Update Range.lua

Fix documentation - including typos and updates to no longer correct text.
Remove duplicated RANGE.Defaults.goodthitrange value.
DCS seems to use headings 0-359 (i.e. <360), thus also deduct 360 from an exact 360 heading.
This commit is contained in:
Tommy Carlsson 2021-12-02 20:49:48 +04:00
parent 46c37ff06a
commit 73ea4c7b32

View File

@ -19,23 +19,23 @@
-- * Bomb, rocket and missile impact points can be marked by smoke.
-- * Direct hits on targets can trigger flares.
-- * Smoke and flare colors can be adjusted for each player via radio menu.
-- * Range information and weather report at the range can be reported via radio menu.
-- * Range information and weather at the range can be obtained via radio menu.
-- * Persistence: Bombing range results can be saved to disk and loaded the next time the mission is started.
-- * Range control voice overs (>40) for hit assessment.
--
-- ===
--
-- ## Youtube Videos:
--
--
-- * [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg)
-- * [MOOSE - On the Range - Demonstration Video](https://www.youtube.com/watch?v=kIXcxNB9_3M)
--
--
-- ===
--
-- ## Missions:
--
-- * [MAR - On the Range - MOOSE - SC](https://www.digitalcombatsimulator.com/en/files/3317765/) by shagrat
--
--
-- ===
--
-- ## Sound files: [MOOSE Sound Files](https://github.com/FlightControl-Master/MOOSE_SOUND/releases)
@ -54,7 +54,7 @@
--- RANGE class
-- @type RANGE
-- @field #string ClassName Name of the Class.
-- @field #boolean Debug If true, debug info is send as messages on the screen.
-- @field #boolean Debug If true, debug info is sent as messages on the screen.
-- @field #boolean verbose Verbosity level. Higher means more output to DCS log file.
-- @field #string id String id of range for output in DCS log.
-- @field #string rangename Name of the range.
@ -77,13 +77,13 @@
-- @field #number Tmsg Time [sec] messages to players are displayed. Default 30 sec.
-- @field #string examinergroupname Name of the examiner group which should get all messages.
-- @field #boolean examinerexclusive If true, only the examiner gets messages. If false, clients and examiner get messages.
-- @field #number strafemaxalt Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
-- @field #number strafemaxalt Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
-- @field #number ndisplayresult Number of (player) results that a displayed. Default is 10.
-- @field Utilities.Utils#SMOKECOLOR BombSmokeColor Color id used for smoking bomb targets.
-- @field Utilities.Utils#SMOKECOLOR StrafeSmokeColor Color id used to smoke strafe targets.
-- @field Utilities.Utils#SMOKECOLOR StrafePitSmokeColor Color id used to smoke strafe pit approach boxes.
-- @field #number illuminationminalt Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.
-- @field #number illuminationmaxalt Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.
-- @field #number illuminationminalt Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
-- @field #number illuminationmaxalt Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
-- @field #number scorebombdistance Distance from closest target up to which bomb hits are counted. Default 1000 m.
-- @field #number TdelaySmoke Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.
-- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.
@ -102,7 +102,7 @@
-- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
--
--
-- ===
--
-- ![Banner Image](..\Presentations\RANGE\RANGE_Main.png)
@ -126,17 +126,17 @@
-- there should be an "On the Range" menu items in the "F10. Other..." menu.
--
-- # Strafe Pits
--
--
-- Each strafe pit can consist of multiple targets. Often one finds two or three strafe targets next to each other.
--
-- A strafe pit can be added to the range by the @{#RANGE.AddStrafePit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function.
--
-- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
-- * In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front
-- of the strafe targets. The parameters *boxlength* and *boxwidth* define the size of the box while the parameter *heading* defines its direction.
-- If the parameter *heading* is passed as **nil**, the heading is automatically taken from the heading of the first target unit as defined in the ME.
-- The parameter *inverseheading* turns the heading around by 180 degrees. This is sometimes useful, since the default heading of strafe target units point in the
-- wrong/opposite direction.
-- of the strafe targets. The parameters *boxlength* and *boxwidth* define the size of the box in meters, while the *heading* parameter defines the heading of the box FROM the target.
-- For example, if heading 120 is set, the approach box will start FROM the target and extend outwards on heading 120. A strafe run approach must then be flown apx. heading 300 TOWARDS the target.
-- If the parameter *heading* is passed as **nil**, the heading is automatically taken from the heading set in the ME for the first target unit.
-- * The parameter *inverseheading* turns the heading around by 180 degrees. This is useful when the default heading of strafe target units point in the wrong/opposite direction.
-- * The parameter *goodpass* defines the number of hits a pilot has to achieve during a run to be judged as a "good" pass.
-- * The last parameter *foulline* sets the distance from the pit targets to the foul line. Hit from closer than this line are not counted!
--
@ -147,27 +147,26 @@
-- strafing pits of the range and can be adjusted by the @{#RANGE.SetMaxStrafeAlt}(maxalt) function.
--
-- # Bombing targets
--
--
-- One ore multiple bombing targets can be added to the range by the @{#RANGE.AddBombingTargets}(targetnames, goodhitrange, randommove) function.
--
-- * The first parameter *targetnames* has to be a lua table, which contains the names of @{Wrapper.Unit} and/or @{Static} objects defined in the mission editor.
