMMAND"
|
||||
}
|
||||
|
||||
--- Creates a new radio command item for a group
|
||||
-- @param #MENU_COALITION_COMMAND self
|
||||
-- @param DCSCoalition#coalition.side MenuCoalition The coalition owning the menu.
|
||||
-- @param MenuText The text for the menu.
|
||||
-- @param ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function.
|
||||
-- @return #MENU_COALITION_COMMAND self
|
||||
function MENU_COALITION_COMMAND:New( MenuCoalition, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument )
|
||||
|
||||
-- Arrange meta tables
|
||||
|
||||
local MenuParentPath = {}
|
||||
if ParentMenu ~= nil then
|
||||
MenuParentPath = ParentMenu.MenuPath
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
|
||||
|
||||
self.MenuCoalition = MenuCoalition
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
|
||||
self:T( { MenuParentPath, MenuText, CommandMenuFunction, CommandMenuArgument } )
|
||||
|
||||
self.MenuPath = missionCommands.addCommandForCoalition( self.MenuCoalition, MenuText, MenuParentPath, CommandMenuFunction, CommandMenuArgument )
|
||||
|
||||
self.CommandMenuFunction = CommandMenuFunction
|
||||
self.CommandMenuArgument = CommandMenuArgument
|
||||
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a radio command item for a coalition
|
||||
-- @param #MENU_COALITION_COMMAND self
|
||||
-- @return #MENU_COALITION_COMMAND self
|
||||
function MENU_COALITION_COMMAND:Remove()
|
||||
self:F( self.MenuPath )
|
||||
|
||||
missionCommands.removeItemForCoalition( self.MenuCoalition, self.MenuPath )
|
||||
self.ParentMenu.Menus[self.MenuPath] = nil
|
||||
return nil
|
||||
end
|
||||
|
||||
680
Moose/MissileTrainer.lua
Normal file
680
Moose/MissileTrainer.lua
Normal file
@ -0,0 +1,680 @@
|
||||
--- Provides missile training functions.
|
||||
--
|
||||
-- @{#MISSILETRAINER} class
|
||||
-- ========================
|
||||
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
-- It suports the following functionality:
|
||||
--
|
||||
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
|
||||
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range …
|
||||
-- * Provide alerts when a missile would have killed your aircraft.
|
||||
-- * Provide alerts when the missile self destructs.
|
||||
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
|
||||
--
|
||||
-- When running a mission where MISSILETRAINER is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
|
||||
--
|
||||
-- * **Messages**: Menu to configure all messages.
|
||||
-- * **Messages On**: Show all messages.
|
||||
-- * **Messages Off**: Disable all messages.
|
||||
-- * **Tracking**: Menu to configure missile tracking messages.
|
||||
-- * **To All**: Shows missile tracking messages to all players.
|
||||
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
|
||||
-- * **Tracking On**: Show missile tracking messages.
|
||||
-- * **Tracking Off**: Disable missile tracking messages.
|
||||
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
|
||||
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
|
||||
-- * **Alerts**: Menu to configure alert messages.
|
||||
-- * **To All**: Shows alert messages to all players.
|
||||
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at.
|
||||
-- * **Hits On**: Show missile hit alert messages.
|
||||
-- * **Hits Off**: Disable missile hit alert messages.
|
||||
-- * **Launches On**: Show missile launch messages.
|
||||
-- * **Launches Off**: Disable missile launch messages.
|
||||
-- * **Details**: Menu to configure message details.
|
||||
-- * **Range On**: Shows range information when a missile is fired to a target.
|
||||
-- * **Range Off**: Disable range information when a missile is fired to a target.
|
||||
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
|
||||
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
|
||||
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
|
||||
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
|
||||
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
|
||||
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
|
||||
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
|
||||
--
|
||||
--
|
||||
-- MISSILETRAINER construction methods:
|
||||
-- ====================================
|
||||
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
|
||||
--
|
||||
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
|
||||
--
|
||||
-- MISSILETRAINER initialization methods:
|
||||
-- ======================================
|
||||
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
|
||||
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
|
||||
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
|
||||
-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
|
||||
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
|
||||
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
|
||||
--
|
||||
-- @module MissileTrainer
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
Include.File( "Client" )
|
||||
Include.File( "Scheduler" )
|
||||
|
||||
--- The MISSILETRAINER class
|
||||
-- @type MISSILETRAINER
|
||||
-- @extends Base#BASE
|
||||
MISSILETRAINER = {
|
||||
ClassName = "MISSILETRAINER",
|
||||
}
|
||||
|
||||
--- Creates the main object which is handling missile tracking.
|
||||
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
|
||||
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
|
||||
-- @return #MISSILETRAINER
|
||||
function MISSILETRAINER:New( Distance, Briefing )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( Distance )
|
||||
|
||||
if Briefing then
|
||||
self.Briefing = Briefing
|
||||
end
|
||||
|
||||
self.Schedulers = {}
|
||||
self.SchedulerID = 0
|
||||
|
||||
self.MessageInterval = 2
|
||||
self.MessageLastTime = timer.getTime()
|
||||
|
||||
self.Distance = Distance / 1000
|
||||
|
||||
_EVENTDISPATCHER:OnShot( self._EventShot, self )
|
||||
|
||||
self.DB = DATABASE:New():FilterStart()
|
||||
self.DBClients = self.DB.Clients
|
||||
self.DBUnits = self.DB.Units
|
||||
|
||||
for ClientID, Client in pairs( self.DBClients ) do
|
||||
|
||||
local function _Alive( Client )
|
||||
|
||||
if self.Briefing then
|
||||
Client:Message( self.Briefing, 15, "HELLO WORLD", "Trainer" )
|
||||
end
|
||||
|
||||
if self.MenusOnOff == true then
|
||||
Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "MENU", "Trainer" )
|
||||
|
||||
Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil ) -- Menu#MENU_CLIENT
|
||||
|
||||
Client.MenuMessages = MENU_CLIENT:New( Client, "Messages", Client.MainMenu )
|
||||
Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
|
||||
Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
|
||||
|
||||
Client.MenuTracking = MENU_CLIENT:New( Client, "Tracking", Client.MainMenu )
|
||||
Client.MenuTrackingToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
|
||||
Client.MenuTrackingToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
|
||||
Client.MenuTrackOn = MENU_CLIENT_COMMAND:New( Client, "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
|
||||
Client.MenuTrackOff = MENU_CLIENT_COMMAND:New( Client, "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
|
||||
Client.MenuTrackIncrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
|
||||
Client.MenuTrackDecrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
|
||||
|
||||
Client.MenuAlerts = MENU_CLIENT:New( Client, "Alerts", Client.MainMenu )
|
||||
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
|
||||
Client.MenuAlertsToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
|
||||
Client.MenuHitsOn = MENU_CLIENT_COMMAND:New( Client, "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
|
||||
Client.MenuHitsOff = MENU_CLIENT_COMMAND:New( Client, "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
|
||||
Client.MenuLaunchesOn = MENU_CLIENT_COMMAND:New( Client, "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
|
||||
Client.MenuLaunchesOff = MENU_CLIENT_COMMAND:New( Client, "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
|
||||
|
||||
Client.MenuDetails = MENU_CLIENT:New( Client, "Details", Client.MainMenu )
|
||||
Client.MenuDetailsDistanceOn = MENU_CLIENT_COMMAND:New( Client, "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
|
||||
Client.MenuDetailsDistanceOff = MENU_CLIENT_COMMAND:New( Client, "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
|
||||
Client.MenuDetailsBearingOn = MENU_CLIENT_COMMAND:New( Client, "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
|
||||
Client.MenuDetailsBearingOff = MENU_CLIENT_COMMAND:New( Client, "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
|
||||
|
||||
Client.MenuDistance = MENU_CLIENT:New( Client, "Set distance to plane", Client.MainMenu )
|
||||
Client.MenuDistance50 = MENU_CLIENT_COMMAND:New( Client, "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
|
||||
Client.MenuDistance100 = MENU_CLIENT_COMMAND:New( Client, "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
|
||||
Client.MenuDistance150 = MENU_CLIENT_COMMAND:New( Client, "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
|
||||
Client.MenuDistance200 = MENU_CLIENT_COMMAND:New( Client, "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
|
||||
else
|
||||
if Client.MainMenu then
|
||||
Client.MainMenu:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local ClientID = Client:GetID()
|
||||
self:T( ClientID )
|
||||
if not self.TrackingMissiles[ClientID] then
|
||||
self.TrackingMissiles[ClientID] = {}
|
||||
end
|
||||
self.TrackingMissiles[ClientID].Client = Client
|
||||
if not self.TrackingMissiles[ClientID].MissileData then
|
||||
self.TrackingMissiles[ClientID].MissileData = {}
|
||||
end
|
||||
end
|
||||
|
||||
Client:Alive( _Alive )
|
||||
|
||||
end
|
||||
|
||||
-- self.DB:ForEachClient(
|
||||
-- --- @param Client#CLIENT Client
|
||||
-- function( Client )
|
||||
--
|
||||
-- ... actions ...
|
||||
--
|
||||
-- end
|
||||
-- )
|
||||
|
||||
self.MessagesOnOff = true
|
||||
|
||||
self.TrackingToAll = false
|
||||
self.TrackingOnOff = true
|
||||
self.TrackingFrequency = 3
|
||||
|
||||
self.AlertsToAll = true
|
||||
self.AlertsHitsOnOff = true
|
||||
self.AlertsLaunchesOnOff = true
|
||||
|
||||
self.DetailsRangeOnOff = true
|
||||
self.DetailsBearingOnOff = true
|
||||
|
||||
self.MenusOnOff = true
|
||||
|
||||
self.TrackingMissiles = {}
|
||||
|
||||
self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Initialization methods.
|
||||
|
||||
|
||||
--- Sets by default the display of any message to be ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean MessagesOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
|
||||
self:F( MessagesOnOff )
|
||||
|
||||
self.MessagesOnOff = MessagesOnOff
|
||||
if self.MessagesOnOff == true then
|
||||
MESSAGE:New( "Messages ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Messages OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean TrackingToAll true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitTrackingToAll( TrackingToAll )
|
||||
self:F( TrackingToAll )
|
||||
|
||||
self.TrackingToAll = TrackingToAll
|
||||
if self.TrackingToAll == true then
|
||||
MESSAGE:New( "Missile tracking to all players ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Missile tracking to all players OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of missile tracking report to be ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean TrackingOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
|
||||
self:F( TrackingOnOff )
|
||||
|
||||
self.TrackingOnOff = TrackingOnOff
|
||||
if self.TrackingOnOff == true then
|
||||
MESSAGE:New( "Missile tracking ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Missile tracking OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
|
||||
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
|
||||
self:F( TrackingFrequency )
|
||||
|
||||
self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency
|
||||
if self.TrackingFrequency < 0.5 then
|
||||
self.TrackingFrequency = 0.5
|
||||
end
|
||||
if self.TrackingFrequency then
|
||||
MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of alerts to be shown to all players or only to you.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean AlertsToAll true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitAlertsToAll( AlertsToAll )
|
||||
self:F( AlertsToAll )
|
||||
|
||||
self.AlertsToAll = AlertsToAll
|
||||
if self.AlertsToAll == true then
|
||||
MESSAGE:New( "Alerts to all players ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Alerts to all players OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of hit alerts ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean AlertsHitsOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff )
|
||||
self:F( AlertsHitsOnOff )
|
||||
|
||||
self.AlertsHitsOnOff = AlertsHitsOnOff
|
||||
if self.AlertsHitsOnOff == true then
|
||||
MESSAGE:New( "Alerts Hits ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Alerts Hits OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of launch alerts ON or OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean AlertsLaunchesOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff )
|
||||
self:F( AlertsLaunchesOnOff )
|
||||
|
||||
self.AlertsLaunchesOnOff = AlertsLaunchesOnOff
|
||||
if self.AlertsLaunchesOnOff == true then
|
||||
MESSAGE:New( "Alerts Launches ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Alerts Launches OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of range information of missiles ON of OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean DetailsRangeOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff )
|
||||
self:F( DetailsRangeOnOff )
|
||||
|
||||
self.DetailsRangeOnOff = DetailsRangeOnOff
|
||||
if self.DetailsRangeOnOff == true then
|
||||
MESSAGE:New( "Range display ON", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Range display OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the display of bearing information of missiles ON of OFF.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean DetailsBearingOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff )
|
||||
self:F( DetailsBearingOnOff )
|
||||
|
||||
self.DetailsBearingOnOff = DetailsBearingOnOff
|
||||
if self.DetailsBearingOnOff == true then
|
||||
MESSAGE:New( "Bearing display OFF", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Bearing display OFF", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Enables / Disables the menus.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean MenusOnOff true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
function MISSILETRAINER:InitMenusOnOff( MenusOnOff )
|
||||
self:F( MenusOnOff )
|
||||
|
||||
self.MenusOnOff = MenusOnOff
|
||||
if self.MenusOnOff == true then
|
||||
MESSAGE:New( "Menus are ENABLED (only when a player rejoins a slot)", "Menu", 15, "ID" ):ToAll()
|
||||
else
|
||||
MESSAGE:New( "Menus are DISABLED", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
-- Menu functions
|
||||
|
||||
function MISSILETRAINER._MenuMessages( MenuParameters )
|
||||
|
||||
local self = MenuParameters.MenuSelf
|
||||
|
||||
if MenuParameters.MessagesOnOff ~= nil then
|
||||
self:InitMessagesOnOff( MenuParameters.MessagesOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.TrackingToAll ~= nil then
|
||||
self:InitTrackingToAll( MenuParameters.TrackingToAll )
|
||||
end
|
||||
|
||||
if MenuParameters.TrackingOnOff ~= nil then
|
||||
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.TrackingFrequency ~= nil then
|
||||
self:InitTrackingFrequency( MenuParameters.TrackingFrequency )
|
||||
end
|
||||
|
||||
if MenuParameters.AlertsToAll ~= nil then
|
||||
self:InitAlertsToAll( MenuParameters.AlertsToAll )
|
||||
end
|
||||
|
||||
if MenuParameters.AlertsHitsOnOff ~= nil then
|
||||
self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.AlertsLaunchesOnOff ~= nil then
|
||||
self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.DetailsRangeOnOff ~= nil then
|
||||
self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.DetailsBearingOnOff ~= nil then
|
||||
self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff )
|
||||
end
|
||||
|
||||
if MenuParameters.Distance ~= nil then
|
||||
self.Distance = MenuParameters.Distance
|
||||
MESSAGE:New( "Hit detection distance set to " .. self.Distance .. " meters", "Menu", 15, "ID" ):ToAll()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function MISSILETRAINER:_EventShot( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
local TrainerSourceDCSUnit = Event.IniDCSUnit
|
||||
local TrainerSourceDCSUnitName = Event.IniDCSUnitName
|
||||
local TrainerWeapon = Event.Weapon -- Identify the weapon fired
|
||||
local TrainerWeaponName = Event.WeaponName -- return weapon type
|
||||
|
||||
self:T( "Missile Launched = " .. TrainerWeaponName )
|
||||
|
||||
local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
|
||||
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
|
||||
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
|
||||
|
||||
self:T(TrainerTargetDCSUnitName )
|
||||
|
||||
local Client = self.DBClients[TrainerTargetDCSUnitName]
|
||||
if Client then
|
||||
|
||||
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
|
||||
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
|
||||
|
||||
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
|
||||
|
||||
local Message = MESSAGE:New(
|
||||
string.format( "%s launched a %s",
|
||||
TrainerSourceUnit:GetTypeName(),
|
||||
TrainerWeaponName
|
||||
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ),"Launch Alert", 5, "ID" )
|
||||
|
||||
if self.AlertsToAll then
|
||||
Message:ToAll()
|
||||
else
|
||||
Message:ToClient( Client )
|
||||
end
|
||||
end
|
||||
|
||||
local ClientID = Client:GetID()
|
||||
local MissileData = {}
|
||||
MissileData.TrainerSourceUnit = TrainerSourceUnit
|
||||
MissileData.TrainerWeapon = TrainerWeapon
|
||||
MissileData.TrainerTargetUnit = TrainerTargetUnit
|
||||
MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName()
|
||||
MissileData.TrainerWeaponLaunched = true
|
||||
table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData )
|
||||
--self:T( self.TrackingMissiles )
|
||||
end
|
||||
end
|
||||
|
||||
function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
|
||||
|
||||
local RangeText = ""
|
||||
|
||||
if self.DetailsRangeOnOff then
|
||||
|
||||
local PositionMissile = TrainerWeapon:getPoint()
|
||||
local PositionTarget = Client:GetPointVec3()
|
||||
|
||||
local Range = ( ( PositionMissile.x - PositionTarget.x )^2 +
|
||||
( PositionMissile.y - PositionTarget.y )^2 +
|
||||
( PositionMissile.z - PositionTarget.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
RangeText = string.format( ", at %4.2fkm", Range )
|
||||
end
|
||||
|
||||
return RangeText
|
||||
end
|
||||
|
||||
function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
|
||||
|
||||
local BearingText = ""
|
||||
|
||||
if self.DetailsBearingOnOff then
|
||||
|
||||
local PositionMissile = TrainerWeapon:getPoint()
|
||||
local PositionTarget = Client:GetPointVec3()
|
||||
|
||||
self:T2( { PositionTarget, PositionMissile })
|
||||
|
||||
local DirectionVector = { x = PositionMissile.x - PositionTarget.x, y = PositionMissile.y - PositionTarget.y, z = PositionMissile.z - PositionTarget.z }
|
||||
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
|
||||
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
|
||||
if DirectionRadians < 0 then
|
||||
DirectionRadians = DirectionRadians + 2 * math.pi
|
||||
end
|
||||
local DirectionDegrees = DirectionRadians * 180 / math.pi
|
||||
|
||||
BearingText = string.format( ", %d degrees", DirectionDegrees )
|
||||
end
|
||||
|
||||
return BearingText
|
||||
end
|
||||
|
||||
|
||||
function MISSILETRAINER:_TrackMissiles()
|
||||
self:F2()
|
||||
|
||||
|
||||
local ShowMessages = false
|
||||
if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then
|
||||
self.MessageLastTime = timer.getTime()
|
||||
ShowMessages = true
|
||||
end
|
||||
|
||||
-- ALERTS PART
|
||||
|
||||
-- Loop for all Player Clients to check the alerts and deletion of missiles.
