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Merge branch 'FF/Ops' into FF/OpsDev
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@@ -1851,27 +1851,27 @@ do -- Patrol methods
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-- Calculate the new Route.
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local FromCoord = PatrolGroup:GetCoordinate()
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-- test for submarine
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local depth = 0
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local IsSub = false
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if PatrolGroup:IsShip() then
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local navalvec3 = FromCoord:GetVec3()
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if navalvec3.y < 0 then
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if navalvec3.y < 0 then
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depth = navalvec3.y
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IsSub = true
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end
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end
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local Waypoint = Waypoints[1]
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local Speed = Waypoint.speed or (20 / 3.6)
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local From = FromCoord:WaypointGround( Speed )
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if IsSub then
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if IsSub then
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From = FromCoord:WaypointNaval( Speed, Waypoint.alt )
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end
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table.insert( Waypoints, 1, From )
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local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
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@@ -1916,7 +1916,7 @@ do -- Patrol methods
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local IsSub = false
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if PatrolGroup:IsShip() then
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local navalvec3 = FromCoord:GetVec3()
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if navalvec3.y < 0 then
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if navalvec3.y < 0 then
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depth = navalvec3.y
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IsSub = true
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end
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@@ -1982,16 +1982,16 @@ do -- Patrol methods
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self:F( { PatrolGroup = PatrolGroup:GetName() } )
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if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
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-- Calculate the new Route.
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local FromCoord = PatrolGroup:GetCoordinate()
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-- test for submarine
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local depth = 0
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local IsSub = false
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if PatrolGroup:IsShip() then
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local navalvec3 = FromCoord:GetVec3()
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if navalvec3.y < 0 then
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if navalvec3.y < 0 then
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depth = navalvec3.y
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IsSub = true
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end
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@@ -3773,12 +3773,13 @@ end
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--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
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-- @param #CONTROLLABLE self
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-- @param #number speed Speed of the controllable, default 20
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-- @param #number radius Radius of the relocation zone, default 500
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-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
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-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
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-- @param #number speed Speed of the controllable, default 20
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-- @param #number radius Radius of the relocation zone, default 500
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-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
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-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
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-- @param #string formation Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
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function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation)
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self:F2( { self.ControllableName } )
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local _coord = self:GetCoordinate()
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@@ -3789,14 +3790,14 @@ function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortc
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local _grptsk = {}
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local _candoroad = false
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local _shortcut = shortcut or false
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local _formation = formation or "Off Road"
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-- create a DCS Task an push it on the group
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-- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments)
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if onroad then
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_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,"Off Road",_shortcut)
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_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,_formation,_shortcut)
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self:Route(_grptsk,5)
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else
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self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road")
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self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,_formation)
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end
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return self
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