Merge branch 'master' into FF/MasterDevel

This commit is contained in:
Frank 2023-12-17 20:37:30 +01:00
commit 4eea8fcadd
21 changed files with 1499 additions and 269 deletions

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@ -1348,7 +1348,8 @@ function EVENT:onEvent( Event )
Event.Weapon = Event.weapon Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName() Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit! Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName() Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()

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@ -98,7 +98,7 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen
self.MessageType = nil self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title... -- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub( -1 ) ~= "\n" then if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": " self.MessageCategory = MessageCategory .. ": "
@ -368,7 +368,7 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
end end

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@ -8,22 +8,6 @@
-- --
-- === -- ===
-- --
-- # Demo Missions
--
-- ### [POINT_VEC Demo Missions source code]()
--
-- ### [POINT_VEC Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [POINT_VEC YouTube Channel]()
--
-- ===
--
-- ### Authors: -- ### Authors:
-- --
-- * FlightControl (Design & Programming) -- * FlightControl (Design & Programming)
@ -40,8 +24,9 @@
do -- COORDINATE do -- COORDINATE
--- @type COORDINATE ---
-- @type COORDINATE
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector. -- @field #number x Component of the 3D vector.
-- @field #number y Component of the 3D vector. -- @field #number y Component of the 3D vector.
@ -920,7 +905,7 @@ do -- COORDINATE
end end
--- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format. --- Return an angle in radians from the COORDINATE using a **direction vector in Vec3 format**.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in radians. -- @return #number DirectionRadians The angle in radians.
@ -933,10 +918,12 @@ do -- COORDINATE
return DirectionRadians return DirectionRadians
end end
--- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format. --- Return an angle in degrees from the COORDINATE using a **direction vector in Vec3 format**.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in degrees. -- @return #number DirectionRadians The angle in degrees.
-- @usage
-- local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
function COORDINATE:GetAngleDegrees( DirectionVec3 ) function COORDINATE:GetAngleDegrees( DirectionVec3 )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Angle = UTILS.ToDegree( AngleRadians ) local Angle = UTILS.ToDegree( AngleRadians )
@ -2565,7 +2552,7 @@ do -- COORDINATE
Offset=Offset or 2 Offset=Offset or 2
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate. -- Measurement of visibility should not be from the ground, so Adding a hypothetical 2 meters to each Coordinate.
local FromVec3 = self:GetVec3() local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + Offset FromVec3.y = FromVec3.y + Offset
@ -2966,10 +2953,10 @@ do -- COORDINATE
end end
-- corrected Track to be direction of travel of bogey (self in this case) -- corrected Track to be direction of travel of bogey (self in this case)
local track = "Maneuver" local track = "Maneuver"
if self.Heading then if self.Heading then
track = UTILS.BearingToCardinal(self.Heading) or "North" track = UTILS.BearingToCardinal(self.Heading) or "North"
end end
if rangeNM > 3 then if rangeNM > 3 then
@ -3021,6 +3008,16 @@ do -- COORDINATE
return BRAANATO return BRAANATO
end end
--- Return the BULLSEYE as COORDINATE Object
-- @param #number Coalition Coalition of the bulls eye to return, e.g. coalition.side.BLUE
-- @return #COORDINATE self
-- @usage
-- -- note the dot (.) here,not using the colon (:)
-- local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
function COORDINATE.GetBullseyeCoordinate(Coalition)
return COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
end
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE. --- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition. -- @param DCS#coalition.side Coalition The coalition.
@ -3104,6 +3101,49 @@ do -- COORDINATE
local MGRS = coord.LLtoMGRS( lat, lon ) local MGRS = coord.LLtoMGRS( lat, lon )
return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy ) return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy )
end end
--- Provides a COORDINATE from an MGRS String
-- @param #COORDINATE self
-- @param #string MGRSString MGRS String, e.g. "MGRS 37T DK 12345 12345"
-- @return #COORDINATE self
function COORDINATE:NewFromMGRSString( MGRSString )
local myparts = UTILS.Split(MGRSString," ")
local northing = tostring(myparts[5]) or ""
local easting = tostring(myparts[4]) or ""
if string.len(easting) < 5 then easting = easting..string.rep("0",5-string.len(easting)) end
if string.len(northing) < 5 then northing = northing..string.rep("0",5-string.len(northing)) end
local MGRS = {
UTMZone = myparts[2],
MGRSDigraph = myparts[3],
Easting = easting,
Northing = northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a COORDINATE from an MGRS Coordinate
-- @param #COORDINATE self
-- @param #string UTMZone UTM Zone, e.g. "37T"
-- @param #string MGRSDigraph Digraph, e.g. "DK"
-- @param #string Easting Meters easting - string in order to allow for leading zeros, e.g. "01234". Should be 5 digits.
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = Easting,
Northing = Northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
end
--- Provides a coordinate string of the point, based on a coordinate format system: --- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE. -- * Uses default settings in COORDINATE.
@ -3617,7 +3657,7 @@ end
do -- POINT_VEC2 do -- POINT_VEC2
--- @type POINT_VEC2 -- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters. -- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters. -- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE -- @extends Core.Point#COORDINATE