|
||||
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
|
||||
|
||||
local Client = ClientData.Client
|
||||
self:T2( { Client:GetName() } )
|
||||
|
||||
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
|
||||
self:T3( MissileDataID )
|
||||
|
||||
local TrainerSourceUnit = MissileData.TrainerSourceUnit
|
||||
local TrainerWeapon = MissileData.TrainerWeapon
|
||||
local TrainerTargetUnit = MissileData.TrainerTargetUnit
|
||||
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
|
||||
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
|
||||
|
||||
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
|
||||
local PositionMissile = TrainerWeapon:getPosition().p
|
||||
local PositionTarget = Client:GetPointVec3()
|
||||
|
||||
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
|
||||
( PositionMissile.y - PositionTarget.y )^2 +
|
||||
( PositionMissile.z - PositionTarget.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
if Distance <= self.Distance then
|
||||
-- Hit alert
|
||||
TrainerWeapon:destroy()
|
||||
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
|
||||
|
||||
self:T( "killed" )
|
||||
|
||||
local Message = MESSAGE:New(
|
||||
string.format( "%s launched by %s killed %s",
|
||||
TrainerWeapon:getTypeName(),
|
||||
TrainerSourceUnit:GetTypeName(),
|
||||
TrainerTargetUnit:GetPlayerName()
|
||||
),"Hit Alert", 15, "ID" )
|
||||
|
||||
if self.AlertsToAll == true then
|
||||
Message:ToAll()
|
||||
else
|
||||
Message:ToClient( Client )
|
||||
end
|
||||
|
||||
MissileData = nil
|
||||
table.remove( ClientData.MissileData, MissileDataID )
|
||||
self:T(ClientData.MissileData)
|
||||
end
|
||||
end
|
||||
else
|
||||
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
|
||||
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
|
||||
-- Weapon does not exist anymore. Delete from Table
|
||||
local Message = MESSAGE:New(
|
||||
string.format( "%s launched by %s self destructed!",
|
||||
TrainerWeaponTypeName,
|
||||
TrainerSourceUnit:GetTypeName()
|
||||
),"Tracking", 5, "ID" )
|
||||
|
||||
if self.AlertsToAll == true then
|
||||
Message:ToAll()
|
||||
else
|
||||
Message:ToClient( Client )
|
||||
end
|
||||
end
|
||||
MissileData = nil
|
||||
table.remove( ClientData.MissileData, MissileDataID )
|
||||
self:T( ClientData.MissileData )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
|
||||
|
||||
-- TRACKING PART
|
||||
|
||||
-- For the current client, the missile range and bearing details are displayed To the Player Client.
|
||||
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
|
||||
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
|
||||
|
||||
-- Main Player Client loop
|
||||
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
|
||||
|
||||
local Client = ClientData.Client
|
||||
self:T2( { Client:GetName() } )
|
||||
|
||||
|
||||
ClientData.MessageToClient = ""
|
||||
ClientData.MessageToAll = ""
|
||||
|
||||
-- Other Players Client loop
|
||||
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
|
||||
|
||||
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
|
||||
self:T3( MissileDataID )
|
||||
|
||||
local TrainerSourceUnit = MissileData.TrainerSourceUnit
|
||||
local TrainerWeapon = MissileData.TrainerWeapon
|
||||
local TrainerTargetUnit = MissileData.TrainerTargetUnit
|
||||
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
|
||||
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
|
||||
|
||||
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
|
||||
|
||||
if ShowMessages == true then
|
||||
local TrackingTo
|
||||
TrackingTo = string.format( " -> %s",
|
||||
TrainerWeaponTypeName
|
||||
)
|
||||
|
||||
if ClientDataID == TrackingDataID then
|
||||
if ClientData.MessageToClient == "" then
|
||||
ClientData.MessageToClient = "Missiles to You:\n"
|
||||
end
|
||||
ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n"
|
||||
else
|
||||
if self.TrackingToAll == true then
|
||||
if ClientData.MessageToAll == "" then
|
||||
ClientData.MessageToAll = "Missiles to other Players:\n"
|
||||
end
|
||||
ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n"
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
|
||||
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
|
||||
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, "Tracking", 1, "ID" ):ToClient( Client )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
@ -231,25 +231,6 @@ function MISSION:AddGoalFunction( GoalFunction )
|
||||
self.GoalFunction = GoalFunction
|
||||
end
|
||||
|
||||
--- Show the briefing of the MISSION to the CLIENT.
|
||||
-- @param CLIENT Client to show briefing to.
|
||||
-- @return CLIENT
|
||||
function MISSION:ShowBriefing( Client )
|
||||
self:F( { Client.ClientName } )
|
||||
|
||||
if not Client.ClientBriefingShown then
|
||||
Client.ClientBriefingShown = true
|
||||
local Briefing = self.MissionBriefing
|
||||
if Client.ClientBriefing then
|
||||
Briefing = Briefing .. "\n" .. Client.ClientBriefing
|
||||
end
|
||||
Briefing = Briefing .. "\n (Press [LEFT ALT]+[B] to view the graphical documentation.)"
|
||||
Client:Message( Briefing, 30, self.Name .. '/MissionBriefing', "Command: Mission Briefing" )
|
||||
end
|
||||
|
||||
return Client
|
||||
end
|
||||
|
||||
--- Register a new @{CLIENT} to participate within the mission.
|
||||
-- @param CLIENT Client is the @{CLIENT} object. The object must have been instantiated with @{CLIENT:New}.
|
||||
-- @return CLIENT
|
||||
@ -474,7 +455,9 @@ function MISSIONSCHEDULER.Scheduler()
|
||||
if Mission.GoalFunction ~= nil then
|
||||
Mission.GoalFunction( Mission, Client )
|
||||
end
|
||||
_DATABASE:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
|
||||
if MISSIONSCHEDULER.Scoring then
|
||||
MISSIONSCHEDULER.Scoring:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
|
||||
end
|
||||
|
||||
-- if not Mission:IsCompleted() then
|
||||
-- end
|
||||
|
||||
@ -31,7 +31,7 @@ function PICKUPTASK:New( CargoType, OnBoardSide )
|
||||
self.CargoType = CargoType
|
||||
self.GoalVerb = CargoType .. " " .. self.GoalVerb
|
||||
self.OnBoardSide = OnBoardSide
|
||||
self.IsLandingRequired = false -- required to decide whether the client needs to land or not
|
||||
self.IsLandingRequired = true -- required to decide whether the client needs to land or not
|
||||
self.IsSlingLoad = false -- Indicates whether the cargo is a sling load cargo
|
||||
self.Stages = { STAGE_CARGO_INIT:New(), STAGE_CARGO_LOAD:New(), STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGELANDING:New(), STAGELANDED:New(), STAGELOAD:New(), STAGEDONE:New() }
|
||||
self.SetStage( self, 1 )
|
||||
|
||||
@ -1524,6 +1524,47 @@ function routines.IsUnitInZones( TransportUnit, LandingZones )
|
||||
end
|
||||
end
|
||||
|
||||
function routines.IsUnitNearZonesRadius( TransportUnit, LandingZones, ZoneRadius )
|
||||
--trace.f("", "routines.IsUnitInZones" )
|
||||
|
||||
local TransportZoneResult = nil
|
||||
local TransportZonePos = nil
|
||||
local TransportZone = nil
|
||||
|
||||
-- fill-up some local variables to support further calculations to determine location of units within the zone.
|
||||
if TransportUnit then
|
||||
local TransportUnitPos = TransportUnit:getPosition().p
|
||||
if type( LandingZones ) == "table" then
|
||||
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
|
||||
TransportZone = trigger.misc.getZone( LandingZoneName )
|
||||
if TransportZone then
|
||||
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
|
||||
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then
|
||||
TransportZoneResult = LandingZoneID
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
TransportZone = trigger.misc.getZone( LandingZones )
|
||||
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
|
||||
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then
|
||||
TransportZoneResult = 1
|
||||
end
|
||||
end
|
||||
if TransportZoneResult then
|
||||
--trace.i( "routines", "TransportZone:" .. TransportZoneResult )
|
||||
else
|
||||
--trace.i( "routines", "TransportZone:nil logic" )
|
||||
end
|
||||
return TransportZoneResult
|
||||
else
|
||||
--trace.i( "routines", "TransportZone:nil hard" )
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function routines.IsStaticInZones( TransportStatic, LandingZones )
|
||||
--trace.f()
|
||||
|
||||
@ -1696,7 +1737,7 @@ function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints bu
|
||||
-- refactor to search by groupId and allow groupId and groupName as inputs
|
||||
local gpId = groupIdent
|
||||
if type(groupIdent) == 'string' and not tonumber(groupIdent) then
|
||||
gpId = _DATABASE.Groups[groupIdent].groupId
|
||||
gpId = _DATABASE.Templates.Groups[groupIdent].groupId
|
||||
end
|
||||
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
114
Moose/Scheduler.lua
Normal file
114
Moose/Scheduler.lua
Normal file
@ -0,0 +1,114 @@
|
||||
--- Models time events calling event handing functions.
