Merge branch 'master' into develop

This commit is contained in:
Frank
2021-04-16 23:06:04 +02:00
5 changed files with 151 additions and 4 deletions

View File

@@ -1428,16 +1428,22 @@ end
-- @param DCS#Distance Radius The radius of the zone to deploy the fire at.
-- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
-- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
-- @param #number Altitude (Optional) Altitude in meters.
-- @param #number ASL Altitude is above mean sea level. Default is above ground level.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL )
local DCSTask = {
id = 'FireAtPoint',
params = {
point = Vec2,
x=Vec2.x,
y=Vec2.y,
zoneRadius = Radius,
radius = Radius,
expendQty = 100, -- dummy value
expendQtyEnabled = false,
alt_type = ASL and 0 or 1
}
}
@@ -1445,10 +1451,16 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
DCSTask.params.expendQty = AmmoCount
DCSTask.params.expendQtyEnabled = true
end
if Altitude then
DCSTask.params.altitude=Altitude
end
if WeaponType then
DCSTask.params.weaponType=WeaponType
end
self:I(DCSTask)
return DCSTask
end

View File

@@ -2585,6 +2585,23 @@ do -- Players
end
--- GROUND - Switch on/off radar emissions
-- @param #GROUP self
-- @param #boolean switch
function GROUP:EnableEmission(switch)
self:F2( self.GroupName )
local switch = switch or false
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(switch)
end
end
--do -- Smoke
--
----- Signal a flare at the position of the GROUP.
@@ -2675,4 +2692,4 @@ end
--
--
--
--end
--end

View File

@@ -63,7 +63,7 @@
--
-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively.
-- If you want to obtain the complete **3D position** including ori<EFBFBD>ntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
-- If you want to obtain the complete **3D position** including orientation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
--
-- ## Test if alive
--
@@ -761,6 +761,41 @@ function UNIT:GetFuel()
return nil
end
--- Sets the passed group or unit objects radar emitters on or off. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
-- @param #UNIT self
-- @param #boolean Switch If `true` or `nil`, emission is enabled. If `false`, emission is turned off.
-- @return #UNIT self
function UNIT:SetEmission(Switch)
if Switch==nil then
Switch=true
end
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(Switch)
end
return self
end
--- Sets the passed group or unit objects radar emitters ON. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
-- @param #UNIT self
-- @return #UNIT self
function UNIT:EnableEmission()
self:SetEmission(true)
return self
end
--- Sets the passed group or unit objects radar emitters OFF. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
-- @param #UNIT self
-- @return #UNIT self
function UNIT:DisableEmission()
self:SetEmission(false)
return self
end
--- Returns a list of one @{Wrapper.Unit}.
-- @param #UNIT self
-- @return #list<Wrapper.Unit#UNIT> A list of one @{Wrapper.Unit}.
@@ -1393,3 +1428,21 @@ function UNIT:GetTemplateFuel()
return nil
end
--- GROUND - Switch on/off radar emissions
-- @param #UNIT self
-- @param #boolean switch
function UNIT:EnableEmission(switch)
self:F2( self.UnitName )
local switch = switch or false
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(switch)
end
end