View File

@ -419,7 +419,11 @@ do -- SET_BASE
-- @param #SET_BASE self -- @param #SET_BASE self
-- @return Core.Base#BASE -- @return Core.Base#BASE
function SET_BASE:GetRandom() function SET_BASE:GetRandom()
local tablemax = table.maxn(self.Index) local tablemax = 0
for _,_ind in pairs(self.Index) do
tablemax = tablemax + 1
end
--local tablemax = table.maxn(self.Index)
local RandomItem = self.Set[self.Index[math.random(1,tablemax)]] local RandomItem = self.Set[self.Index[math.random(1,tablemax)]]
self:T3( { RandomItem } ) self:T3( { RandomItem } )
return RandomItem return RandomItem
@ -561,10 +565,12 @@ do -- SET_BASE
return self return self
end end
--- Iterate the SET_BASE while identifying the nearest object from a @{Core.Point#POINT_VEC2}. --- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#POINT_VEC2}.
-- @param #SET_BASE self -- @param #SET_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set. -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#COORDINATE} or @{Core.Point#POINT_VEC2} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @return Core.Base#BASE The closest object. -- @return Core.Base#BASE The closest object.
-- @usage
-- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ) function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
self:F2( PointVec2 ) self:F2( PointVec2 )
@ -1065,8 +1071,15 @@ do
self:FilterActive( false ) self:FilterActive( false )
return self return self
--- Filter the set once
-- @function [parent=#SET_GROUP] FilterOnce
-- @param #SET_GROUP self
-- @return #SET_GROUP self
end end
--- Get a *new* set that only contains alive groups. --- Get a *new* set that only contains alive groups.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @return #SET_GROUP Set of alive groups. -- @return #SET_GROUP Set of alive groups.
@ -1976,6 +1989,7 @@ do
--- Get the closest group of the set with respect to a given reference coordinate. Optionally, only groups of given coalitions are considered in the search. --- Get the closest group of the set with respect to a given reference coordinate. Optionally, only groups of given coalitions are considered in the search.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @param Core.Point#COORDINATE Coordinate Reference Coordinate from which the closest group is determined. -- @param Core.Point#COORDINATE Coordinate Reference Coordinate from which the closest group is determined.
-- @param #table Coalitions (Optional) Table of coalition #number entries to filter for.
-- @return Wrapper.Group#GROUP The closest group (if any). -- @return Wrapper.Group#GROUP The closest group (if any).
-- @return #number Distance in meters to the closest group. -- @return #number Distance in meters to the closest group.
function SET_GROUP:GetClosestGroup(Coordinate, Coalitions) function SET_GROUP:GetClosestGroup(Coordinate, Coalitions)
@ -2840,59 +2854,50 @@ do -- SET_UNIT
-- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units. -- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units.
function SET_UNIT:GetCoordinate() function SET_UNIT:GetCoordinate()
local Coordinate = nil local function GetSetVec3(units)
local unit = self:GetRandom() -- Init.
if self:Count() == 1 and unit then local x=0
return unit:GetCoordinate() local y=0
end local z=0
if unit then local n=0
local Coordinate = unit:GetCoordinate() -- Loop over all units.
--self:F({Coordinate:GetVec3()}) for _,unit in pairs(units) do
local vec3=nil --DCS#Vec3
if unit and unit:IsAlive() then
local x1 = Coordinate.x vec3 = unit:GetVec3()
local x2 = Coordinate.x end
local y1 = Coordinate.y if vec3 then
local y2 = Coordinate.y -- Sum up posits.
local z1 = Coordinate.z x=x+vec3.x
local z2 = Coordinate.z y=y+vec3.y
local MaxVelocity = 0 z=z+vec3.z
local AvgHeading = nil -- Increase counter.
local MovingCount = 0 n=n+1
for UnitName, UnitData in pairs( self:GetAliveSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
x1 = (Coordinate.x < x1) and Coordinate.x or x1
x2 = (Coordinate.x > x2) and Coordinate.x or x2
y1 = (Coordinate.y < y1) and Coordinate.y or y1
y2 = (Coordinate.y > y2) and Coordinate.y or y2
z1 = (Coordinate.y < z1) and Coordinate.z or z1
z2 = (Coordinate.y > z2) and Coordinate.z or z2
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = (MaxVelocity < Velocity) and Velocity or MaxVelocity
local Heading = Coordinate:GetHeading()
AvgHeading = AvgHeading and (AvgHeading + Heading) or Heading
MovingCount = MovingCount + 1
end end
end end
if n>0 then
AvgHeading = AvgHeading and (AvgHeading / MovingCount) -- Average.
local Vec3={x=x/n, y=y/n, z=z/n} --DCS#Vec3
Coordinate.x = (x2 - x1) / 2 + x1 return Vec3
Coordinate.y = (y2 - y1) / 2 + y1 end
Coordinate.z = (z2 - z1) / 2 + z1 return nil
Coordinate:SetHeading( AvgHeading ) end
Coordinate:SetVelocity( MaxVelocity )
local Coordinate = nil
self:F( { Coordinate = Coordinate } ) local Vec3 = GetSetVec3(self.Set)
if Vec3 then
Coordinate = COORDINATE:NewFromVec3(Vec3)
end end
return Coordinate
if Coordinate then
local heading = self:GetHeading() or 0
local velocity = self:GetVelocity() or 0
Coordinate:SetHeading( heading )
Coordinate:SetVelocity( velocity )
self:I(UTILS.PrintTableToLog(Coordinate))
end
return Coordinate
end end
--- Get the maximum velocity of the SET_UNIT. --- Get the maximum velocity of the SET_UNIT.

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@ -320,7 +320,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.AIOnOff = true -- The AI is on by default when spawning a group. self.AIOnOff = true -- The AI is on by default when spawning a group.
self.SpawnUnControlled = false self.SpawnUnControlled = false
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
self.DelayOnOff = false -- No intial delay when spawning the first group. self.DelayOnOff = false -- No initial delay when spawning the first group.
self.SpawnGrouping = nil -- No grouping. self.SpawnGrouping = nil -- No grouping.
self.SpawnInitLivery = nil -- No special livery. self.SpawnInitLivery = nil -- No special livery.
self.SpawnInitSkill = nil -- No special skill. self.SpawnInitSkill = nil -- No special skill.
@ -332,6 +332,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.SpawnInitModexPostfix = nil self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template. self.TweakedTemplate = false -- Check if the user is using self made template.
self.SpawnRandomCallsign = false
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else else
@ -1099,6 +1100,30 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
return self return self
end end
--- [AIR/Fighter only!] This method randomizes the callsign for a new group.
-- @param #SPAWN self
-- @return #SPAWN self
function SPAWN:InitRandomizeCallsign()
self.SpawnRandomCallsign = true
return self
end
--- [BLUE AIR only!] This method sets a specific callsign for a spawned group. Use for a group with one unit only!
-- @param #SPAWN self
-- @param #number ID ID of the callsign enumerator, e.g. CALLSIGN.Tanker.Texaco - - resulting in e.g. Texaco-2-1
-- @param #string Name Name of this callsign as it cannot be determined from the ID because of the dependency on the task type of the plane, and the plane type. E.g. "Texaco"
-- @param #number Minor Minor number, i.e. the unit number within the group, e.g 2 - resulting in e.g. Texaco-2-1
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self
end
--- This method sets a spawn position for the group that is different from the location of the template. --- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Point#COORDINATE Coordinate The position to spawn from -- @param Core.Point#COORDINATE Coordinate The position to spawn from
@ -3275,17 +3300,78 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
-- Callsign -- Callsign
if self.SpawnRandomCallsign and SpawnTemplate.units[1].callsign then
if type( SpawnTemplate.units[1].callsign ) ~= "number" then
-- change callsign
local min = 1
local max = 8
local ctable = CALLSIGN.Aircraft
if string.find(SpawnTemplate.units[1].type, "A-10",1,true) then
max = 12
end
if string.find(SpawnTemplate.units[1].type, "18",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F18
end
if string.find(SpawnTemplate.units[1].type, "16",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F16
end
if SpawnTemplate.units[1].type == "F-15E" then
min = 9
max = 18
ctable = CALLSIGN.F15E
end
local callsignnr = math.random(min,max)
local callsignname = "Enfield"
for name, value in pairs(ctable) do
if value==callsignnr then
callsignname = name
end
end
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign[1] = callsignnr
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign[3] = "1"
SpawnTemplate.units[UnitID].callsign["name"] = tostring(callsignname)..tostring(UnitID).."1"
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
else
-- Russkis
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign = math.random(1,999)
end
end
end
if self.SpawnInitCallSign then
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].callsign[1] = self.SpawnInitCallSignID
SpawnTemplate.units[UnitID].callsign[2] = self.SpawnInitCallSignMinor
SpawnTemplate.units[UnitID].callsign[3] = self.SpawnInitCallSignMajor
SpawnTemplate.units[UnitID].callsign["name"] = string.format("%s%d%d",self.SpawnInitCallSignName,self.SpawnInitCallSignMinor,self.SpawnInitCallSignMajor)
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
end
end
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign then if Callsign then
if type( Callsign ) ~= "number" then -- blue callsign if type( Callsign ) ~= "number" and not self.SpawnInitCallSign then -- blue callsign
-- UTILS.PrintTableToLog(Callsign,1)
Callsign[2] = ((SpawnIndex - 1) % 10) + 1 Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local CallsignLen = CallsignName:len() local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign[2] = UnitID SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else elseif type( Callsign ) == "number" then
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end end
end end
@ -3293,25 +3379,77 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16+UnitID-1 -- 4 digit octal with leading 0
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 < 10000 then if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("0%d",SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(4088/2,nil,1000,4088))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end
-- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 3 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(504/2,nil,100,504))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end end
end end
-- VoiceCallsignNumber -- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber then if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber+UnitID-1 SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
end end
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1) -- VoiceCallsignLabel
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel and type( Callsign ) ~= "number" then
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local label = "NY" -- Navy One exception
if not string.find(CallsignName," ") then
label = string.upper(string.match(CallsignName,"^%a")..string.match(CallsignName,"%a$"))
end
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel = label
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1)
-- FlightLead -- FlightLead
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then
SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false
end end
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1) -- A10CII
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.SADL and SpawnTemplate.units[UnitID].datalinks.SADL.settings then
SpawnTemplate.units[UnitID].datalinks.SADL.settings.flightLead = UnitID == 1 and true or false
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1)
end
end
-- Link16 team members
for UnitID = 1, #SpawnTemplate.units do
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.network then
local team = {}
local isF16 = string.find(SpawnTemplate.units[UnitID].type,"F-16",1,true) and true or false
for ID = 1, #SpawnTemplate.units do
local member = {}
member.missionUnitId = ID
if isF16 then
member.TDOA = true
end
table.insert(team,member)
end
SpawnTemplate.units[UnitID].datalinks.Link16.network.teamMembers = team
end end
end end
self:T3( { "Template:", SpawnTemplate } ) self:T3( { "Template:", SpawnTemplate } )
--UTILS.PrintTableToLog(SpawnTemplate,1)
return SpawnTemplate return SpawnTemplate
end end