|
||||
-- @module Scheduler
|
||||
-- @author FlightControl
|
||||
|
||||
Include.File( "Routines" )
|
||||
Include.File( "Base" )
|
||||
Include.File( "Cargo" )
|
||||
Include.File( "Message" )
|
||||
|
||||
|
||||
--- The SCHEDULER class
|
||||
-- @type SCHEDULER
|
||||
-- @extends Base#BASE
|
||||
SCHEDULER = {
|
||||
ClassName = "SCHEDULER",
|
||||
}
|
||||
|
||||
|
||||
--- SCHEDULER constructor.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #table TimeEventObject
|
||||
-- @param #function TimeEventFunction
|
||||
-- @param #table TimeEventFunctionArguments
|
||||
-- @param #number StartSeconds
|
||||
-- @param #number RepeatSecondsInterval
|
||||
-- @param #number RandomizationFactor
|
||||
-- @param #number StopSeconds
|
||||
-- @return #SCHEDULER
|
||||
function SCHEDULER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } )
|
||||
|
||||
self.TimeEventObject = TimeEventObject
|
||||
self.TimeEventFunction = TimeEventFunction
|
||||
self.TimeEventFunctionArguments = TimeEventFunctionArguments
|
||||
self.StartSeconds = StartSeconds
|
||||
|
||||
if RepeatSecondsInterval then
|
||||
self.RepeatSecondsInterval = RepeatSecondsInterval
|
||||
else
|
||||
self.RepeatSecondsInterval = 0
|
||||
end
|
||||
|
||||
if RandomizationFactor then
|
||||
self.RandomizationFactor = RandomizationFactor
|
||||
else
|
||||
self.RandomizationFactor = 0
|
||||
end
|
||||
|
||||
if StopSeconds then
|
||||
self.StopSeconds = StopSeconds
|
||||
end
|
||||
|
||||
self.Repeat = false
|
||||
|
||||
self.StartTime = timer.getTime()
|
||||
|
||||
self:Start()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function SCHEDULER:Scheduler()
|
||||
self:F( self.TimeEventFunctionArguments )
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
env.info( debug.traceback() )
|
||||
|
||||
return errmsg
|
||||
end
|
||||
|
||||
local Status, Result
|
||||
if self.TimeEventObject then
|
||||
Status, Result = xpcall( function() return self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) ) end, ErrorHandler )
|
||||
else
|
||||
Status, Result = xpcall( function() return self.TimeEventFunction( unpack( self.TimeEventFunctionArguments ) ) end, ErrorHandler )
|
||||
end
|
||||
|
||||
self:T( { Status, Result } )
|
||||
|
||||
if Status and Status == true and Result and Result == true then
|
||||
if self.Repeat and ( not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) ) then
|
||||
timer.scheduleFunction(
|
||||
self.Scheduler,
|
||||
self,
|
||||
timer.getTime() + self.RepeatSecondsInterval + math.random( - ( self.RandomizationFactor * self.RepeatSecondsInterval / 2 ), ( self.RandomizationFactor * self.RepeatSecondsInterval / 2 ) ) + 0.01
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SCHEDULER:Start()
|
||||
self:F( self.TimeEventObject )
|
||||
|
||||
self.Repeat = true
|
||||
timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function SCHEDULER:Stop()
|
||||
self:F( self.TimeEventObject )
|
||||
|
||||
self.Repeat = false
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -197,7 +197,7 @@ end
|
||||
function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
self:F( UnitData )
|
||||
|
||||
if UnitData:isExist() then
|
||||
if UnitData and UnitData:isExist() then
|
||||
local UnitName = UnitData:getName()
|
||||
local PlayerName = UnitData:getPlayerName()
|
||||
local UnitDesc = UnitData:getDesc()
|
||||
@ -324,7 +324,7 @@ function SCORING:_EventOnHit( Event )
|
||||
local InitUnitName = ""
|
||||
local InitGroup = nil
|
||||
local InitGroupName = ""
|
||||
local InitPlayerName = "dummy"
|
||||
local InitPlayerName = nil
|
||||
|
||||
local InitCoalition = nil
|
||||
local InitCategory = nil
|
||||
|
||||
@ -67,7 +67,7 @@ function SEAD:EventShot( Event )
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
local _targetMimgroupName = _targetMimgroup:getName()
|
||||
local _targetMimcont= _targetMimgroup:getController()
|
||||
local _targetskill = _DATABASE.Units[_targetMimname].Template.skill
|
||||
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
|
||||
self:T( self.SEADGroupPrefixes )
|
||||
self:T( _targetMimgroupName )
|
||||
local SEADGroupFound = false
|
||||
|
||||
758
Moose/Set.lua
Normal file
758
Moose/Set.lua
Normal file
@ -0,0 +1,758 @@
|
||||
--- Manage sets of units and groups.
|
||||
--
|
||||
-- @{#Set} class
|
||||
-- ==================
|
||||
-- Mission designers can use the SET class to build sets of units belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
-- * Countries
|
||||
-- * Unit types
|
||||
-- * Starting with certain prefix strings.
|
||||
--
|
||||
-- This list will grow over time. Planned developments are to include filters and iterators.
|
||||
-- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ...
|
||||
-- More iterators will be implemented in the near future ...
|
||||
--
|
||||
-- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
|
||||
--
|
||||
-- SET construction methods:
|
||||
-- =================================
|
||||
-- Create a new SET object with the @{#SET.New} method:
|
||||
--
|
||||
-- * @{#SET.New}: Creates a new SET object.
|
||||
--
|
||||
--
|
||||
-- SET filter criteria:
|
||||
-- =========================
|
||||
-- You can set filter criteria to define the set of units within the SET.
|
||||
-- Filter criteria are defined by:
|
||||
--
|
||||
-- * @{#SET.FilterCoalitions}: Builds the SET with the units belonging to the coalition(s).
|
||||
-- * @{#SET.FilterCategories}: Builds the SET with the units belonging to the category(ies).
|
||||
-- * @{#SET.FilterTypes}: Builds the SET with the units belonging to the unit type(s).
|
||||
-- * @{#SET.FilterCountries}: Builds the SET with the units belonging to the country(ies).
|
||||
-- * @{#SET.FilterUnitPrefixes}: Builds the SET with the units starting with the same prefix string(s).
|
||||
--
|
||||
-- Once the filter criteria have been set for the SET, you can start filtering using:
|
||||
--
|
||||
-- * @{#SET.FilterStart}: Starts the filtering of the units within the SET.
|
||||
--
|
||||
-- Planned filter criteria within development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#SET.FilterGroupPrefixes}: Builds the SET with the groups of the units starting with the same prefix string(s).
|
||||
-- * @{#SET.FilterZones}: Builds the SET with the units within a @{Zone#ZONE}.
|
||||
--
|
||||
--
|
||||
-- SET iterators:
|
||||
-- ===================
|
||||
-- Once the filters have been defined and the SET has been built, you can iterate the SET with the available iterator methods.
|
||||
-- The iterator methods will walk the SET set, and call for each element within the set a function that you provide.
|
||||
-- The following iterator methods are currently available within the SET:
|
||||
--
|
||||
-- * @{#SET.ForEachAliveUnit}: Calls a function for each alive unit it finds within the SET.
|
||||
--
|
||||
-- Planned iterators methods in development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#SET.ForEachUnit}: Calls a function for each unit contained within the SET.
|
||||
-- * @{#SET.ForEachGroup}: Calls a function for each group contained within the SET.
|
||||
-- * @{#SET.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the SET.
|
||||
--
|
||||
-- ====
|
||||
-- @module Set
|
||||
-- @author FlightControl
|
||||
|
||||
Include.File( "Routines" )
|
||||
Include.File( "Base" )
|
||||
Include.File( "Menu" )
|
||||
Include.File( "Group" )
|
||||
Include.File( "Unit" )
|
||||
Include.File( "Event" )
|
||||
Include.File( "Client" )
|
||||
|
||||
--- SET class
|
||||
-- @type SET
|
||||
-- @extends Base#BASE
|
||||
SET = {
|
||||
ClassName = "SET",
|
||||
Templates = {
|
||||
Units = {},
|
||||
Groups = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
},
|
||||
DCSUnits = {},
|
||||
DCSUnitsAlive = {},
|
||||
DCSGroups = {},
|
||||
DCSGroupsAlive = {},
|
||||
Units = {},
|
||||
UnitsAlive = {},
|
||||
Groups = {},
|
||||
GroupsAlive = {},
|
||||
NavPoints = {},
|
||||
Statics = {},
|
||||
Players = {},
|
||||
PlayersAlive = {},
|
||||
Clients = {},
|
||||
ClientsAlive = {},
|
||||
Filter = {
|
||||
Coalitions = nil,
|
||||
Categories = nil,
|
||||
Types = nil,
|
||||
Countries = nil,
|
||||
UnitPrefixes = nil,
|
||||
GroupPrefixes = nil,
|
||||
},
|
||||
FilterMeta = {
|
||||
Coalitions = {
|
||||
red = coalition.side.RED,
|
||||
blue = coalition.side.BLUE,
|
||||
neutral = coalition.side.NEUTRAL,
|
||||
},
|
||||
Categories = {
|
||||
plane = Unit.Category.AIRPLANE,
|
||||
helicopter = Unit.Category.HELICOPTER,
|
||||
ground = Unit.Category.GROUND_UNIT,
|
||||
ship = Unit.Category.SHIP,
|
||||
structure = Unit.Category.STRUCTURE,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
local _DATABASECoalition =
|
||||
{
|
||||
[1] = "Red",
|
||||
[2] = "Blue",
|
||||
}
|
||||
|
||||
local _DATABASECategory =
|
||||
{
|
||||
[Unit.Category.AIRPLANE] = "Plane",
|
||||
[Unit.Category.HELICOPTER] = "Helicopter",
|
||||
[Unit.Category.GROUND_UNIT] = "Vehicle",
|
||||
[Unit.Category.SHIP] = "Ship",
|
||||
[Unit.Category.STRUCTURE] = "Structure",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new SET object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
|
||||
-- @param #SET self
|
||||
-- @return #SET
|
||||
-- @usage
|
||||
-- -- Define a new SET Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
|
||||
-- DBObject = SET:New()
|
||||
function SET:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
|
||||
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
|
||||
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
|
||||
|
||||
|
||||
-- Add SET with registered clients and already alive players
|
||||
|
||||
-- Follow alive players and clients
|
||||
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
|
||||
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Finds a Unit based on the Unit Name.
|
||||
-- @param #SET self
|
||||
-- @param #string UnitName
|
||||
-- @return Unit#UNIT The found Unit.
|
||||
function SET:FindUnit( UnitName )
|
||||
|
||||
local UnitFound = self.Units[UnitName]
|
||||
return UnitFound
|
||||
end
|
||||
|
||||
--- Finds a Unit based on the Unit Name.
|
||||
-- @param #SET self
|
||||
-- @param Unit#UNIT UnitToAdd
|
||||
-- @return Unit#UNIT The added Unit.
|
||||
function SET:AddUnit( UnitToAdd )
|
||||
|
||||
self.Units[UnitToAdd.UnitName] = UnitToAdd
|
||||
return self.Units[UnitToAdd.UnitName]
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Builds a set of units of coalitons.
|
||||
-- Possible current coalitions are red, blue and neutral.
|
||||
-- @param #SET self
|
||||
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
|
||||
-- @return #SET self
|
||||
function SET:FilterCoalitions( Coalitions )
|
||||
if not self.Filter.Coalitions then
|
||||
self.Filter.Coalitions = {}
|
||||
end
|
||||
if type( Coalitions ) ~= "table" then
|
||||
Coalitions = { Coalitions }
|
||||
end
|
||||
for CoalitionID, Coalition in pairs( Coalitions ) do
|
||||
self.Filter.Coalitions[Coalition] = Coalition
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units out of categories.
|
||||
-- Possible current categories are plane, helicopter, ground, ship.
|
||||
-- @param #SET self
|
||||
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
|
||||
-- @return #SET self
|
||||
function SET:FilterCategories( Categories )
|
||||
if not self.Filter.Categories then
|
||||
self.Filter.Categories = {}
|
||||
end
|
||||
if type( Categories ) ~= "table" then
|
||||
Categories = { Categories }
|
||||
end
|
||||
for CategoryID, Category in pairs( Categories ) do
|
||||
self.Filter.Categories[Category] = Category
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined unit types.
|
||||
-- Possible current types are those types known within DCS world.
|
||||
-- @param #SET self
|
||||
-- @param #string Types Can take those type strings known within DCS world.
|
||||
-- @return #SET self
|
||||
function SET:FilterTypes( Types )
|
||||
if not self.Filter.Types then
|
||||
self.Filter.Types = {}
|
||||
end
|
||||
if type( Types ) ~= "table" then
|
||||
Types = { Types }
|
||||
end
|
||||
for TypeID, Type in pairs( Types ) do
|
||||
self.Filter.Types[Type] = Type
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined countries.
|
||||
-- Possible current countries are those known within DCS world.
|
||||
-- @param #SET self
|
||||
-- @param #string Countries Can take those country strings known within DCS world.
|
||||
-- @return #SET self
|
||||
function SET:FilterCountries( Countries )
|
||||
if not self.Filter.Countries then
|
||||
self.Filter.Countries = {}
|
||||
end
|
||||
if type( Countries ) ~= "table" then
|
||||
Countries = { Countries }
|
||||
end
|
||||
for CountryID, Country in pairs( Countries ) do
|
||||
self.Filter.Countries[Country] = Country
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined unit prefixes.
|
||||
-- All the units starting with the given prefixes will be included within the set.
|
||||
-- @param #SET self
|
||||
-- @param #string Prefixes The prefix of which the unit name starts with.
|
||||
-- @return #SET self
|
||||
function SET:FilterUnitPrefixes( Prefixes )
|
||||
if not self.Filter.UnitPrefixes then
|
||||
self.Filter.UnitPrefixes = {}
|
||||
end
|
||||
if type( Prefixes ) ~= "table" then
|
||||
Prefixes = { Prefixes }
|
||||
end
|
||||
for PrefixID, Prefix in pairs( Prefixes ) do
|
||||
self.Filter.UnitPrefixes[Prefix] = Prefix
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of units of defined group prefixes.
|
||||
-- All the units starting with the given group prefixes will be included within the set.
|
||||
-- @param #SET self
|
||||
-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
|
||||
-- @return #SET self
|
||||
function SET:FilterGroupPrefixes( Prefixes )
|
||||
if not self.Filter.GroupPrefixes then
|
||||
self.Filter.GroupPrefixes = {}
|
||||
end
|
||||
if type( Prefixes ) ~= "table" then
|
||||
Prefixes = { Prefixes }
|
||||
end
|
||||
for PrefixID, Prefix in pairs( Prefixes ) do
|
||||
self.Filter.GroupPrefixes[Prefix] = Prefix
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Starts the filtering.
|
||||
-- @param #SET self
|
||||
-- @return #SET self
|
||||
function SET:FilterStart()
|
||||
|
||||
if _DATABASE then
|
||||
-- OK, we have a _DATABASE
|
||||
-- Now use the different filters to build the set.
|
||||
-- We first take ALL of the Units of the _DATABASE.
|
||||
|
||||
self:E( { "Adding Set Datapoints with filters" } )
|
||||
for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
|
||||
|
||||
if self:_IsIncludeDCSUnit( DCSUnit ) then
|
||||
|
||||
self:E( { "Adding Unit:", DCSUnitName } )
|
||||
self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
|
||||
self.Units[DCSUnitName] = _DATABASE:FindUnit( DCSUnitName )
|
||||
|
||||
if _DATABASE.DCSUnitsAlive[DCSUnitName] then
|
||||
self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
|
||||
self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
|
||||
|
||||
--if self:_IsIncludeDCSGroup( DCSGroup ) then
|
||||
self:E( { "Adding Group:", DCSGroupName } )
|
||||
self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
|
||||
self.Groups[DCSGroupName] = _DATABASE:FindGroups( DCSGroupName )
|
||||
--end
|
||||
|
||||
if _DATABASE.DCSGroupsAlive[DCSGroupName] then
|
||||
self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
|
||||
self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
|
||||
end
|
||||
end
|
||||
|
||||
for DCSUnitName, Client in pairs( _DATABASE.CLIENTS ) do
|
||||
self:E( { "Adding Client for Unit:", DCSUnitName } )
|
||||
self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
|
||||
end
|
||||
|
||||
else
|
||||
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom SET." )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Private method that registers all alive players in the mission.
|
||||
-- @param #SET self
|
||||
-- @return #SET self
|
||||
function SET:_RegisterPlayers()
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
local UnitName = UnitData:getName()
|
||||
if not self.PlayersAlive[UnitName] then
|
||||
self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
|
||||
self.PlayersAlive[UnitName] = UnitData:getPlayerName()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Private method that registers all datapoints within in the mission.
|
||||
-- @param #SET self
|
||||
-- @return #SET self
|
||||
function SET:_RegisterDatabase()
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
||||
|
||||
if DCSGroup:isExist() then
|
||||
local DCSGroupName = DCSGroup:getName()
|
||||
|
||||
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
|
||||
self.DCSGroups[DCSGroupName] = DCSGroup
|
||||
self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
|
||||
|
||||
if self:_IsAliveDCSGroup(DCSGroup) then
|
||||
self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
|
||||
self.DCSGroupsAlive[DCSGroupName] = DCSGroup
|
||||
self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
|
||||
end
|
||||
|
||||
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
||||
|
||||
local DCSUnitName = DCSUnit:getName()
|
||||
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
|
||||
|
||||
self.DCSUnits[DCSUnitName] = DCSUnit
|
||||
self:AddUnit( UNIT:Find( DCSUnit ) )
|
||||
--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
|
||||
|
||||
if self:_IsAliveDCSUnit(DCSUnit) then
|
||||
self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
|
||||
self.DCSUnitsAlive[DCSUnitName] = DCSUnit
|
||||
self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
|
||||
end
|
||||
end
|
||||
else
|
||||
self:E( "Group does not exist: " .. DCSGroup )
|
||||
end
|
||||
|
||||
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
||||
self.Clients[ClientName] = CLIENT:Find( ClientName )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Events
|
||||
|
||||
--- Handles the OnBirth event for the alive units set.
|
||||
-- @param #SET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function SET:_EventOnBirth( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
|
||||
--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
|
||||
|
||||
--if not self.DCSGroups[Event.IniDCSGroupName] then
|
||||
-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
|
||||
-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
|
||||
-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
|
||||
--end
|
||||
self:_EventOnPlayerEnterUnit( Event )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handles the OnDead or OnCrash event for alive units set.
|
||||
-- @param #SET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function SET:_EventOnDeadOrCrash( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self.DCSUnitsAlive[Event.IniDCSUnitName] then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = nil
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
|
||||
-- @param #SET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function SET:_EventOnPlayerEnterUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if not self.PlayersAlive[Event.IniDCSUnitName] then
|
||||
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
|
||||
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
|
||||
self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
|
||||
-- @param #SET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function SET:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if self.PlayersAlive[Event.IniDCSUnitName] then
|
||||
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
|
||||
self.PlayersAlive[Event.IniDCSUnitName] = nil
|
||||
self.ClientsAlive[Event.IniDCSUnitName] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Iterators
|
||||
|
||||
--- Interate the SET and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
|
||||
-- @param #SET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET.
|
||||
-- @return #SET self
|
||||
function SET:ForEach( IteratorFunction, arg, Set )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for ObjectID, Object in pairs( Set ) do
|
||||
self:T2( Object )
|
||||
IteratorFunction( Object, unpack( arg ) )
|
||||
Count = Count + 1
|
||||
if Count % 10 == 0 then
|
||||
coroutine.yield( false )
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
local co = coroutine.create( CoRoutine )
|
||||
|
||||
local function Schedule()
|
||||
|
||||
local status, res = coroutine.resume( co )
|
||||
self:T( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == false then
|
||||
return true -- resume next time the loop
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the SET and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
-- @param #SET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET. The function needs to accept a UNIT parameter.
|
||||
-- @return #SET self
|
||||
function SET:ForEachDCSUnitAlive( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Interate the SET and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
|
||||
-- @param #SET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET. The function needs to accept a UNIT parameter.
|
||||
-- @return #SET self
|
||||
function SET:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the SET and call an interator function for each client, providing the Client to the function and optional parameters.
|
||||
-- @param #SET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET. The function needs to accept a CLIENT parameter.
|
||||
-- @return #SET self
|
||||
function SET:ForEachClient( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.Clients )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function SET:ScanEnvironment()
|
||||
self:F()
|
||||
|
||||
self.Navpoints = {}
|
||||
self.Units = {}
|
||||
--Build routines.db.units and self.Navpoints
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
|
||||
--self.Units[coa_name] = {}
|
||||
|
||||
----------------------------------------------
|
||||
-- build nav points DB
|
||||
self.Navpoints[coa_name] = {}
|
||||
if coa_data.nav_points then --navpoints
|
||||
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
||||
|
||||
if type(nav_data) == 'table' then
|
||||
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
|
||||
|
||||
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
||||
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
||||
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
|
||||
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
|
||||
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------
|
||||
if coa_data.country then --there is a country table
|
||||
for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
|
||||
local countryName = string.lower(cntry_data.name)
|
||||
--self.Units[coa_name][countryName] = {}
|
||||
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
||||
|
||||
if type(cntry_data) == 'table' then --just making sure
|
||||
|
||||
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
|
||||
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
||||
|
||||
local category = obj_type_name
|
||||
|
||||
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
|
||||
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroup( GroupTemplate )
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
||||
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
end --if type(cntry_data) == 'table' then
|
||||
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
end --if coa_data.country then --there is a country table
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
self:_RegisterDatabase()
|
||||
self:_RegisterPlayers()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #SET self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #SET self
|
||||
function SET:_IsIncludeDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitInclude = true
|
||||
|
||||
if self.Filter.Coalitions then
|
||||
local DCSUnitCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
|
||||
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
|
||||
DCSUnitCoalition = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
|
||||
end
|
||||
|
||||
if self.Filter.Categories then
|
||||
local DCSUnitCategory = false
|
||||
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
|
||||
self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
|
||||
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
|
||||
DCSUnitCategory = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
|
||||
end
|
||||
|
||||
if self.Filter.Types then
|
||||
local DCSUnitType = false
|
||||
for TypeID, TypeName in pairs( self.Filter.Types ) do
|
||||
self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
|
||||
if TypeName == DCSUnit:getTypeName() then
|
||||
DCSUnitType = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitType
|
||||
end
|
||||
|
||||
if self.Filter.Countries then
|
||||
local DCSUnitCountry = false
|
||||
for CountryID, CountryName in pairs( self.Filter.Countries ) do
|
||||
self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
|
||||
if country.id[CountryName] == DCSUnit:getCountry() then
|
||||
DCSUnitCountry = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
|
||||
end
|
||||
|
||||
if self.Filter.UnitPrefixes then
|
||||
local DCSUnitPrefix = false
|
||||
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
|
||||
self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
|
||||
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
|
||||
DCSUnitPrefix = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
|
||||
end
|
||||
|
||||
self:T( DCSUnitInclude )
|
||||
return DCSUnitInclude
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #SET self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #SET self
|
||||
function SET:_IsAliveDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitAlive = false
|
||||
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
|
||||
if self.DCSUnits[DCSUnit:getName()] then
|
||||
DCSUnitAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSUnitAlive )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #SET self
|
||||
-- @param DCSGroup#Group DCSGroup
|
||||
-- @return #SET self
|
||||
function SET:_IsAliveDCSGroup( DCSGroup )
|
||||
self:F( DCSGroup )
|
||||
local DCSGroupAlive = false
|
||||
if DCSGroup and DCSGroup:isExist() then
|
||||
if self.DCSGroups[DCSGroup:getName()] then
|
||||
DCSGroupAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSGroupAlive )
|
||||
return DCSGroupAlive
|
||||
end
|
||||
|
||||
|
||||
--- Traces the current SET contents in the log ... (for debug reasons).
|
||||
-- @param #SET self
|
||||
-- @return #SET self
|
||||
function SET:TraceDatabase()
|
||||
self:F()
|
||||
|
||||
self:T( { "DCSUnits:", self.DCSUnits } )
|
||||
self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } )
|
||||
end
|
||||
|
||||
|
||||
149
Moose/Spawn.lua
149
Moose/Spawn.lua
@ -43,7 +43,7 @@
|
||||
-- * @{#SPAWN.RandomizeTemplate}: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
||||
-- * @{#SPAWN.Uncontrolled}: Spawn plane groups uncontrolled.
|
||||
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
-- * @{#SPAWN.Repeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.RepeatOnLanding} and @{#SPAWN.RepeatOnEngineShutDown}.
|
||||
-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
|
||||
--
|
||||
-- SPAWN spawning methods:
|
||||
-- =======================
|
||||
@ -80,6 +80,7 @@ Include.File( "Database" )
|
||||
Include.File( "Group" )
|
||||
Include.File( "Zone" )
|
||||
Include.File( "Event" )
|
||||
Include.File( "Scheduler" )
|
||||
|
||||
--- SPAWN Class
|
||||
-- @type SPAWN
|
||||
@ -115,7 +116,7 @@ function SPAWN:New( SpawnTemplatePrefix )
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.SpawnRepeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
@ -152,7 +153,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.SpawnRepeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
@ -274,36 +275,37 @@ end
|
||||
-- -- RU Su-34 - AI Ship Attack
|
||||
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
|
||||
-- SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()
|
||||
function SPAWN:Repeat()
|
||||
function SPAWN:InitRepeat()
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } )
|
||||
|
||||
self.SpawnRepeat = true
|
||||
self.Repeat = true
|
||||
self.RepeatOnEngineShutDown = false
|
||||
self.RepeatOnLanding = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Same as the @{Repeat) method.
|
||||
-- @return SPAWN
|
||||
-- @see Repeat
|
||||
|
||||
function SPAWN:RepeatOnLanding()
|
||||
--- Respawn group after landing.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitRepeatOnLanding()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self:Repeat()
|
||||
self:InitRepeat()
|
||||
self.RepeatOnEngineShutDown = false
|
||||
self.RepeatOnLanding = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Same as the @{#SPAWN.Repeat) method, but now the Group will respawn after its engines have shut down.
|
||||
-- @return SPAWN
|
||||
function SPAWN:RepeatOnEngineShutDown()
|
||||
|
||||
--- Respawn after landing when its engines have shut down.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitRepeatOnEngineShutDown()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self:Repeat()
|
||||
self:InitRepeat()
|
||||
self.RepeatOnEngineShutDown = true
|
||||
self.RepeatOnLanding = false
|
||||
|
||||
@ -322,8 +324,8 @@ function SPAWN:CleanUp( SpawnCleanUpInterval )
|
||||
|
||||
self.SpawnCleanUpInterval = SpawnCleanUpInterval
|
||||
self.SpawnCleanUpTimeStamps = {}
|
||||
self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
|
||||
|
||||
--self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
|
||||
self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 )
|
||||
return self
|
||||
end
|
||||
|
||||
@ -378,10 +380,8 @@ function SPAWN:Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
|
||||
_EVENTDISPATCHER:OnCrashForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
|
||||
if self.SpawnRepeat then
|
||||
if self.Repeat then
|
||||
_EVENTDISPATCHER:OnTakeOffForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnTakeOff, self )
|
||||
end
|
||||
if self.RepeatOnLanding then
|
||||
_EVENTDISPATCHER:OnLandForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnLand, self )
|
||||
end
|
||||
if self.RepeatOnEngineShutDown then
|
||||
@ -450,15 +450,15 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
_EVENTDISPATCHER:OnCrashForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnDeadForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnDeadOrCrash, self )
|
||||
|
||||
if self.SpawnRepeat then
|
||||
if self.Repeat then
|
||||
_EVENTDISPATCHER:OnTakeOffForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnTakeOff, self )
|
||||
end
|
||||
if self.RepeatOnLanding then
|
||||
_EVENTDISPATCHER:OnLandForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnLand, self )
|
||||
end
|
||||
if self.RepeatOnEngineShutDown then
|
||||
_EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnEngineShutDown, self )
|
||||
end
|
||||
|
||||
self:T( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
|
||||
|
||||
self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
|
||||
|
||||
@ -467,7 +467,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
self.SpawnFunctionHook( self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) )
|
||||
end
|
||||
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
|
||||
--if self.SpawnRepeat then
|
||||
--if self.Repeat then
|
||||
-- _DATABASE:SetStatusGroup( SpawnTemplate.name, "ReSpawn" )
|
||||
--end
|
||||
end
|
||||
@ -500,23 +500,29 @@ end
|
||||
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
|
||||
self:F( { SpawnTime, SpawnTimeVariation } )
|
||||
|
||||
self.SpawnCurrentTimer = 0 -- The internal timer counter to trigger a scheduled spawning of SpawnTemplatePrefix.
|
||||
self.SpawnSetTimer = 0 -- The internal timer value when a scheduled spawning of SpawnTemplatePrefix occurs.
|
||||
self.AliveFactor = 1 --
|
||||
self.SpawnLowTimer = 0
|
||||
self.SpawnHighTimer = 0
|
||||
|
||||
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
|
||||
self.SpawnLowTimer = SpawnTime - SpawnTime / 2 * SpawnTimeVariation
|
||||
self.SpawnHighTimer = SpawnTime + SpawnTime / 2 * SpawnTimeVariation
|
||||
self:SpawnScheduleStart()
|
||||
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, 1, SpawnTime, SpawnTimeVariation )
|
||||
end
|
||||
|
||||
self:T( { self.SpawnLowTimer, self.SpawnHighTimer } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Will re-start the spawning scheduler.
|
||||
-- Note: This function is only required to be called when the schedule was stopped.
|
||||
function SPAWN:SpawnScheduleStart()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnScheduler:Start()
|
||||
end
|
||||
|
||||
--- Will stop the scheduled spawning scheduler.
|
||||
function SPAWN:SpawnScheduleStop()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnScheduler:Stop()
|
||||
end
|
||||
|
||||
|
||||
--- Allows to place a CallFunction hook when a new group spawns.
|
||||
-- The provided function will be called when a new group is spawned, including its given parameters.
|
||||
-- The first parameter of the SpawnFunction is the @{Group#GROUP} that was spawned.
|
||||
@ -538,30 +544,6 @@ end
|
||||
|
||||
|
||||
|
||||
--- Will start the spawning scheduler.
|
||||
-- Note: This function is called automatically when @{#SPAWN.Scheduled} is called.
|
||||
function SPAWN:SpawnScheduleStart()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
--local ClientUnit = #AlivePlayerUnits()
|
||||
|
||||
self.AliveFactor = 10 -- ( 10 - ClientUnit ) / 10
|
||||
|
||||
if self.SpawnIsScheduled == false then
|
||||
self.SpawnIsScheduled = true
|
||||
self.SpawnInit = true
|
||||
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor / 10 , self.SpawnHighTimer * self.AliveFactor / 10 )
|
||||
|
||||
self.SpawnFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 1 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Will stop the scheduled spawning scheduler.