File diff suppressed because it is too large Load Diff

View File

@ -38,8 +38,9 @@
-- @image Detection.JPG -- @image Detection.JPG
do -- DETECTION_BASE do -- DETECTION_BASE
--- @type DETECTION_BASE ---
-- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role. -- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected. -- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects. -- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
@ -91,6 +92,11 @@ do -- DETECTION_BASE
-- --
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
-- --
--
-- ## Radar Blur - use to make the radar less exact, e.g. for WWII scenarios
--
-- * @{DETECTION_BASE.SetRadarBlur}(): Set the radar blur to be used.
--
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list -- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
-- --
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later -- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
@ -268,11 +274,13 @@ do -- DETECTION_BASE
DetectedItems = {}, DetectedItems = {},
DetectedItemsByIndex = {}, DetectedItemsByIndex = {},
} }
--- @type DETECTION_BASE.DetectedObjects ---
-- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject> -- @list <#DETECTION_BASE.DetectedObject>
--- @type DETECTION_BASE.DetectedObject ---
-- @type DETECTION_BASE.DetectedObject
-- @field #string Name -- @field #string Name
-- @field #boolean IsVisible -- @field #boolean IsVisible
-- @field #boolean KnowType -- @field #boolean KnowType
@ -283,8 +291,9 @@ do -- DETECTION_BASE
-- @field #number LastTime -- @field #number LastTime
-- @field #boolean LastPos -- @field #boolean LastPos
-- @field #number LastVelocity -- @field #number LastVelocity
--- @type DETECTION_BASE.DetectedItems ---
-- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem> -- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structure. --- Detected item data structure.
@ -522,7 +531,7 @@ do -- DETECTION_BASE
do -- State Transition Handling do -- State Transition Handling
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@ -530,7 +539,7 @@ do -- DETECTION_BASE
self:__Detect( 1 ) self:__Detect( 1 )
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@ -570,7 +579,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #number The amount of alive recce. -- @param #number The amount of alive recce.
function DETECTION_BASE:CountAliveRecce() function DETECTION_BASE:CountAliveRecce()
@ -578,7 +587,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... ) function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg ) self:F2( arg )
@ -587,7 +596,7 @@ do -- DETECTION_BASE
return self return self
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@ -712,6 +721,31 @@ do -- DETECTION_BASE
end end
end end
-- Calculate radar blur probability
if self.RadarBlur then
MESSAGE:New("Radar Blur",10):ToLogIf(self.debug):ToAllIf(self.verbose)
local minheight = self.RadarBlurMinHeight or 250 -- meters
local thresheight = self.RadarBlurThresHeight or 90 -- 10% chance to find a low flying group
local thresblur = self.RadarBlurThresBlur or 85 -- 25% chance to escape the radar overall
local dist = math.floor(Distance)
if dist <= self.RadarBlurClosing then
thresheight = (((dist*dist)/self.RadarBlurClosingSquare)*thresheight)
thresblur = (((dist*dist)/self.RadarBlurClosingSquare)*thresblur)
end
local fheight = math.floor(math.random(1,10000)/100)
local fblur = math.floor(math.random(1,10000)/100)
local unit = UNIT:FindByName(DetectedObjectName)
if unit and unit:IsAlive() then
local AGL = unit:GetAltitude(true)
MESSAGE:New("Unit "..DetectedObjectName.." is at "..math.floor(AGL).."m. Distance "..math.floor(Distance).."km.",10):ToLogIf(self.debug):ToAllIf(self.verbose)
MESSAGE:New(string.format("fheight = %d/%d | fblur = %d/%d",fheight,thresheight,fblur,thresblur),10):ToLogIf(self.debug):ToAllIf(self.verbose)
if fblur > thresblur then DetectionAccepted = false end
if AGL <= minheight and fheight < thresheight then DetectionAccepted = false end
MESSAGE:New("Detection Accepted = "..tostring(DetectionAccepted),10):ToLogIf(self.debug):ToAllIf(self.verbose)
end
end
-- Calculate additional probabilities -- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
@ -1011,7 +1045,24 @@ do -- DETECTION_BASE
return self return self
end end
--- Method to make the radar detection less accurate, e.g. for WWII scenarios.
-- @param #DETECTION_BASE self
-- @param #number minheight Minimum flight height to be detected, in meters AGL (above ground)
-- @param #number thresheight Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)
-- @param #number thresblur Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)
-- @param #number closing Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRadarBlur(minheight,thresheight,thresblur,closing)
self.RadarBlur = true
self.RadarBlurMinHeight = minheight or 250 -- meters
self.RadarBlurThresHeight = thresheight or 90 -- 10% chance to find a low flying group
self.RadarBlurThresBlur = thresblur or 85 -- 25% chance to escape the radar overall
self.RadarBlurClosing = closing or 20 -- 20km
self.RadarBlurClosingSquare = self.RadarBlurClosing * self.RadarBlurClosing
return self
end
end end
do do
@ -1354,7 +1405,7 @@ do -- DETECTION_BASE
} }
} }
--- @param DCS#Unit FoundDCSUnit -- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup -- @param Wrapper.Group#GROUP ReportGroup
-- @param Core.Set#SET_GROUP ReportSetGroup -- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData ) local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
@ -1419,7 +1470,7 @@ do -- DETECTION_BASE
DetectedItem.PlayersNearBy = nil DetectedItem.PlayersNearBy = nil
_DATABASE:ForEachPlayer( _DATABASE:ForEachPlayer(
--- @param Wrapper.Unit#UNIT PlayerUnit -- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName ) function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName ) local PlayerUnit = UNIT:FindByName( PlayerUnitName )
@ -1975,8 +2026,9 @@ do -- DETECTION_BASE
end end
do -- DETECTION_UNITS do -- DETECTION_UNITS
--- @type DETECTION_UNITS ---
-- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected. -- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@ -2231,8 +2283,9 @@ do -- DETECTION_UNITS
end end
do -- DETECTION_TYPES do -- DETECTION_TYPES
--- @type DETECTION_TYPES ---
-- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
@ -2434,8 +2487,9 @@ do -- DETECTION_TYPES
end end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- @type DETECTION_AREAS ---
-- @type DETECTION_AREAS
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@ -2961,7 +3015,7 @@ do -- DETECTION_AREAS
-- DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
DetectedSet:ForEachUnit( --- @param Wrapper.Unit#UNIT DetectedUnit DetectedSet:ForEachUnit( -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
-- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) -- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )

View File

@ -1207,18 +1207,18 @@ end
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey) function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS then if PathToSRS or MSRS.path then
self.useSRS=true self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS, Frequency or 256, Modulation or radio.modulation.AM, Volume or 1.0) self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM, Volume or 1.0)
self.controlmsrs:SetPort(Port) self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.controlmsrs:SetLabel("RANGEC") self.controlmsrs:SetLabel("RANGEC")
self.controlsrsQ = MSRSQUEUE:New("CONTROL") self.controlsrsQ = MSRSQUEUE:New("CONTROL")
self.instructmsrs=MSRS:New(PathToSRS, Frequency or 305, Modulation or radio.modulation.AM, Volume or 1.0) self.instructmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 305, Modulation or radio.modulation.AM, Volume or 1.0)
self.instructmsrs:SetPort(Port) self.instructmsrs:SetPort(Port or MSRS.port)
self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.instructmsrs:SetLabel("RANGEI") self.instructmsrs:SetLabel("RANGEI")
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT") self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
@ -1234,7 +1234,7 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
return self return self
end end
--- (SRS) Set range control frequency and voice. --- (SRS) Set range control frequency and voice. Use `RANGE:SetSRS()` once first before using this function.
-- @param #RANGE self -- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 256 MHz. -- @param #number frequency Frequency in MHz. Default 256 MHz.
-- @param #number modulation Modulation, defaults to radio.modulation.AM. -- @param #number modulation Modulation, defaults to radio.modulation.AM.
@ -1244,6 +1244,10 @@ end
-- @param #string relayunitname Name of the unit used for transmission location. -- @param #string relayunitname Name of the unit used for transmission location.
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender, relayunitname ) function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender, relayunitname )
if not self.instructmsrs then
self:E(self.lid.."Use myrange:SetSRS() once first before using myrange:SetSRSRangeControl!")
return self
end
self.rangecontrolfreq = frequency or 256 self.rangecontrolfreq = frequency or 256
self.controlmsrs:SetFrequencies(self.rangecontrolfreq) self.controlmsrs:SetFrequencies(self.rangecontrolfreq)
self.controlmsrs:SetModulations(modulation or radio.modulation.AM) self.controlmsrs:SetModulations(modulation or radio.modulation.AM)
@ -1259,7 +1263,7 @@ function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender
return self return self
end end
--- (SRS) Set range instructor frequency and voice. --- (SRS) Set range instructor frequency and voice. Use `RANGE:SetSRS()` once first before using this function.
-- @param #RANGE self -- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 305 MHz. -- @param #number frequency Frequency in MHz. Default 305 MHz.
-- @param #number modulation Modulation, defaults to radio.modulation.AM. -- @param #number modulation Modulation, defaults to radio.modulation.AM.
@ -1269,6 +1273,10 @@ end
-- @param #string relayunitname Name of the unit used for transmission location. -- @param #string relayunitname Name of the unit used for transmission location.
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetSRSRangeInstructor( frequency, modulation, voice, culture, gender, relayunitname ) function RANGE:SetSRSRangeInstructor( frequency, modulation, voice, culture, gender, relayunitname )
if not self.instructmsrs then
self:E(self.lid.."Use myrange:SetSRS() once first before using myrange:SetSRSRangeInstructor!")
return self
end
self.instructorfreq = frequency or 305 self.instructorfreq = frequency or 305
self.instructmsrs:SetFrequencies(self.instructorfreq) self.instructmsrs:SetFrequencies(self.instructorfreq)
self.instructmsrs:SetModulations(modulation or radio.modulation.AM) self.instructmsrs:SetModulations(modulation or radio.modulation.AM)
@ -2179,7 +2187,7 @@ function RANGE:onafterExitRange( From, Event, To, player )
local text = "You left the bombing range zone. " local text = "You left the bombing range zone. "
local r=math.random(2) local r=math.random(5)
if r==1 then if r==1 then
text=text.."Have a nice day!" text=text.."Have a nice day!"

View File

@ -7404,6 +7404,8 @@ function WAREHOUSE:_CheckRequestNow(request)
-- Check if at least one (cargo) asset is available. -- Check if at least one (cargo) asset is available.
if _nassets>0 then if _nassets>0 then
local asset=_assets[1] --#WAREHOUSE.Assetitem
-- Get the attibute of the requested asset. -- Get the attibute of the requested asset.
_assetattribute=_assets[1].attribute _assetattribute=_assets[1].attribute
@ -7414,11 +7416,24 @@ function WAREHOUSE:_CheckRequestNow(request)
if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
-- Check if DCS warehouse of airbase has enough assets
if self.airbase.storage then
local nS=self.airbase.storage:GetAmount(asset.unittype)
local nA=asset.nunits*request.nasset -- Number of units requested
if nS<nA then
local text=string.format("Warehouse %s: Request denied! DCS Warehouse has only %d assets of type %s ==> NOT enough to spawn the requested %d asset units (%d groups)",
self.alias, nS, asset.unittype, nA, request.nasset)
self:_InfoMessage(text, 5)
return false
end
end
if self:IsRunwayOperational() or _assetairstart then if self:IsRunwayOperational() or _assetairstart then
if _assetairstart then if _assetairstart then
-- Airstart no need to check parking -- Airstart no need to check parking
else else
-- Check parking. -- Check parking.
@ -7530,6 +7545,9 @@ function WAREHOUSE:_CheckRequestNow(request)
self:_InfoMessage(text, 5) self:_InfoMessage(text, 5)
return false return false
end end
elseif _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
end end