|
||||
function SPAWN:SpawnScheduleStop()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnIsScheduled = false
|
||||
end
|
||||
|
||||
--- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
@ -590,6 +572,9 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
|
||||
if SpawnTemplate then
|
||||
|
||||
local UnitPoint = HostUnit:GetPointVec2()
|
||||
|
||||
self:T( { "Current point of ", self.SpawnTemplatePrefix, UnitPoint } )
|
||||
|
||||
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
|
||||
--Point.x = UnitPoint.x
|
||||
--Point.y = UnitPoint.y
|
||||
@ -597,9 +582,6 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
|
||||
--Point.alt_type = nil
|
||||
--end
|
||||
|
||||
SpawnTemplate.route.points = nil
|
||||
SpawnTemplate.route.points = {}
|
||||
SpawnTemplate.route.points[1] = {}
|
||||
SpawnTemplate.route.points[1].x = UnitPoint.x
|
||||
SpawnTemplate.route.points[1].y = UnitPoint.y
|
||||
|
||||
@ -680,8 +662,9 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
|
||||
|
||||
-- Apply SpawnFormation
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
SpawnTemplate.units[UnitID].x = ZonePoint.x
|
||||
SpawnTemplate.units[UnitID].y = ZonePoint.y
|
||||
local ZonePointUnit = Zone:GetRandomPointVec2()
|
||||
SpawnTemplate.units[UnitID].x = ZonePointUnit.x
|
||||
SpawnTemplate.units[UnitID].y = ZonePointUnit.y
|
||||
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
||||
end
|
||||
|
||||
@ -910,7 +893,6 @@ function SPAWN:_InitializeSpawnGroups( SpawnIndex )
|
||||
self.SpawnGroups[SpawnIndex].Visible = false
|
||||
self.SpawnGroups[SpawnIndex].Spawned = false
|
||||
self.SpawnGroups[SpawnIndex].UnControlled = false
|
||||
self.SpawnGroups[SpawnIndex].Spawned = false
|
||||
self.SpawnGroups[SpawnIndex].SpawnTime = 0
|
||||
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix
|
||||
@ -964,12 +946,15 @@ end
|
||||
|
||||
--- Gets the Group Template from the ME environment definition.
|
||||
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnTemplatePrefix
|
||||
-- @return @SPAWN self
|
||||
function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
|
||||
|
||||
local SpawnTemplate = nil
|
||||
|
||||
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Groups[SpawnTemplatePrefix].Template )
|
||||
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template )
|
||||
|
||||
if SpawnTemplate == nil then
|
||||
error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
|
||||
@ -984,6 +969,10 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
||||
end
|
||||
|
||||
--- Prepares the new Group Template.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnTemplatePrefix
|
||||
-- @param #number SpawnIndex
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
|
||||
|
||||
@ -994,6 +983,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
|
||||
SpawnTemplate.lateActivation = false
|
||||
|
||||
if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then
|
||||
self:T( "For ground units, visible needs to be false..." )
|
||||
SpawnTemplate.visible = false
|
||||
end
|
||||
|
||||
@ -1013,7 +1003,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
|
||||
|
||||
end
|
||||
|
||||
--- Internal function randomizing the routes.
|
||||
--- Private method randomizing the routes.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number SpawnIndex The index of the group to be spawned.
|
||||
-- @return #SPAWN
|
||||
@ -1037,7 +1027,10 @@ function SPAWN:_RandomizeRoute( SpawnIndex )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Private method that randomizes the template of the group.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number SpawnIndex
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:_RandomizeTemplate( SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
|
||||
|
||||
@ -1047,6 +1040,7 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time
|
||||
for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading
|
||||
end
|
||||
@ -1229,19 +1223,10 @@ end
|
||||
function SPAWN:_Scheduler()
|
||||
self:F( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } )
|
||||
|
||||
if self.SpawnInit or self.SpawnCurrentTimer == self.SpawnSetTimer then
|
||||
-- Validate if there are still groups left in the batch...
|
||||
self:Spawn()
|
||||
self.SpawnInit = false
|
||||
if self.SpawnIsScheduled == true then
|
||||
--local ClientUnit = #AlivePlayerUnits()
|
||||
self.AliveFactor = 1 -- ( 10 - ClientUnit ) / 10
|
||||
self.SpawnCurrentTimer = 0
|
||||
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor , self.SpawnHighTimer * self.AliveFactor )
|
||||
end
|
||||
else
|
||||
self.SpawnCurrentTimer = self.SpawnCurrentTimer + 1
|
||||
end
|
||||
-- Validate if there are still groups left in the batch...
|
||||
self:Spawn()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function SPAWN:_SpawnCleanUpScheduler()
|
||||
@ -1273,4 +1258,6 @@ function SPAWN:_SpawnCleanUpScheduler()
|
||||
|
||||
end
|
||||
|
||||
return true -- Repeat
|
||||
|
||||
end
|
||||
|
||||
188
Moose/Stage.lua
188
Moose/Stage.lua
@ -36,7 +36,7 @@ end
|
||||
function STAGE:Execute( Mission, Client, Task )
|
||||
|
||||
local Valid = true
|
||||
|
||||
|
||||
return Valid
|
||||
end
|
||||
|
||||
@ -46,7 +46,7 @@ end
|
||||
|
||||
function STAGE:Validate( Mission, Client, Task )
|
||||
local Valid = true
|
||||
|
||||
|
||||
return Valid
|
||||
end
|
||||
|
||||
@ -69,7 +69,7 @@ end
|
||||
function STAGEBRIEF:Execute( Mission, Client, Task )
|
||||
local Valid = BASE:Inherited(self):Execute( Mission, Client, Task )
|
||||
self:F()
|
||||
Mission:ShowBriefing( Client )
|
||||
Client:ShowBriefing()
|
||||
self.StageBriefingTime = timer.getTime()
|
||||
return Valid
|
||||
end
|
||||
@ -255,7 +255,7 @@ function STAGEROUTE:Validate( Mission, Client, Task )
|
||||
|
||||
-- check if the Client is in the landing zone
|
||||
self:T( Task.LandingZones.LandingZoneNames )
|
||||
Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames )
|
||||
Task.CurrentLandingZoneName = routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames, 500 )
|
||||
|
||||
if Task.CurrentLandingZoneName then
|
||||
|
||||
@ -268,9 +268,11 @@ function STAGEROUTE:Validate( Mission, Client, Task )
|
||||
end
|
||||
end
|
||||
|
||||
self:T( 1 )
|
||||
return 1
|
||||
end
|
||||
|
||||
self:T( 0 )
|
||||
return 0
|
||||
end
|
||||
|
||||
@ -345,8 +347,17 @@ function STAGELANDING:Execute( Mission, Client, Task )
|
||||
else
|
||||
HostMessage = "Use the Radio menu and F6 to find the cargo, then fly or land near the cargo and " .. Task.TEXT[1] .. " " .. Task.CargoNames .. "."
|
||||
end
|
||||
|
||||
local Host = "Command"
|
||||
if Task.HostUnitName then
|
||||
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
|
||||
else
|
||||
if Client:IsMultiSeated() then
|
||||
Host = "Co-Pilot"
|
||||
end
|
||||
end
|
||||
|
||||
Client:Message( HostMessage, self.MSG.TIME, Mission.Name .. "/STAGELANDING.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")", 10 )
|
||||
Client:Message( HostMessage, self.MSG.TIME, Mission.Name .. "/STAGELANDING.EXEC." .. Host, Host, 10 )
|
||||
|
||||
end
|
||||
end
|
||||
@ -354,7 +365,7 @@ end
|
||||
function STAGELANDING:Validate( Mission, Client, Task )
|
||||
self:F()
|
||||
|
||||
Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames )
|
||||
Task.CurrentLandingZoneName = routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames, 500 )
|
||||
if Task.CurrentLandingZoneName then
|
||||
|
||||
-- Client is in de landing zone.
|
||||
@ -377,14 +388,34 @@ function STAGELANDING:Validate( Mission, Client, Task )
|
||||
end
|
||||
Task.Signalled = false
|
||||
Task:RemoveCargoMenus( Client )
|
||||
self:T( -1 )
|
||||
return -1
|
||||
end
|
||||
|
||||
if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then
|
||||
return 0
|
||||
end
|
||||
|
||||
local DCSUnitVelocityVec3 = Client:GetClientGroupDCSUnit():getVelocity()
|
||||
local DCSUnitVelocity = ( DCSUnitVelocityVec3.x ^2 + DCSUnitVelocityVec3.y ^2 + DCSUnitVelocityVec3.z ^2 ) ^ 0.5
|
||||
|
||||
local DCSUnitPointVec3 = Client:GetClientGroupDCSUnit():getPoint()
|
||||
local LandHeight = land.getHeight( { x = DCSUnitPointVec3.x, y = DCSUnitPointVec3.z } )
|
||||
local DCSUnitHeight = DCSUnitPointVec3.y - LandHeight
|
||||
|
||||
self:T( { Task.IsLandingRequired, Client:GetClientGroupDCSUnit():inAir() } )
|
||||
if Task.IsLandingRequired and not Client:GetClientGroupDCSUnit():inAir() then
|
||||
self:T( 1 )
|
||||
Task.IsInAirTestRequired = true
|
||||
return 1
|
||||
end
|
||||
|
||||
return 1
|
||||
self:T( { DCSUnitVelocity, DCSUnitHeight, LandHeight, Task.CurrentCargoZone.SignalHeight } )
|
||||
if Task.IsLandingRequired and DCSUnitVelocity <= 0.05 and DCSUnitHeight <= Task.CurrentCargoZone.SignalHeight then
|
||||
self:T( 1 )
|
||||
Task.IsInAirTestRequired = false
|
||||
return 1
|
||||
end
|
||||
|
||||
self:T( 0 )
|
||||
return 0
|
||||
end
|
||||
|
||||
STAGELANDED = {
|
||||
@ -405,9 +436,20 @@ function STAGELANDED:Execute( Mission, Client, Task )
|
||||
self:F()
|
||||
|
||||
if Task.IsLandingRequired then
|
||||
Client:Message( 'You have landed within the landing zone. Use the radio menu (F10) to ' .. Task.TEXT[1] .. ' the ' .. Task.CargoType .. '.',
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDED.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
if not self.MenusAdded then
|
||||
|
||||
local Host = "Command"
|
||||
if Task.HostUnitName then
|
||||
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
|
||||
else
|
||||
if Client:IsMultiSeated() then
|
||||
Host = "Co-Pilot"
|
||||
end
|
||||
end
|
||||
|
||||
Client:Message( 'You have landed within the landing zone. Use the radio menu (F10) to ' .. Task.TEXT[1] .. ' the ' .. Task.CargoType .. '.',
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDED.EXEC" .. Host, Host )
|
||||
|
||||
if not self.MenusAdded then
|
||||
Task.Cargo = nil
|
||||
Task:RemoveCargoMenus( Client )
|
||||
Task:AddCargoMenus( Client, CARGOS, 250 )
|
||||
@ -420,26 +462,44 @@ end
|
||||
function STAGELANDED:Validate( Mission, Client, Task )
|
||||
self:F()
|
||||
|
||||
if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
|
||||
if not routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName, 500 ) then
|
||||
self:T( "Client is not anymore in the landing zone, go back to stage Route, and remove cargo menus." )
|
||||
Task.Signalled = false
|
||||
Task:RemoveCargoMenus( Client )
|
||||
self:T( -2 )
|
||||
return -2
|
||||
end
|
||||
|
||||
local DCSUnitVelocityVec3 = Client:GetClientGroupDCSUnit():getVelocity()
|
||||
local DCSUnitVelocity = ( DCSUnitVelocityVec3.x ^2 + DCSUnitVelocityVec3.y ^2 + DCSUnitVelocityVec3.z ^2 ) ^ 0.5
|
||||
|
||||
if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then
|
||||
self:T( "Client went back in the air. Go back to stage Landing." )
|
||||
Task.Signalled = false
|
||||
return -1
|
||||
end
|
||||
local DCSUnitPointVec3 = Client:GetClientGroupDCSUnit():getPoint()
|
||||
local LandHeight = land.getHeight( { x = DCSUnitPointVec3.x, y = DCSUnitPointVec3.z } )
|
||||
local DCSUnitHeight = DCSUnitPointVec3.y - LandHeight
|
||||
|
||||
self:T( { Task.IsLandingRequired, Client:GetClientGroupDCSUnit():inAir() } )
|
||||
if Task.IsLandingRequired and Task.IsInAirTestRequired == true and Client:GetClientGroupDCSUnit():inAir() then
|
||||
self:T( "Client went back in the air. Go back to stage Landing." )
|
||||
self:T( -1 )
|
||||
return -1
|
||||
end
|
||||
|
||||
self:T( { DCSUnitVelocity, DCSUnitHeight, LandHeight, Task.CurrentCargoZone.SignalHeight } )
|
||||
if Task.IsLandingRequired and Task.IsInAirTestRequired == false and DCSUnitVelocity >= 2 and DCSUnitHeight >= Task.CurrentCargoZone.SignalHeight then
|
||||
self:T( "It seems the Client went back in the air and over the boundary limits. Go back to stage Landing." )
|
||||
self:T( -1 )
|
||||
return -1
|
||||
end
|
||||
|
||||
-- Wait until cargo is selected from the menu.
|
||||
if Task.IsLandingRequired then
|
||||
if not Task.Cargo then
|
||||
self:T( 0 )
|
||||
return 0
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
self:T( 1 )
|
||||
return 1
|
||||
end
|
||||
|
||||
@ -503,7 +563,7 @@ function STAGEUNLOAD:Validate( Mission, Client, Task )
|
||||
self:F()
|
||||
env.info( 'STAGEUNLOAD:Validate()' )
|
||||
|
||||
if routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
|
||||
if routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName, 500 ) then
|
||||
else
|
||||
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
||||
Task:RemoveCargoMenus( Client )
|
||||
@ -562,10 +622,21 @@ function STAGELOAD:Execute( Mission, Client, Task )
|
||||
self:F()
|
||||
|
||||
if not Task.IsSlingLoad then
|
||||
|
||||
local Host = "Command"
|
||||
if Task.HostUnitName then
|
||||
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
|
||||
else
|
||||
if Client:IsMultiSeated() then
|
||||
Host = "Co-Pilot"
|
||||
end
|
||||
end
|
||||
|
||||
Client:Message( 'The ' .. Task.CargoType .. ' are being ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.',
|
||||
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.EXEC." .. Host, Host )
|
||||
|
||||
-- Route the cargo to the Carrier
|
||||
|
||||
Task.Cargo:OnBoard( Client, Task.CurrentCargoZone, Task.OnBoardSide )
|
||||
Task.ExecuteStage = _TransportExecuteStage.EXECUTING
|
||||
else
|
||||
@ -578,6 +649,14 @@ function STAGELOAD:Executing( Mission, Client, Task )
|
||||
|
||||
-- If the Cargo is ready to be loaded, load it into the Client.