View File

@ -312,10 +312,16 @@
-- --
-- atis=ATIS:New("Batumi", 305, radio.modulation.AM) -- atis=ATIS:New("Batumi", 305, radio.modulation.AM)
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US") -- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US")
-- atis:Start() -- atis:Start()
-- --
-- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Note that backslashes need to be escaped or simply use slashes (as in linux). -- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Note that backslashes need to be escaped or simply use slashes (as in linux).
-- --
-- ### SRS can use multiple frequencies:
--
-- atis=ATIS:New("Batumi", {305,103.85}, {radio.modulation.AM,radio.modulation.FM})
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US")
-- atis:Start()
--
-- ### SRS Localization -- ### SRS Localization
-- --
-- You can localize the SRS output, all you need is to provide a table of translations and set the `locale` of your instance. You need to provide the translations in your script **before you instantiate your ATIS**. -- You can localize the SRS output, all you need is to provide a table of translations and set the `locale` of your instance. You need to provide the translations in your script **before you instantiate your ATIS**.
@ -884,13 +890,14 @@ _ATIS = {}
--- ATIS class version. --- ATIS class version.
-- @field #string version -- @field #string version
ATIS.version = "0.10.3" ATIS.version = "0.10.4"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Correct fog for elevation. -- TODO: Correct fog for elevation.
-- DONE: Option to add multiple frequencies for SRS
-- DONE: Zulu time --> Zulu in output. -- DONE: Zulu time --> Zulu in output.
-- DONE: Fix for AB not having a runway - Helopost like Naqoura -- DONE: Fix for AB not having a runway - Helopost like Naqoura
-- DONE: Add new Normandy airfields. -- DONE: Add new Normandy airfields.
@ -899,7 +906,7 @@ ATIS.version = "0.10.3"
-- DONE: Visibility reported twice over SRS -- DONE: Visibility reported twice over SRS
-- DONE: Add text report for output. -- DONE: Add text report for output.
-- DONE: Add stop FMS functions. -- DONE: Add stop FMS functions.
-- NOGO: Use local time. Not realisitc! -- NOGO: Use local time. Not realistic!
-- DONE: Dew point. Approx. done. -- DONE: Dew point. Approx. done.
-- DONE: Metric units. -- DONE: Metric units.
-- DONE: Set UTC correction. -- DONE: Set UTC correction.
@ -915,8 +922,8 @@ ATIS.version = "0.10.3"
--- Create a new ATIS class object for a specific airbase. --- Create a new ATIS class object for a specific airbase.
-- @param #ATIS self -- @param #ATIS self
-- @param #string AirbaseName Name of the airbase. -- @param #string AirbaseName Name of the airbase.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. -- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. When using **SRS** this can be passed as a table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM, 1=FM. Default 0=AM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. -- @param #number Modulation Radio modulation: 0=AM, 1=FM. Default 0=AM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. When using **SRS** this can be passed as a table of multiple modulations.
-- @return #ATIS self -- @return #ATIS self
function ATIS:New(AirbaseName, Frequency, Modulation) function ATIS:New(AirbaseName, Frequency, Modulation)
@ -1594,8 +1601,16 @@ function ATIS:onafterStart( From, Event, To )
end end
-- Info. -- Info.
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %.3f MHz Modulation=%d", ATIS.version, self.airbasename, self.frequency, self.modulation ) ) if type(self.frequency) == "table" then
local frequency = table.concat(self.frequency,"/")
local modulation = self.modulation
if type(self.modulation) == "table" then
modulation = table.concat(self.modulation,"/")
end
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %s MHz Modulation=%s", ATIS.version, self.airbasename, frequency, modulation ) )
else
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %.3f MHz Modulation=%d", ATIS.version, self.airbasename, self.frequency, self.modulation ) )
end
-- Start radio queue. -- Start radio queue.
if not self.useSRS then if not self.useSRS then
self.radioqueue = RADIOQUEUE:New( self.frequency, self.modulation, string.format( "ATIS %s", self.airbasename ) ) self.radioqueue = RADIOQUEUE:New( self.frequency, self.modulation, string.format( "ATIS %s", self.airbasename ) )
@ -1653,7 +1668,17 @@ function ATIS:onafterStatus( From, Event, To )
end end
-- Info text. -- Info text.
local text = string.format( "State %s: Freq=%.3f MHz %s", fsmstate, self.frequency, UTILS.GetModulationName( self.modulation ) ) local text = ""
if type(self.frequency) == "table" then
local frequency = table.concat(self.frequency,"/")
local modulation = self.modulation
if type(self.modulation) == "table" then
modulation = table.concat(self.modulation,"/")
end
text = string.format( "State %s: Freq=%s MHz %s", fsmstate, frequency, modulation )
else
text = string.format( "State %s: Freq=%.3f MHz %s", fsmstate, self.frequency, UTILS.GetModulationName( self.modulation ) )
end
if self.useSRS then if self.useSRS then
text = text .. string.format( ", SRS path=%s (%s), gender=%s, culture=%s, voice=%s", tostring( self.msrs.path ), tostring( self.msrs.port ), tostring( self.msrs.gender ), tostring( self.msrs.culture ), tostring( self.msrs.voice ) ) text = text .. string.format( ", SRS path=%s (%s), gender=%s, culture=%s, voice=%s", tostring( self.msrs.path ), tostring( self.msrs.port ), tostring( self.msrs.gender ), tostring( self.msrs.culture ), tostring( self.msrs.voice ) )
else else
@ -2919,8 +2944,17 @@ function ATIS:UpdateMarker( information, runact, wind, altimeter, temperature )
if self.markerid then if self.markerid then
self.airbase:GetCoordinate():RemoveMark( self.markerid ) self.airbase:GetCoordinate():RemoveMark( self.markerid )
end end
local text = ""
local text = string.format( "ATIS on %.3f %s, %s:\n", self.frequency, UTILS.GetModulationName( self.modulation ), tostring( information ) ) if type(self.frequency) == "table" then
local frequency = table.concat(self.frequency,"/")
local modulation = self.modulation
if type(modulation) == "table" then
modulation = table.concat(self.modulation,"/")
end
text = string.format( "ATIS on %s %s, %s:\n", tostring(frequency), tostring(modulation), tostring( information ) )
else
text = string.format( "ATIS on %.3f %s, %s:\n", self.frequency, UTILS.GetModulationName( self.modulation ), tostring( information ) )
end
text = text .. string.format( "%s\n", tostring( runact ) ) text = text .. string.format( "%s\n", tostring( runact ) )
text = text .. string.format( "%s\n", tostring( wind ) ) text = text .. string.format( "%s\n", tostring( wind ) )
text = text .. string.format( "%s\n", tostring( altimeter ) ) text = text .. string.format( "%s\n", tostring( altimeter ) )

View File

@ -24,7 +24,7 @@
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update November 2023 -- Last Update December 2023
do do
@ -1228,7 +1228,7 @@ CTLD.UnitTypeCapabilities = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.0.43" CTLD.version="1.0.44"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@ -2561,6 +2561,40 @@ function CTLD:_ListCratesNearby( _group, _unit)
return self return self
end end
-- (Internal) Function to find and Remove nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:_RemoveCratesNearby( _group, _unit)
self:T(self.lid .. " _RemoveCratesNearby")
local finddist = self.CrateDistance or 35
local crates,number = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table
if number > 0 then
local text = REPORT:New("Removing Crates Found Nearby:")
text:Add("------------------------------------------------------------")
for _,_entry in pairs (crates) do
local entry = _entry -- #CTLD_CARGO
local name = entry:GetName() --#string
local dropped = entry:WasDropped()
if dropped then
text:Add(string.format("Crate for %s, %dkg removed",name, entry.PerCrateMass))
else
text:Add(string.format("Crate for %s, %dkg removed",name, entry.PerCrateMass))
end
entry:GetPositionable():Destroy(false)
end
if text:GetCount() == 1 then
text:Add(" N O N E")
end
text:Add("------------------------------------------------------------")
self:_SendMessage(text:Text(), 30, true, _group)
else
self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group)
end
return self
end
--- (Internal) Return distance in meters between two coordinates. --- (Internal) Return distance in meters between two coordinates.
-- @param #CTLD self -- @param #CTLD self
-- @param Core.Point#COORDINATE _point1 Coordinate one -- @param Core.Point#COORDINATE _point1 Coordinate one
@ -2976,6 +3010,35 @@ function CTLD:IsHercules(Unit)
end end
end end
--- (Internal) Function to set troops positions of a template to a nice circle
-- @param #CTLD self
-- @param Core.Point#COORDINATE Coordinate Start coordinate to use
-- @param #number Radius Radius to be used
-- @param #number Heading Heading starting with
-- @param #string Template The group template name
-- @return #table Positions The positions table
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template)
UTILS.PrintTableToLog(template)
local numbertroops = #template.units
local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead)
local pos1 = post:GetVec2()
local p1t = {
x = pos1.x,
y = pos1.y,
heading = phead,
}
table.insert(Positions,p1t)
end
UTILS.PrintTableToLog(Positions)
return Positions
end
--- (Internal) Function to unload troops from heli. --- (Internal) Function to unload troops from heli.
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
@ -3027,14 +3090,29 @@ function CTLD:_UnloadTroops(Group, Unit)
zoneradius = Unit:GetVelocityMPS() or 100 zoneradius = Unit:GetVelocityMPS() or 100
end end
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor) local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor)
local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2() local randomcoord = zone:GetRandomCoordinate(10,30*factor) --:GetVec2()
local heading = Group:GetHeading() or 0
-- Spawn troops left from us, closer when hovering, further off when landed
if hoverunload or grounded then
randomcoord = Group:GetCoordinate()
-- slightly left from us
local Angle = (heading+270)%360
local offset = hoverunload and 1.5 or 5
randomcoord:Translate(offset,Angle,nil,true)
end
local tempcount = 0
for _,_template in pairs(temptable) do for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1 self.TroopCounter = self.TroopCounter + 1
tempcount = tempcount+1
local alias = string.format("%s-%d", _template, math.random(1,100000)) local alias = string.format("%s-%d", _template, math.random(1,100000))
local rad = 2.5+tempcount
local Positions = self:_GetUnitPositions(randomcoord,rad,heading,_template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2) --:InitRandomizeUnits(true,20,2)
--:InitHeading(heading)
:InitDelayOff() :InitDelayOff()
:SpawnFromVec2(randomcoord) :InitSetUnitAbsolutePositions(Positions)
:SpawnFromVec2(randomcoord:GetVec2())
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type) self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
end -- template loop end -- template loop
cargo:SetWasDropped(true) cargo:SetWasDropped(true)
@ -3637,6 +3715,7 @@ function CTLD:_RefreshF10Menus()
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit) local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit) local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}
@ -3672,6 +3751,7 @@ function CTLD:_RefreshF10Menus()
end end
end end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit) listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit) local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if not self.nobuildmenu then if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit) local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)

View File

@ -137,7 +137,7 @@ do -- UserSound
return self return self
end end
--- Play the usersound to the given @{Wrapper.Unit}. --- Play the usersound to the given @{Wrapper.Unit}.
-- @param #USERSOUND self -- @param #USERSOUND self
-- @param Wrapper.Unit#UNIT Unit The @{Wrapper.Unit} to play the usersound to. -- @param Wrapper.Unit#UNIT Unit The @{Wrapper.Unit} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0. -- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
@ -159,4 +159,24 @@ do -- UserSound
return self return self
end end
--- Play the usersound to the given @{Wrapper.Client}.
-- @param #USERSOUND self
-- @param Wrapper.Client#CLIENT The @{Wrapper.Client} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerUnit = CLIENT:FindByPlayerName("Karl Heinz")-- Search for the active client with playername "Karl Heinz", a human player.
-- BlueVictory:ToClient( PlayerUnit ) -- Play the victory sound to the player unit.
--
function USERSOUND:ToClient( Client, Delay )
Delay=Delay or 0
if Delay>0 then
SCHEDULER:New(nil, USERSOUND.ToClient,{self, Client}, Delay)
else
trigger.action.outSoundForUnit( Client:GetID(), self.UserSoundFileName )
end
return self
end
end end

View File

@ -29,7 +29,6 @@ ENUMS = {}
--- Suppress the error box --- Suppress the error box
env.setErrorMessageBoxEnabled( false ) env.setErrorMessageBoxEnabled( false )
--- Rules of Engagement. --- Rules of Engagement.
-- @type ENUMS.ROE -- @type ENUMS.ROE
-- @field #number WeaponFree [AIR] AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target. -- @field #number WeaponFree [AIR] AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
@ -567,6 +566,14 @@ ENUMS.ReportingName =
} }
} }
--- Enums for Link16 transmit power
-- @type ENUMS.Link16Power
ENUMS.Link16Power = {
none = 0,
low = 1,
medium = 2,
high = 3,
}
--- Enums for the STORAGE class for stores - which need to be in "" --- Enums for the STORAGE class for stores - which need to be in ""

View File

@ -441,21 +441,37 @@ UTILS.BasicSerialize = function(s)
end end
end end
--- Print a table to log in a nice format
-- @param #table table The table to print
-- @param #number indent Number of indents
-- @return #string text Text created on the fly of the log output
function UTILS.PrintTableToLog(table, indent) function UTILS.PrintTableToLog(table, indent)
local text = "\n"
if not table then if not table then
BASE:E("No table passed!") env.warning("No table passed!")
return return nil
end end
if not indent then indent = 0 end if not indent then indent = 0 end
for k, v in pairs(table) do for k, v in pairs(table) do
if string.find(k," ") then k='"'..k..'"'end
if type(v) == "table" then if type(v) == "table" then
BASE:I(string.rep(" ", indent) .. tostring(k) .. " = {") env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
UTILS.PrintTableToLog(v, indent + 1) text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n"
BASE:I(string.rep(" ", indent) .. "}") text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1)).."\n"
env.info(string.rep(" ", indent) .. "},")
text = text .. string.rep(" ", indent) .. "},\n"
else else
BASE:I(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(v)) local value
if tostring(v) == "true" or tostring(v) == "false" or tonumber(v) ~= nil then
value=v
else
value = '"'..tostring(v)..'"'
end
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n")
text = text .. string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n"
end end
end end
return text
end end
--- Returns table in a easy readable string representation. --- Returns table in a easy readable string representation.
@ -3325,7 +3341,7 @@ function UTILS.GetZoneProperties(zone_name)
for _, property in pairs(zone["properties"]) do for _, property in pairs(zone["properties"]) do
return_table[property["key"]] = property["value"] return_table[property["key"]] = property["value"]
end end
return return_table return return_table
else else
BASE:I(string.format("%s doesn't have any properties", zone_name)) BASE:I(string.format("%s doesn't have any properties", zone_name))
return {} return {}
@ -3599,3 +3615,30 @@ function table.find_key_value_pair(tbl, key, value)
return nil return nil
end end
--- Convert a decimal to octal
-- @param #number Number the number to convert
-- @return #number Octal
function UTILS.DecimalToOctal(Number)
if Number < 8 then return Number end
local number = tonumber(Number)
local octal = ""
local n=1
while number > 7 do
local number1 = number%8
octal = string.format("%d",number1)..octal
local number2 = math.abs(number/8)
if number2 < 8 then
octal = string.format("%d",number2)..octal
end
number = number2
n=n+1
end
return tonumber(octal)
end
--- Convert an octal to decimal
-- @param #number Number the number to convert
-- @return #number Decimal
function UTILS.OctalToDecimal(Number)
return tonumber(Number,8)
end