|
||||
|
||||
local Host = "Command"
|
||||
if Task.HostUnitName then
|
||||
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
|
||||
else
|
||||
if Client:IsMultiSeated() then
|
||||
Host = "Co-Pilot"
|
||||
end
|
||||
end
|
||||
|
||||
if not Task.IsSlingLoad then
|
||||
self:T( Task.Cargo.CargoName)
|
||||
@ -589,14 +668,14 @@ function STAGELOAD:Executing( Mission, Client, Task )
|
||||
|
||||
-- Message to the pilot that cargo has been loaded.
|
||||
Client:Message( "The cargo " .. Task.Cargo.CargoName .. " has been loaded in our helicopter.",
|
||||
20, Mission.Name .. "/STAGELANDING.LOADING1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
20, Mission.Name .. "/STAGELANDING.LOADING1." .. Host, Host )
|
||||
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
|
||||
|
||||
Client:ShowCargo()
|
||||
end
|
||||
else
|
||||
Client:Message( "Hook the " .. Task.CargoNames .. " onto the helicopter " .. Task.TEXT[3] .. " within the landing zone.",
|
||||
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.LOADING.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")", 10 )
|
||||
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.LOADING.1." .. Host, Host , 10 )
|
||||
for CargoID, Cargo in pairs( CARGOS ) do
|
||||
self:T( "Cargo.CargoName = " .. Cargo.CargoName )
|
||||
|
||||
@ -612,7 +691,7 @@ function STAGELOAD:Executing( Mission, Client, Task )
|
||||
Cargo:StatusLoaded()
|
||||
Task.Cargo = Cargo
|
||||
Client:Message( 'The Cargo has been successfully hooked onto the helicopter and is now being sling loaded. Fly outside the landing zone.',
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.LOADING.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.LOADING.2." .. Host, Host )
|
||||
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
|
||||
break
|
||||
end
|
||||
@ -630,32 +709,61 @@ function STAGELOAD:Validate( Mission, Client, Task )
|
||||
|
||||
self:T( "Task.CurrentLandingZoneName = " .. Task.CurrentLandingZoneName )
|
||||
|
||||
local Host = "Command"
|
||||
if Task.HostUnitName then
|
||||
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
|
||||
else
|
||||
if Client:IsMultiSeated() then
|
||||
Host = "Co-Pilot"
|
||||
end
|
||||
end
|
||||
|
||||
if not Task.IsSlingLoad then
|
||||
if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
|
||||
if not routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName, 500 ) then
|
||||
Task:RemoveCargoMenus( Client )
|
||||
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
||||
Task.CargoName = nil
|
||||
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. You flew outside the pick-up zone while loading. ",
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Host, Host )
|
||||
self:T( -1 )
|
||||
return -1
|
||||
end
|
||||
|
||||
if not Client:GetClientGroupDCSUnit():inAir() then
|
||||
else
|
||||
-- The carrier is back in the air, undo the loading process.
|
||||
Task:RemoveCargoMenus( Client )
|
||||
Task.ExecuteStage = _TransportExecuteStage.NONE
|
||||
Task.CargoName = nil
|
||||
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
return -1
|
||||
end
|
||||
local DCSUnitVelocityVec3 = Client:GetClientGroupDCSUnit():getVelocity()
|
||||
local DCSUnitVelocity = ( DCSUnitVelocityVec3.x ^2 + DCSUnitVelocityVec3.y ^2 + DCSUnitVelocityVec3.z ^2 ) ^ 0.5
|
||||
|
||||
local DCSUnitPointVec3 = Client:GetClientGroupDCSUnit():getPoint()
|
||||
local LandHeight = land.getHeight( { x = DCSUnitPointVec3.x, y = DCSUnitPointVec3.z } )
|
||||
local DCSUnitHeight = DCSUnitPointVec3.y - LandHeight
|
||||
|
||||
self:T( { Task.IsLandingRequired, Client:GetClientGroupDCSUnit():inAir() } )
|
||||
if Task.IsLandingRequired and Task.IsInAirTestRequired == true and Client:GetClientGroupDCSUnit():inAir() then
|
||||
Task:RemoveCargoMenus( Client )
|
||||
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
||||
Task.CargoName = nil
|
||||
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Host, Host )
|
||||
self:T( -1 )
|
||||
return -1
|
||||
end
|
||||
|
||||
self:T( { DCSUnitVelocity, DCSUnitHeight, LandHeight, Task.CurrentCargoZone.SignalHeight } )
|
||||
if Task.IsLandingRequired and Task.IsInAirTestRequired == false and DCSUnitVelocity >= 2 and DCSUnitHeight >= Task.CurrentCargoZone.SignalHeight then
|
||||
Task:RemoveCargoMenus( Client )
|
||||
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
||||
Task.CargoName = nil
|
||||
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Host, Host )
|
||||
self:T( -1 )
|
||||
return -1
|
||||
end
|
||||
|
||||
if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then
|
||||
Task:RemoveCargoMenus( Client )
|
||||
Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " within the landing zone.",
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.3." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.3." .. Host, Host )
|
||||
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.CargoName, 1 )
|
||||
self:T( 1 )
|
||||
return 1
|
||||
end
|
||||
|
||||
@ -664,8 +772,9 @@ function STAGELOAD:Validate( Mission, Client, Task )
|
||||
CargoStatic = StaticObject.getByName( Task.Cargo.CargoStaticName )
|
||||
if CargoStatic and not routines.IsStaticInZones( CargoStatic, Task.CurrentLandingZoneName ) then
|
||||
Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " and flown outside of the landing zone.",
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.4." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
|
||||
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.4." .. Host, Host )
|
||||
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.Cargo.CargoName, 1 )
|
||||
self:T( 1 )
|
||||
return 1
|
||||
end
|
||||
end
|
||||
@ -673,6 +782,7 @@ function STAGELOAD:Validate( Mission, Client, Task )
|
||||
end
|
||||
|
||||
|
||||
self:T( 0 )
|
||||
return 0
|
||||
end
|
||||
|
||||
|
||||
737
Moose/Unit.lua
737
Moose/Unit.lua
@ -1,5 +1,77 @@
|
||||
--- UNIT Classes
|
||||
--- UNIT Class
|
||||
--
|
||||
-- @{UNIT} class
|
||||
-- ==============
|
||||
-- The @{UNIT} class is a wrapper class to handle the DCS Unit objects:
|
||||
--
|
||||
-- * Support all DCS Unit APIs.
|
||||
-- * Enhance with Unit specific APIs not in the DCS Unit API set.
|
||||
-- * Handle local Unit Controller.
|
||||
-- * Manage the "state" of the DCS Unit.
|
||||
--
|
||||
--
|
||||
-- UNIT reference methods
|
||||
-- ======================
|
||||
-- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{SPAWN} class).
|
||||
--
|
||||
-- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
|
||||
-- using the DCS Unit or the DCS UnitName.
|
||||
--
|
||||
-- Another thing to know is that UNIT objects do not "contain" the DCS Unit object.
|
||||
-- The UNIT methods will reference the DCS Unit object by name when it is needed during API execution.
|
||||
-- If the DCS Unit object does not exist or is nil, the UNIT methods will return nil and log an exception in the DCS.log file.
|
||||
--
|
||||
-- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance:
|
||||
--
|
||||
-- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object.
|
||||
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
|
||||
--
|
||||
-- DCS UNIT APIs
|
||||
-- =============
|
||||
-- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCSUnit#Unit.getName}()
|
||||
-- is implemented in the UNIT class as @{#UNIT.GetName}().
|
||||
--
|
||||
-- Additional UNIT APIs
|
||||
-- ====================
|
||||
-- The UNIT class comes with additional methods. Find below a summary.
|
||||
--
|
||||
-- Smoke, Flare Units
|
||||
-- ------------------
|
||||
-- The UNIT class provides methods to smoke or flare units easily.
|
||||
-- The @{#UNIT.SmokeBlue}(), @{#UNIT.SmokeGreen}(),@{#UNIT.SmokeOrange}(), @{#UNIT.SmokeRed}(), @{#UNIT.SmokeRed}() methods
|
||||
-- will smoke the unit in the corresponding color. Note that smoking a unit is done at the current position of the DCS Unit.
|
||||
-- When the DCS Unit moves for whatever reason, the smoking will still continue!
|
||||
-- The @{#UNIT.FlareGreen}(), @{#UNIT.FlareRed}(), @{#UNIT.FlareWhite}(), @{#UNIT.FlareYellow}()
|
||||
-- methods will fire off a flare in the air with the corresponding color. Note that a flare is a one-off shot and its effect is of very short duration.
|
||||
--
|
||||
-- Position, Point
|
||||
-- ---------------
|
||||
-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
|
||||
-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetPointVec3}() will obtain the current location of the DCS Unit in a Vec2 (2D) or a Vec3 (3D) vector respectively.
|
||||
-- If you want to obtain the complete 3D position including oriëntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
|
||||
--
|
||||
-- Alive
|
||||
-- -----
|
||||
-- The @{#UNIT.IsAlive}(), @{#UNIT.IsActive}() methods determines if the DCS Unit is alive, meaning, it is existing and active.
|
||||
--
|
||||
-- Test for other units in radius
|
||||
-- ------------------------------
|
||||
-- One can test if another DCS Unit is within a given radius of the current DCS Unit, by using the @{#UNIT.OtherUnitInRadius}() method.
|
||||
--
|
||||
-- More functions will be added
|
||||
-- ----------------------------
|
||||
-- During the MOOSE development, more functions will be added. A complete list of the current functions is below.
|
||||
--
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @module Unit
|
||||
-- @author FlightControl
|
||||
|
||||
Include.File( "Routines" )
|
||||
Include.File( "Base" )
|
||||
@ -7,7 +79,7 @@ Include.File( "Message" )
|
||||
|
||||
--- The UNIT class
|
||||
-- @type UNIT
|
||||
-- @Extends Base#BASE
|
||||
-- @extends Base#BASE
|
||||
-- @field #UNIT.FlareColor FlareColor
|
||||
-- @field #UNIT.SmokeColor SmokeColor
|
||||
UNIT = {
|
||||
@ -48,192 +120,639 @@ UNIT = {
|
||||
-- @field White
|
||||
-- @field Orange
|
||||
-- @field Blue
|
||||
|
||||
|
||||
-- Registration.
|
||||
|
||||
--- Create a new UNIT from DCSUnit.
|
||||
-- @param #UNIT self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @param Database#DATABASE Database
|
||||
-- @return Unit#UNIT
|
||||
function UNIT:New( DCSUnit )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( DCSUnit:getName() )
|
||||
function UNIT:Register( UnitName )
|
||||
|
||||
self.DCSUnit = DCSUnit
|
||||
self.UnitName = DCSUnit:getName()
|
||||
self.UnitID = DCSUnit:getID()
|
||||
|
||||
return self
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F2( UnitName )
|
||||
self.UnitName = UnitName
|
||||
return self
|
||||
end
|
||||
|
||||
function UNIT:IsAlive()
|
||||
self:F( self.UnitName )
|
||||
|
||||
return ( self.DCSUnit and self.DCSUnit:isExist() )
|
||||
-- Reference methods.
|
||||
|
||||
--- Finds a UNIT from the _DATABASE using a DCSUnit object.
|
||||
-- @param #UNIT self
|
||||
-- @param DCSUnit#Unit DCSUnit An existing DCS Unit object reference.
|
||||
-- @return Unit#UNIT self
|
||||
function UNIT:Find( DCSUnit )
|
||||
|
||||
local UnitName = DCSUnit:getName()
|
||||
local UnitFound = _DATABASE:FindUnit( UnitName )
|
||||
return UnitFound
|
||||
end
|
||||
|
||||
--- Find a UNIT in the _DATABASE using the name of an existing DCS Unit.
|
||||
-- @param #UNIT self
|
||||
-- @param #string UnitName The Unit Name.
|
||||
-- @return Unit#UNIT self
|
||||
function UNIT:FindByName( UnitName )
|
||||
|
||||
local UnitFound = _DATABASE:FindUnit( UnitName )
|
||||
return UnitFound
|
||||
end
|
||||
|
||||
function UNIT:GetDCSUnit()
|
||||
self:F( self.DCSUnit )
|
||||
|
||||
return self.DCSUnit
|
||||
local DCSUnit = Unit.getByName( self.UnitName )
|
||||
|
||||
if DCSUnit then
|
||||
return DCSUnit
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function UNIT:GetID()
|
||||
self:F( self.UnitID )
|
||||
|
||||
return self.UnitID
|
||||
--- Returns coalition of the Unit.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSCoalitionObject#coalition.side The side of the coalition.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetCoalition()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitCoalition = DCSUnit:getCoalition()
|
||||
self:T3( UnitCoalition )
|
||||
return UnitCoalition
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns country of the Unit.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCScountry#country.id The country identifier.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetCountry()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitCountry = DCSUnit:getCountry()
|
||||
self:T3( UnitCountry )
|
||||
return UnitCountry
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns DCS Unit object name.