View File

@ -239,6 +239,13 @@ AIRBASE.Nevada = {
-- * AIRBASE.Normandy.Broglie -- * AIRBASE.Normandy.Broglie
-- * AIRBASE.Normandy.Bernay_Saint_Martin -- * AIRBASE.Normandy.Bernay_Saint_Martin
-- * AIRBASE.Normandy.Saint_Andre_de_lEure -- * AIRBASE.Normandy.Saint_Andre_de_lEure
-- * AIRBASE.Normandy.Biggin_Hill
-- * AIRBASE.Normandy.Manston
-- * AIRBASE.Normandy.Detling
-- * AIRBASE.Normandy.Lympne
-- * AIRBASE.Normandy.Abbeville_Drucat
-- * AIRBASE.Normandy.Merville_Calonne
-- * AIRBASE.Normandy.Saint_Omer_Wizernes
-- --
-- @field Normandy -- @field Normandy
AIRBASE.Normandy = { AIRBASE.Normandy = {
@ -311,7 +318,14 @@ AIRBASE.Normandy = {
["Beaumont_le_Roger"] = "Beaumont-le-Roger", ["Beaumont_le_Roger"] = "Beaumont-le-Roger",
["Broglie"] = "Broglie", ["Broglie"] = "Broglie",
["Bernay_Saint_Martin"] = "Bernay Saint Martin", ["Bernay_Saint_Martin"] = "Bernay Saint Martin",
["Saint_Andre_de_lEure"] = "Saint-Andre-de-lEure", ["Saint_Andre_de_lEure"] = "Saint-Andre-de-lEure",
["Biggin_Hill"] = "Biggin Hill",
["Manston"] = "Manston",
["Detling"] = "Detling",
["Lympne"] = "Lympne",
["Abbeville_Drucat"] = "Abbeville Drucat",
["Merville_Calonne"] = "Merville Calonne",
["Saint_Omer_Wizernes"] = "Saint-Omer Wizernes",
} }
--- Airbases of the Persion Gulf Map: --- Airbases of the Persion Gulf Map:

View File

@ -3974,7 +3974,7 @@ function CONTROLLABLE:OptionAAAttackRange( range )
local Controller = self:_GetController() local Controller = self:_GetController()
if Controller then if Controller then
if self:IsAir() then if self:IsAir() then
self:SetOption( AI.Option.Air.val.MISSILE_ATTACK, range ) self:SetOption( AI.Option.Air.id.MISSILE_ATTACK, range )
end end
end end
return self return self

View File

@ -1157,6 +1157,7 @@ function GROUP:GetAverageCoordinate()
local coord = COORDINATE:NewFromVec3(vec3) local coord = COORDINATE:NewFromVec3(vec3)
local Heading = self:GetHeading() local Heading = self:GetHeading()
coord.Heading = Heading coord.Heading = Heading
return coord
else else
BASE:E( { "Cannot GetAverageCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetAverageCoordinate", Group = self, Alive = self:IsAlive() } )
return nil return nil
@ -2922,7 +2923,7 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
return callsign return callsign
end end
--- --- Set a GROUP to act as recovery tanker
-- @param #GROUP self -- @param #GROUP self
-- @param Wrapper.Group#GROUP CarrierGroup. -- @param Wrapper.Group#GROUP CarrierGroup.
-- @param #number Speed Speed in knots. -- @param #number Speed Speed in knots.
@ -2948,3 +2949,37 @@ function GROUP:SetAsRecoveryTanker(CarrierGroup,Speed,ToKIAS,Altitude,Delay,Last
return self return self
end end
--- Get a list of Link16 S/TN data from a GROUP. Can (as of Nov 2023) be obtained from F-18, F-16, F-15E (not the user flyable one) and A-10C-II groups.
-- @param #GROUP self
-- @return #table Table of data entries, indexed by unit name, each entry is a table containing STN, VCL (voice call label), VCN (voice call number), and Lead (#boolean, if true it's the flight lead)
-- @return #string Report Formatted report of all data
function GROUP:GetGroupSTN()
local tSTN = {} -- table
local units = self:GetUnits()
local gname = self:GetName()
gname = string.gsub(gname,"(#%d+)$","")
local report = REPORT:New()
report:Add("Link16 S/TN Report")
report:Add("Group: "..gname)
report:Add("==================")
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local STN, VCL, VCN, Lead = unit:GetSTN()
local name = unit:GetName()
tSTN[name] = {
STN=STN,
VCL=VCL,
VCN=VCN,
Lead=Lead,
}
local lead = Lead == true and "(*)" or ""
report:Add(string.format("| %s%s %s %s",tostring(VCL),tostring(VCN),tostring(STN),lead))
end
end
report:Add("==================")
local text = report:Text()
return tSTN,text
end

View File

@ -1659,3 +1659,36 @@ function UNIT:GetSkill()
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random" local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
return skill return skill
end end
--- Get Link16 STN or SADL TN and other datalink info from Unit, if any.
-- @param #UNIT self
-- @return #string STN STN or TN Octal as string, or nil if not set/capable.
-- @return #string VCL Voice Callsign Label or nil if not set/capable.
-- @return #string VCN Voice Callsign Number or nil if not set/capable.
-- @return #string Lead If true, unit is Flight Lead, else false or nil.
function UNIT:GetSTN()
self:F2(self.UnitName)
local STN = nil -- STN/TN
local VCL = nil -- VoiceCallsignLabel
local VCN = nil -- VoiceCallsignNumber
local FGL = false -- FlightGroupLeader
local template = self:GetTemplate()
if template.AddPropAircraft then
if template.AddPropAircraft.STN_L16 then
STN = template.AddPropAircraft.STN_L16
elseif template.AddPropAircraft.SADL_TN then
STN = template.AddPropAircraft.SADL_TN
end
VCN = template.AddPropAircraft.VoiceCallsignNumber
VCL = template.AddPropAircraft.VoiceCallsignLabel
end
if template.datalinks and template.datalinks.Link16 and template.datalinks.Link16.settings then
FGL = template.datalinks.Link16.settings.flightLead
end
-- A10CII
if template.datalinks and template.datalinks.SADL and template.datalinks.SADL.settings then
FGL = template.datalinks.SADL.settings.flightLead
end
return STN, VCL, VCN, FGL
end

View File

@ -0,0 +1,13 @@
---
parent: Beginner
nav_order: 04
---
# Demo missions
{: .no_toc }
1. Table of contents
{:toc}
{: .warning }
> THIS DOCUMENT IS STILL WORK IN PROGRESS!