|
||||
-- The function provides access to non-activated units too.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #string The name of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetName()
|
||||
self:F( self.UnitName )
|
||||
|
||||
return self.UnitName
|
||||
end
|
||||
self:F2( self.UnitName )
|
||||
|
||||
function UNIT:GetTypeName()
|
||||
self:F( self.UnitName )
|
||||
|
||||
return self.DCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
function UNIT:GetPrefix()
|
||||
self:F( self.UnitName )
|
||||
|
||||
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
|
||||
self:T( UnitPrefix )
|
||||
|
||||
return UnitPrefix
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitName = self.UnitName
|
||||
return UnitName
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
function UNIT:GetCallSign()
|
||||
self:F( self.UnitName )
|
||||
--- Returns if the unit is alive.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #boolean true if Unit is alive.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:IsAlive()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitIsAlive = DCSUnit:isExist()
|
||||
return UnitIsAlive
|
||||
end
|
||||
|
||||
return self.DCSUnit:getCallsign()
|
||||
end
|
||||
|
||||
|
||||
function UNIT:GetPointVec2()
|
||||
self:F( self.UnitName )
|
||||
|
||||
local UnitPos = self.DCSUnit:getPosition().p
|
||||
|
||||
local UnitPoint = {}
|
||||
UnitPoint.x = UnitPos.x
|
||||
UnitPoint.y = UnitPos.z
|
||||
|
||||
self:T( UnitPoint )
|
||||
return UnitPoint
|
||||
end
|
||||
|
||||
|
||||
function UNIT:GetPositionVec3()
|
||||
self:F( self.UnitName )
|
||||
|
||||
local UnitPos = self.DCSUnit:getPosition().p
|
||||
|
||||
self:T( UnitPos )
|
||||
return UnitPos
|
||||
end
|
||||
|
||||
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
|
||||
self:F( { self.UnitName, AwaitUnit.UnitName, Radius } )
|
||||
|
||||
local UnitPos = self:GetPositionVec3()
|
||||
local AwaitUnitPos = AwaitUnit:GetPositionVec3()
|
||||
|
||||
if (((UnitPos.x - AwaitUnitPos.x)^2 + (UnitPos.z - AwaitUnitPos.z)^2)^0.5 <= Radius) then
|
||||
self:T( "true" )
|
||||
return true
|
||||
else
|
||||
self:T( "false" )
|
||||
return false
|
||||
end
|
||||
|
||||
self:T( "false" )
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns if the unit is activated.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #boolean true if Unit is activated.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:IsActive()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
|
||||
local UnitIsActive = DCSUnit:isActive()
|
||||
return UnitIsActive
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #string Player Name
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetPlayerName()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
|
||||
local PlayerName = DCSUnit:getPlayerName()
|
||||
if PlayerName == nil then
|
||||
PlayerName = ""
|
||||
end
|
||||
return PlayerName
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the unit's unique identifier.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSUnit#Unit.ID Unit ID
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetID()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitID = DCSUnit:getID()
|
||||
return UnitID
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the unit's number in the group.
|
||||
-- The number is the same number the unit has in ME.
|
||||
-- It may not be changed during the mission.
|
||||
-- If any unit in the group is destroyed, the numbers of another units will not be changed.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #number The Unit number.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetNumber()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitNumber = DCSUnit:getNumber()
|
||||
return UnitNumber
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the unit's group if it exist and nil otherwise.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return Group#GROUP The Group of the Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetGroup()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitGroup = DCSUnit:getGroup()
|
||||
return UnitGroup
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the unit's callsign - the localized string.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #string The Callsign of the Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetCallSign()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitCallSign = DCSUnit:getCallsign()
|
||||
return UnitCallSign
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the unit's health. Dead units has health <= 1.0.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #number The Unit's health value.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetLife()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitLife = DCSUnit:getLife()
|
||||
return UnitLife
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the Unit's initial health.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #number The Unit's initial health value.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetLife0()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitLife0 = DCSUnit:getLife0()
|
||||
return UnitLife0
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #number The relative amount of fuel (from 0.0 to 1.0).
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetFuel()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitFuel = DCSUnit:getFuel()
|
||||
return UnitFuel
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the Unit's ammunition.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSUnit#Unit.Ammo
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetAmmo()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitAmmo = DCSUnit:getAmmo()
|
||||
return UnitAmmo
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the unit sensors.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSUnit#Unit.Sensors
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetSensors()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitSensors = DCSUnit:getSensors()
|
||||
return UnitSensors
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Need to add here a function per sensortype
|
||||
-- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS)
|
||||
|
||||
--- Returns two values:
|
||||
--
|
||||
-- * First value indicates if at least one of the unit's radar(s) is on.
|
||||
-- * Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #boolean Indicates if at least one of the unit's radar(s) is on.
|
||||
-- @return DCSObject#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetRadar()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitRadarOn, UnitRadarObject = DCSUnit:getRadar()
|
||||
return UnitRadarOn, UnitRadarObject
|
||||
end
|
||||
|
||||
return nil, nil
|
||||
end
|
||||
|
||||
-- Need to add here functions to check if radar is on and which object etc.
|
||||
|
||||
--- Returns unit descriptor. Descriptor type depends on unit category.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSUnit#Unit.Desc The Unit descriptor.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetDesc()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitDesc = DCSUnit:getDesc()
|
||||
return UnitDesc
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the type name of the DCS Unit.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #string The type name of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetTypeName()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitTypeName = DCSUnit:getTypeName()
|
||||
self:T3( UnitTypeName )
|
||||
return UnitTypeName
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
|
||||
-- DCS Units spawned with the @{SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
|
||||
-- The spawn sequence number and unit number are contained within the name after the '#' sign.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #string The name of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetPrefix()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
|
||||
self:T3( UnitPrefix )
|
||||
return UnitPrefix
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec2} vector indicating the point in 2D of the DCS Unit within the mission.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSTypes#Vec2 The 2D point vector of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetPointVec2()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitPointVec3 = DCSUnit:getPosition().p
|
||||
|
||||
local UnitPointVec2 = {}
|
||||
UnitPointVec2.x = UnitPointVec3.x
|
||||
UnitPointVec2.y = UnitPointVec3.z
|
||||
|
||||
self:T3( UnitPointVec2 )
|
||||
return UnitPointVec2
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec3} vector indicating the point in 3D of the DCS Unit within the mission.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSTypes#Vec3 The 3D point vector of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetPointVec3()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitPointVec3 = DCSUnit:getPosition().p
|
||||
self:T3( UnitPointVec3 )
|
||||
return UnitPointVec3
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the DCS Unit within the mission.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSTypes#Position The 3D position vectors of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetPositionVec3()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitPosition = DCSUnit:getPosition()
|
||||
self:T3( UnitPosition )
|
||||
return UnitPosition
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the DCS Unit velocity vector.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSTypes#Vec3 The velocity vector
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetVelocity()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitVelocityVec3 = DCSUnit:getVelocity()
|
||||
self:T3( UnitVelocityVec3 )
|
||||
return UnitVelocityVec3
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns true if the DCS Unit is in the air.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #boolean true if in the air.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:InAir()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitInAir = DCSUnit:inAir()
|
||||
self:T3( UnitInAir )
|
||||
return UnitInAir
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the altitude of the DCS Unit.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return DCSTypes#Distance The altitude of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:GetAltitude()
|
||||
self:F2()
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitPointVec3 = DCSUnit:getPoint() --DCSTypes#Vec3
|
||||
return UnitPointVec3.y
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns true if there is an **other** DCS Unit within a radius of the current 2D point of the DCS Unit.
|
||||
-- @param Unit#UNIT self
|
||||
-- @param Unit#UNIT AwaitUnit The other UNIT wrapper object.
|
||||
-- @param Radius The radius in meters with the DCS Unit in the centre.
|
||||
-- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
|
||||
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
|
||||
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitPos = self:GetPointVec3()
|
||||
local AwaitUnitPos = AwaitUnit:GetPointVec3()
|
||||
|
||||
if (((UnitPos.x - AwaitUnitPos.x)^2 + (UnitPos.z - AwaitUnitPos.z)^2)^0.5 <= Radius) then
|
||||
self:T3( "true" )
|
||||
return true
|
||||
else
|
||||
self:T3( "false" )
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the DCS Unit category name as defined within the DCS Unit Descriptor.
|
||||
-- @param Unit#UNIT self
|
||||
-- @return #string The DCS Unit Category Name
|
||||
function UNIT:GetCategoryName()
|
||||
return self.CategoryName[ self.DCSUnit:getDesc().category ]
|
||||
local DCSUnit = self:GetDCSUnit()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitCategoryName = self.CategoryName[ self:GetDesc().category ]
|
||||
return UnitCategoryName
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Signal a flare at the position of the UNIT.
|
||||
-- @param #UNIT self
|
||||
function UNIT:Flare( FlareColor )
|
||||
self:F()
|
||||
trigger.action.signalFlare( self:GetPositionVec3(), FlareColor , 0 )
|
||||
self:F2()
|
||||
trigger.action.signalFlare( self:GetPointVec3(), FlareColor , 0 )
|
||||
end
|
||||
|
||||
--- Signal a white flare at the position of the UNIT.
|
||||
-- @param #UNIT self
|
||||
function UNIT:FlareWhite()
|
||||
self:F()
|
||||
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.White , 0 )
|
||||
self:F2()
|
||||
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.White , 0 )
|
||||
end
|
||||
|
||||
--- Signal a yellow flare at the position of the UNIT.
|
||||
-- @param #UNIT self
|
||||
function UNIT:FlareYellow()
|
||||
self:F()
|
||||
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Yellow , 0 )
|
||||
self:F2()
|
||||
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Yellow , 0 )
|
||||
end
|
||||
|
||||
--- Signal a green flare at the position of the UNIT.
|
||||
-- @param #UNIT self
|
||||
function UNIT:FlareGreen()
|
||||
self:F()
|
||||
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Green , 0 )
|
||||
self:F2()
|
||||
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Green , 0 )
|
||||
end
|
||||
|
||||
--- Signal a red flare at the position of the UNIT.
|
||||
-- @param #UNIT self
|
||||
function UNIT:FlareRed()
|
||||
self:F()
|
||||
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Red, 0 )
|
||||
self:F2()
|
||||
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Red, 0 )
|
||||
end
|
||||
|
||||
--- Smoke the UNIT.
|
||||
-- @param #UNIT self
|
||||
function UNIT:Smoke( SmokeColor )
|
||||
self:F()
|
||||
trigger.action.smoke( self:GetPositionVec3(), SmokeColor )
|
||||
self:F2()
|
||||
trigger.action.smoke( self:GetPointVec3(), SmokeColor )
|
||||
end
|
||||
|
||||
--- Smoke the UNIT Green.
|
||||
-- @param #UNIT self
|
||||
function UNIT:SmokeGreen()
|
||||
self:F()
|
||||
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Green )
|
||||
self:F2()
|
||||
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Green )
|
||||
end
|
||||
|
||||
--- Smoke the UNIT Red.
|
||||
-- @param #UNIT self
|
||||
function UNIT:SmokeRed()
|
||||
self:F()
|
||||
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Red )
|
||||
self:F2()
|
||||
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Red )
|
||||
end
|
||||
|
||||
--- Smoke the UNIT White.
|
||||
-- @param #UNIT self
|
||||
function UNIT:SmokeWhite()
|
||||
self:F()
|
||||
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.White )
|
||||
self:F2()
|
||||
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.White )
|
||||
end
|
||||
|
||||
--- Smoke the UNIT Orange.
|
||||
-- @param #UNIT self
|
||||
function UNIT:SmokeOrange()
|
||||
self:F()
|
||||
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Orange )
|
||||
self:F2()
|
||||
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Orange )
|
||||
end
|
||||
|
||||
--- Smoke the UNIT Blue.
|
||||
-- @param #UNIT self
|
||||
function UNIT:SmokeBlue()
|
||||
self:F()
|
||||
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Blue )
|
||||
self:F2()
|
||||
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Blue )
|
||||
end
|
||||
|
||||
-- Is methods
|
||||
@ -243,14 +762,14 @@ end
|
||||
-- @param #UNIT self
|
||||
-- @return #boolean Air category evaluation result.
|
||||
function UNIT:IsAir()
|
||||
self:F()
|
||||
self:F2()
|
||||
|
||||
local UnitDescriptor = self.DCSUnit:getDesc()
|
||||
self:T( { UnitDescriptor.category, Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
|
||||
self:T3( { UnitDescriptor.category, Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
|
||||
|
||||
local IsAirResult = ( UnitDescriptor.category == Unit.Category.AIRPLANE ) or ( UnitDescriptor.category == Unit.Category.HELICOPTER )
|
||||
|
||||
self:T( IsAirResult )
|
||||
self:T3( IsAirResult )
|
||||
return IsAirResult
|
||||
end
|
||||
|
||||
|
||||
@ -40,6 +40,17 @@ function ZONE:GetPointVec2()
|
||||
return Point
|
||||
end
|
||||
|
||||
function ZONE:GetPointVec3( Height )
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local Zone = trigger.misc.getZone( self.ZoneName )
|
||||
local Point = { x = Zone.point.x, y = land.getHeight( self:GetPointVec2() ) + Height, z = Zone.point.z }
|
||||
|
||||
self:T( { Zone, Point } )
|
||||
|
||||
return Point
|
||||
end
|
||||
|
||||
function ZONE:GetRandomPointVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
|
||||
Binary file not shown.
BIN
Presentations/DCS World - MOOSE - Missile Trainer.pptx
Normal file
BIN
Presentations/DCS World - MOOSE - Missile Trainer.pptx
Normal file
Binary file not shown.
BIN
Presentations/DCS World - MOOSE - Spawning - Part 2 - APIs.pptx
Normal file
BIN
Presentations/DCS World - MOOSE - Spawning - Part 2 - APIs.pptx
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -12,7 +12,7 @@ Include.File( "Event" )
|
||||
do
|
||||
local Mission = MISSION:New( 'Destroy Gound', 'Ground', 'Briefing', 'CCCP' )
|
||||
|
||||
Mission:AddClient( CLIENT:New( 'Client Plane', "Just wait and observe the SU-25T destoying targets. Your mission goal should increase..." ) )
|
||||
Mission:AddClient( CLIENT:FindByName( 'Client Plane', "Just wait and observe the SU-25T destoying targets. Your mission goal should increase..." ) )
|
||||
|
||||
local DESTROYGROUPSTASK = DESTROYGROUPSTASK:New( 'Ground Vehicle', 'Ground Vehicles', { 'DESTROY Test 1' }, 100 ) -- 75% of a patriot battery needs to be destroyed to achieve mission success...
|
||||
DESTROYGROUPSTASK:SetGoalTotal( 1 )
|
||||
@ -25,7 +25,7 @@ end
|
||||
do
|
||||
local Mission = MISSION:New( 'Destroy Helicopters', 'Helicopters', 'Briefing', 'CCCP' )
|
||||
|
||||
Mission:AddClient( CLIENT:New( 'Client Plane', "Just wait and observe the SU-25T destoying the helicopters. The helicopter mission goal should increase once all are destroyed ..." ) )
|
||||
Mission:AddClient( CLIENT:FindByName( 'Client Plane', "Just wait and observe the SU-25T destoying the helicopters. The helicopter mission goal should increase once all are destroyed ..." ) )
|
||||
|
||||
local DESTROYGROUPSTASK = DESTROYGROUPSTASK:New( 'Helicopter', 'Helicopters', { 'DESTROY Test 2' }, 50 )
|
||||
DESTROYGROUPSTASK:SetGoalTotal( 2 )
|
||||
|
||||
@ -53,8 +53,8 @@ do
|
||||
SpawnEscortGround = SPAWN:New( "Escort Ground" )
|
||||
SpawnEscortShip = SPAWN:New( "Escort Ship" )
|
||||
|
||||
EscortClientHeli = CLIENT:New( "Lead Helicopter", "Fly around and observe the behaviour of the escort helicopter" ):Alive( EventAliveHelicopter )
|
||||
EscortClientPlane = CLIENT:New( "Lead Plane", "Fly around and observe the behaviour of the escort airplane. Select Navigate->Joun-Up and airplane should follow you. Change speed and directions." )
|
||||
EscortClientHeli = CLIENT:FindByName( "Lead Helicopter", "Fly around and observe the behaviour of the escort helicopter" ):Alive( EventAliveHelicopter )
|
||||
EscortClientPlane = CLIENT:FindByName( "Lead Plane", "Fly around and observe the behaviour of the escort airplane. Select Navigate->Joun-Up and airplane should follow you. Change speed and directions." )
|
||||
:Alive( EventAlivePlane )
|
||||
|
||||
end
|
||||
|
||||
Binary file not shown.
@ -0,0 +1,20 @@
|
||||
|
||||
-- Only use Include.File when developing new MOOSE classes.
|
||||
-- When using Moose.lua in the DO SCIPTS FILE initialization box,
|
||||
-- these Include.File statements are not needed, because all classes within Moose will be loaded.
|
||||
Include.File("MissileTrainer")
|
||||
|
||||
-- This is an example of a global
|
||||
local Trainer = MISSILETRAINER
|
||||
:New( 200, "Trainer: Welcome to the missile training, trainee! Missiles will be fired at you. Try to evade them. Good luck!" )
|
||||
:InitMessagesOnOff(true)
|
||||
:InitAlertsToAll(true)
|
||||
:InitAlertsHitsOnOff(true)
|
||||
:InitAlertsLaunchesOnOff(false) -- I'll put it on below ...
|
||||
:InitBearingOnOff(true)
|
||||
:InitRangeOnOff(true)
|
||||
:InitTrackingOnOff(true)
|
||||
:InitTrackingToAll(true)
|
||||
:InitMenusOnOff(false)
|
||||
|
||||
Trainer:InitAlertsToAll(true) -- Now alerts are also on
|
||||
Binary file not shown.
@ -26,7 +26,7 @@ Group_Vehicle6 = Spawn_Vehicle:Spawn()
|
||||
Group_Vehicle1:TaskRouteToZone( ZONE:New( "Landing Zone" ), true, 40, "Cone" )
|
||||
|
||||
-- Now land the spawned plane on to the Vinson, by copying the route of another object.
|
||||
Route_Plane = GROUP:NewFromName( "Spawn Helicopter Route Copy" ):CopyRoute( 1, 0 )
|
||||
Route_Plane = GROUP:FindByName( "Spawn Helicopter Route Copy" ):CopyRoute( 1, 0 )
|
||||
|
||||
Group_Plane:Route( Route_Plane )
|
||||
|
||||
@ -46,15 +46,15 @@ Spawn_Helicopter_Scheduled = SPAWN:New( "Spawn Helicopter Scheduled" ):SpawnSche
|
||||
Spawn_Ship_Scheduled = SPAWN:New( "Spawn Ship Scheduled" ):SpawnScheduled( 30, 0.5 )
|
||||
Spawn_Vehicle_Scheduled = SPAWN:New( "Spawn Vehicle Scheduled" ):SpawnScheduled( 30, 0.5 )
|
||||
|
||||
-- Tests Tbilisi: Limited Spawning
|
||||
-- -------------------------------
|
||||
-- Tests Tbilisi: Limited Spawning and repeat
|
||||
-- ------------------------------------------
|
||||
-- Spawing one group, and respawning the same group when it lands ...
|
||||
Spawn_Plane_Limited_Repeat = SPAWN:New( "Spawn Plane Limited Repeat" ):Limit( 1, 1 ):Repeat():Spawn()
|
||||
Spawn_Plane_Limited_RepeatOnLanding = SPAWN:New( "Spawn Plane Limited RepeatOnLanding" ):Limit( 1, 1 ):Repeat():Spawn()
|
||||
Spawn_Plane_Limited_RepeatOnEngineShutDown = SPAWN:New( "Spawn Plane Limited RepeatOnEngineShutDown" ):Limit( 1, 1 ):Repeat():Spawn()
|
||||
Spawn_Helicopter_Limited_Repeat = SPAWN:New( "Spawn Helicopter Limited Repeat" ):Limit( 1, 1 ):Repeat():Spawn()
|
||||
Spawn_Helicopter_Limited_RepeatOnLanding = SPAWN:New( "Spawn Helicopter Limited RepeatOnLanding" ):Limit( 1, 1 ):Repeat():Spawn()
|
||||
Spawn_Helicopter_Limited_RepeatOnEngineShutDown = SPAWN:New( "Spawn Helicopter Limited RepeatOnEngineShutDown" ):Limit( 1, 1 ):Repeat():Spawn()
|
||||
Spawn_Plane_Limited_Repeat = SPAWN:New( "Spawn Plane Limited Repeat" ):Limit( 1, 1 ):InitRepeat():Spawn()
|
||||
Spawn_Plane_Limited_RepeatOnLanding = SPAWN:New( "Spawn Plane Limited RepeatOnLanding" ):Limit( 1, 1 ):InitRepeatOnLanding():Spawn()
|
||||
Spawn_Plane_Limited_RepeatOnEngineShutDown = SPAWN:New( "Spawn Plane Limited RepeatOnEngineShutDown" ):Limit( 1, 1 ):InitRepeatOnEngineShutDown():Spawn()
|
||||
Spawn_Helicopter_Limited_Repeat = SPAWN:New( "Spawn Helicopter Limited Repeat" ):Limit( 1, 1 ):InitRepeat():Spawn()
|
||||
Spawn_Helicopter_Limited_RepeatOnLanding = SPAWN:New( "Spawn Helicopter Limited RepeatOnLanding" ):Limit( 1, 1 ):InitRepeatOnLanding():Spawn()
|
||||
Spawn_Helicopter_Limited_RepeatOnEngineShutDown = SPAWN:New( "Spawn Helicopter Limited RepeatOnEngineShutDown" ):Limit( 1, 1 ):InitRepeatOnEngineShutDown():Spawn()
|
||||
|
||||
|
||||
-- Tests Soganlug
|
||||
@ -67,8 +67,8 @@ Spawn_Ground_Limited_Scheduled = SPAWN:New( "Spawn Vehicle Limited Scheduled" ):
|
||||
-- Tests Sukhumi
|
||||
-- -------------
|
||||
-- Limited spawning of groups, scheduled every seconds with route randomization.
|
||||
Spawn_Plane_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Plane Limited Scheduled RandomizeRoute" ):Limit( 2, 10 ):RandomizeRoute( 1, 1, 4000 ):SpawnScheduled( 30, 0 )
|
||||
Spawn_Helicopter_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Helicopter Limited Scheduled RandomizeRoute" ):Limit( 2, 10 ):RandomizeRoute( 1, 1, 4000 ):SpawnScheduled( 30, 0 )
|
||||
Spawn_Plane_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Plane Limited Scheduled RandomizeRoute" ):Limit( 5, 10 ):RandomizeRoute( 1, 1, 4000 ):SpawnScheduled( 2, 0 )
|
||||
Spawn_Helicopter_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Helicopter Limited Scheduled RandomizeRoute" ):Limit( 5, 10 ):RandomizeRoute( 1, 1, 4000 ):SpawnScheduled( 2, 0 )
|
||||
Spawn_Vehicle_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Vehicle Limited Scheduled RandomizeRoute" ):Limit( 10, 10 ):RandomizeRoute( 1, 1, 1000 ):SpawnScheduled( 1, 0 )
|
||||
|
||||
|
||||
@ -85,7 +85,7 @@ Spawn_Vehicle_Scheduled_CleanUp = SPAWN:New( "Spawn Vehicle Scheduled CleanUp" )
|
||||
-- Creates arrays of groups ready to be spawned and dynamic spawning of groups from another group.
|
||||
|
||||
-- SpawnTestVisible creates an array of 200 groups, every 20 groups with 20 meters space in between, and will activate a group of the array every 10 seconds with a 0.2 time randomization.
|
||||
SpawnTestVisible = SPAWN:New( "Spawn Vehicle Visible Scheduled" ):Limit( 200, 200 ):Array( 59, 20, 20, 10 ):SpawnScheduled( 10, 0.2 )
|
||||
SpawnTestVisible = SPAWN:New( "Spawn Vehicle Visible Scheduled" ):Limit( 200, 200 ):Array( 59, 20, 30, 30 ):SpawnScheduled( 10, 0.2 )
|
||||
|
||||
-- Spawn_Templates_Visible contains different templates...
|
||||
Spawn_Templates_Visible = { "Spawn Vehicle Visible Template A",
|
||||
|
||||
Binary file not shown.
@ -12,10 +12,6 @@
|
||||
|
||||
Include.File("Spawn")
|
||||
|
||||
BASE:TraceClass("GROUP")
|
||||
BASE:TraceClass("SPAWN")
|
||||
BASE:TraceClass("DATABASE")
|
||||
|
||||
do
|
||||
|
||||
-- Declare SPAWN objects
|
||||
@ -27,21 +23,21 @@ do
|
||||
-- Choose repeat functionality
|
||||
|
||||
-- Repeat on landing
|
||||
Spawn_KA_50:RepeatOnLanding()
|
||||
Spawn_C_101EB:RepeatOnLanding()
|
||||
Spawn_KA_50:InitRepeatOnLanding()
|
||||
Spawn_C_101EB:InitRepeatOnLanding()
|
||||
|
||||
-- Repeat on enging shutdown (when landed on the airport)
|
||||
Spawn_MI_8MTV2:RepeatOnEngineShutDown()
|
||||
Spawn_A_10C:RepeatOnEngineShutDown()
|
||||
Spawn_MI_8MTV2:InitRepeatOnEngineShutDown()
|
||||
Spawn_A_10C:InitRepeatOnEngineShutDown()
|
||||
|
||||
-- Now SPAWN the GROUPs
|
||||
Spawn_KA_50:Spawn()
|
||||
Spawn_KA_50:Spawn()
|
||||
Spawn_C_101EB:Spawn()
|
||||
Spawn_C_101EB:Spawn()
|
||||
Spawn_MI_8MTV2:Spawn()
|
||||
Spawn_MI_8MTV2:Spawn()
|
||||
Spawn_A_10C:Spawn()
|
||||
Spawn_KA_50:Spawn()
|
||||
Spawn_C_101EB:Spawn()
|
||||
Spawn_MI_8MTV2:Spawn()
|
||||
Spawn_A_10C:Spawn()
|
||||
|
||||
-- Now run the mission and observe the behaviour.
|
||||
|
||||
Binary file not shown.
@ -14,8 +14,8 @@ Include.File( "CleanUp" )
|
||||
do
|
||||
local Mission = MISSION:New( 'Pickup', 'Operational', 'Pickup Troops', 'NATO' )
|
||||
|
||||
Mission:AddClient( CLIENT:New( 'DE Pickup Test 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:New( 'DE Pickup Test 2' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'DE Pickup Test 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'DE Pickup Test 2' ):Transport() )
|
||||
|
||||
local CargoTable = {}
|
||||
|
||||
@ -62,7 +62,7 @@ end
|
||||
do
|
||||
local Mission = MISSION:New( 'Deliver secret letter', 'Operational', 'Pickup letter to the commander.', 'NATO' )
|
||||
|
||||
Client_Package_1 = CLIENT:New( 'BE Package Test 1' ):Transport()
|
||||
Client_Package_1 = CLIENT:FindByName( 'BE Package Test 1' ):Transport()
|
||||
|
||||
Mission:AddClient( Client_Package_1 )
|
||||
|
||||
@ -95,8 +95,8 @@ end
|
||||
do
|
||||
local Mission = MISSION:New( 'Sling load Cargo', 'Operational', 'Sling Load Cargo to Deploy Zone.', 'NATO' )
|
||||
|
||||
Mission:AddClient( CLIENT:New( 'Sling Load Test Client 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:New( 'Sling Load Test Client 2' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'Sling Load Test Client 1' ):Transport() )
|
||||
Mission:AddClient( CLIENT:FindByName( 'Sling Load Test Client 2' ):Transport() )
|
||||
|
||||
Sling_Load_Pickup_Zone = CARGO_ZONE:New( 'Sling Load Pickup Zone', 'Sling Load Guard' ):RedSmoke()
|
||||
|
||||
|
||||
Binary file not shown.
39
Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.lua
Normal file
39
Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.lua
Normal file
@ -0,0 +1,39 @@
|
||||
|
||||
Include.File( "Group" )
|
||||
Include.File( "Unit" )
|
||||
Include.File( "Client" )
|
||||
|
||||
BASE:TraceClass( "UNIT" )
|
||||
BASE:TraceClass( "GROUP" )
|
||||
BASE:TraceClass( "CLIENT" )
|
||||
|
||||
UnitTankAI1 = _DATABASE:FindUnit( "Smoke Test 1" )
|
||||
UnitTankAI2 = _DATABASE:FindUnit( "Smoke Test 2" )
|
||||
UnitTankAI3 = UNIT:FindByName( "Smoke Test 3" )
|
||||
UnitTankAI4 = _DATABASE:FindUnit( "Smoke Test 4" )
|
||||
|
||||
UnitTankAI1:SmokeBlue()
|
||||
|
||||
UnitTankAI3:SmokeOrange()
|
||||
|
||||
UnitTankAI2:T( UnitTankAI2:GetAmmo() )
|
||||
|
||||
GroupTanks = GROUP:FindByName( "Smoke Test" )
|
||||
|
||||
GroupTanks:T( GroupTanks:OptionROEOpenFirePossible() )
|
||||
|
||||
GroupTanks:OptionROEOpenFire()
|
||||
|
||||
local function ClientAlive( Client, ClientNumber )
|
||||
GroupTanks:MessageToClient( "Hello Client " .. ClientNumber .. "! We are reporting to you on our way...", 5, Client )
|
||||
end
|
||||
|
||||
|
||||
ClientHeli = CLIENT:FindByName( "Client Test 1", "Fly slowly to waypoint 3 of the Command Post!" ):Alive( ClientAlive, 1 )
|
||||
ClientHeli2 = CLIENT:FindByName( "Client Test 2", "Fly slowly to waypoint 3 of the Command Post!" ):Alive( ClientAlive, 2 )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
BIN
Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
Normal file
BIN
Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
Normal file
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 2.2 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 26 KiB |
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user