View File

@ -4,6 +4,171 @@ nav_order: 03
--- ---
# Create your own Hello world # Create your own Hello world
{: .no_toc }
{: .warning } 1. Table of contents
> THIS DOCUMENT IS STILL WORK IN PROGRESS! {:toc}
This page will lead you step by step through the process of creating a mission
with MOOSE. This time we include a simple mission script, which sends only
a "Hello world" message to all players. But the steps are the same to add
another mission script, which will do whatever class(es) you want to use.
## Create Mission script
At first we will create the mission script. It is a simple text file and can be
changed with a lot of different tools. Theoretically even the Microsoft Notepad
editor can be used. But it lacks a lot of features, which helps you to avoid
errors.
For this guide we suggest you to download, install and use [Notepad++]{:target="_blank"}.
{: .important }
> Windows hides filename extensions by default. So when you create a text file
> and name it `hello-world.lua` it's name is `hello-world.lua.txt` in reality.
> You must activate the display of the file name extension.
> Open a `File Explorer`, switch to menu `View` and find the option
> `File name extensions` in the section `Show/hide`. Activate it.
- Open a File Explorer.
- Go to the subfolder `Missions` of your [Saved Games folder]{:target="_blank"}.
- Create a new text file and name it `hello-world.lua`.
- Add the following content and save the file:
`MESSAGE:New( "Hello World! This messages is printed by MOOSE", 35, "INFO" ):ToAll()`
## Get Moose
To download Moose click on the following link:
- [Moose_.lua from develop branch]{:target="_blank"}
Press `Ctrl + S` to save the file on your hard disk next to your mission script.
## Create the mission
- Start DCS.
- In the main menu choose `MISSION EDITOR`.
- Click on `create new mission`.
- In the dialog `NEW MISSION SETTINGS`:
- Choose map `Caucasus`.
- In the drop box upper left choose `Modern` as coalition preset.
- Click on `OK`.
- The mission editor will load with a fresh new and empty mission.
- Click on `File` in the menu bar and `SAVE` or Press `Ctrl + S`.
- Open `My Missions` and save the file with the name `hello-world.miz`.
## Add Moose to the mission
- On the left side activate `TRIGGERS`:
![dcs-triggers-toolbar.png](../images/beginner/dcs-triggers-toolbar.png)
- On the right side the `TRIGGERS` dialog opens with a lot of options.
- Click on `NEW`, choose `4 MISSION START` as **TYPE**.
- Give it the `Load MOOSE` as **NAME**.
- Leave the **EVENT** option set to `NO EVENT`.
- Optional: Choose a color for easy recognition (e.g. yellow).
![dcs-triggers-mission-start-conf.png](../images/beginner/dcs-triggers-mission-start-conf.png)
- In the middle part the `CONDITIONS` will be shown.
For this trigger we do not configure any conditions.
![dcs-triggers-mission-start-conditions.png](../images/beginner/dcs-triggers-mission-start-conditions.png)
{: .important }
> The trigger type `4 MISSION START` does not support `CONDITIONS`. <br />
> So `CONDITIONS` must left blank when using it. <br />
> **If you add a condition the trigger will never be executed!**
![dcs-triggers-mission-start-actions-conf.png](../images/beginner/dcs-triggers-mission-start-actions-conf.png)
- On the right side `ACTIONS` is shown.
- We need to click on `NEW`.
- Choose **ACTION** `Do SCRIPT FILE` and ignore all other actions.
- Click **OPEN** and navigate to the downloaded `Moose_.lua` file.
- The result should look like this:
![dcs-triggers-mission-start-actions.png](../images/beginner/dcs-triggers-mission-start-actions.png)
## Add the mission script
- Click on `NEW`, choose `1 ONCE` as **TYPE**.
- Give it the `Load Mission Script` as **NAME**.
- Leave the **EVENT** option set to `NO EVENT`.
- Optional: Choose a color for easy recognition (e.g. green).
- The result should look like this:
![dcs-triggers-once-conf.png](../images/beginner/dcs-triggers-once-conf.png)
- Switch to the middle part, the `CONDITIONS` section. <br />
For this trigger we add one condition:
![dcs-triggers-once-conditions.png](../images/beginner/dcs-triggers-once-conditions-conf.png)
- The combination of `1 ONCE` with `TIME MORE(1)` will ensure, that the mission
script is executed 1 second after the mission is started.
- On the right side under `ACTIONS` you need to add the script:
- Click on `NEW`.
- Choose **ACTION** `Do SCRIPT FILE`.
- Click **OPEN** and navigate to the created `hello-world.lua` file.
{: .important }
> Most important is the fact, that the mission script (`hello-world.lua`)
> is executed **after** `Moose_.lua`, because the mission script needs the
> classes defined in `Moose_.lua`. And they are only available when `Moose_.lua`
> is executed before the mission script.
## Test the mission
- Save the mission again.
- Click on the green **Fly mission** cirlce on the left tool side bar.
- It is an empty mission, so skip `BRIEFING` with `START` and then `FLY`.
- You spawn as a spectator. After some seconds you will see this message in
the upper right corner:
![dcs-message.jpg](../images/beginner/dcs-message.jpg)
This is the same result as already seen in the last chapter, but this time you
have create everything on your own.
{: .note }
> You can use this mission as a template for your own missions. So you don't
> need to do alle these steps again and again.
## Update mission script
- Open the `hello-world.lua` with Notepad++ again.
- Change the text a little bit, like `Hello Dude! ...` and save the file.
- Run the mission again.
- The text will not be changed in the mission. Why?
The mission editor copies the script into the mission file when you add it.
Ever change on the script file on your hard disk is not recognized by mission editor.
You have to add the file after each change again.
- On the left side of the `TRIGGERS` dialog click on `Load Mission Script`.
- On the right side under `ACTIONS` you need to add the script again:
- Click **OPEN** and navigate to the created `hello-world.lua` file.
- Save the mission and test it again.
- Now the new text should be shown.
## Update Moose
Moose is constantly being developed so that new functionallity is added or
existing errors are corrected. Also from time to time changes of the DCS
scripting engine comes with a new DCS version. It may therefore be useful or
necessary to update Moose.
- To update Moose download it again and add it again in the same way you did
with the mission script in the last step.
## Next step
Let's move on to the [demo missions].
[Notepad++]: https://notepad-plus-plus.org/downloads/
[Saved Games folder]: tipps-and-tricks.md#find-the-saved-games-folder
[Moose_.lua from develop branch]: https://raw.githubusercontent.com/FlightControl-Master/MOOSE_INCLUDE/develop/Moose_Include_Static/Moose_.lua
[demo missions]: demo-missions.md

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