-- Note that the @{Range} logic **automatically** determines, if a name belongs to a @{Wrapper.Unit} or @{Static} object now.
-- * The (optional) parameter *goodhitrange* specifies the radius around the target. If a bomb or rocket falls at a distance smaller than this number, the hit is considered to be "good".
-- * The first parameter *targetnames* defines the target or targets. This can be a single item or a Table with the name(s) of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
-- * The (optional) parameter *goodhitrange* specifies the radius in metres around the target within which a bomb/rocket hit is considered to be "good".
-- * If final (optional) parameter "*randommove*" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone.
-- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.
--
-- ## Adding Groups
--
--
-- Another possibility to add bombing targets is the @{#RANGE.AddBombingTargetGroup}(*group, goodhitrange, randommove*) function. Here the parameter *group* is a MOOSE @{Wrapper.Group} object
-- and **all** units in this group are defined as bombing targets.
--
--
-- ## Specifying Coordinates
--
--
-- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified
-- coordinate will still be a valid impact point. This can be done via the @{#RANGE.AddBombingTargetCoordinate}(*coord*, *name*, *goodhitrange*) function.
--
-- # Fine Tuning
--
--
-- Many range parameters have good default values. However, the mission designer can change these settings easily with the supplied user functions:
--
-- * @{#RANGE.SetMaxStrafeAlt}() sets the max altitude for valid strafing runs.
@ -183,60 +182,60 @@
-- * @{#RANGE.TrackMissilesON}() or @{#RANGE.TrackMissilesOFF}() can be used to enable/disable tracking and evaluating of all missile types a player fires.
--
-- # Radio Menu
--
--
-- Each range gets a radio menu with various submenus where each player can adjust his individual settings or request information about the range or his scores.
--
-- The main range menu can be found at "F10. Other..." --> "F*X*. On the Range..." --> "F1. <Range Name>...".
--
-- The range menu contains the following submenues:
--
-- The range menu contains the following submenus:
--
-- ![Banner Image](..\Presentations\RANGE\Menu_Main.png)
--
-- * "F1. Statistics...": Range results of all players and personal stats.
-- * "F2. Mark Targets": Mark range targets by smoke or flares.
-- * "F3. My Settings" Personal settings.
-- * "F4. Range Info": Information about the range, such as bearing and range.
--
--
-- ## F1 Statistics
--
--
-- ![Banner Image](..\Presentations\RANGE\Menu_Stats.png)
--
--
-- ## F2 Mark Targets
--
--
-- ![Banner Image](..\Presentations\RANGE\Menu_Stats.png)
--
--
-- ## F3 My Settings
--
--
-- ![Banner Image](..\Presentations\RANGE\Menu_MySettings.png)
--
--
-- ## F4 Range Info
--
--
-- ![Banner Image](..\Presentations\RANGE\Menu_RangeInfo.png)
--
--
-- # Voice Overs
--
--
-- Voice over sound files can be downloaded from the Moose Discord. Check the pinned messages in the *#func-range* channel.
--
--
-- Instructor radio will inform players when they enter or exit the range zone and provide the radio frequency of the range control for hit assessment.
-- This can be enabled via the @{#RANGE.SetInstructorRadio}(*frequency*) functions, where *frequency* is the AM frequency in MHz.
--
--
-- The range control can be enabled via the @{#RANGE.SetRangeControl}(*frequency*) functions, where *frequency* is the AM frequency in MHz.
--
--
-- By default, the sound files are placed in the "Range Soundfiles/" folder inside the mission (.miz) file. Another folder can be specified via the @{#RANGE.SetSoundfilesPath}(*path*) function.
--
--
-- # Persistence
--
--
-- To automatically save bombing results to disk, use the @{#RANGE.SetAutosave}() function. Bombing results will be saved as csv file in your "Saved Games\DCS.openbeta\Logs" directory.
-- Each range has a separate file, which is named "RANGE-<*RangeName*>_BombingResults.csv".
--
--
-- The next time you start the mission, these results are also automatically loaded.
--
--
-- Strafing results are currently **not** saved.
--
-- # Examples
--
-- ## Goldwater Range
--
--
-- This example shows hot to set up the [Barry M. Goldwater range](https://en.wikipedia.org/wiki/Barry_M._Goldwater_Air_Force_Range).
-- It consists of two strafe pits each has two targets plus three bombing targets.
--
@ -255,9 +254,9 @@
-- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME.
-- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left")
--
-- -- Add strafe pits. Each pit (left and right) consists of two targets.
-- GoldwaterRange:AddStrafePit(strafepit_left, 3000, 300, nil, true, 20, fouldist)
-- GoldwaterRange:AddStrafePit(strafepit_right, nil, nil, nil, true, nil, fouldist)
-- -- Add strafe pits. Each pit (left and right) consists of two targets. Where "nil" is used as input, the default value is used.
-- GoldwaterRange:AddStrafePit(strafepit_left, 3000, 300, nil, true, 30, 500)
-- GoldwaterRange:AddStrafePit(strafepit_right, nil, nil, nil, true, nil, 500)
--
-- -- Add bombing targets. A good hit is if the bomb falls less then 50 m from the target.
-- GoldwaterRange:AddBombingTargets(bombtargets, 50)
@ -349,7 +348,6 @@ RANGE.Defaults={
boxlength=3000,
boxwidth=300,
goodpass=20,
goodhitrange=25,
foulline=610,
}
@ -753,14 +751,14 @@ function RANGE:onafterStart()
end
end
-- Init range control.
if self.rangecontrolfreq then
-- Radio queue.
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq, nil, self.rangename)
self.rangecontrol.schedonce=true
-- Init numbers.
self.rangecontrol:SetDigit(0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath)
self.rangecontrol:SetDigit(1, RANGE.Sound.RC1.filename, RANGE.Sound.RC1.duration, self.soundpath)
@ -772,21 +770,21 @@ function RANGE:onafterStart()
self.rangecontrol:SetDigit(7, RANGE.Sound.RC7.filename, RANGE.Sound.RC7.duration, self.soundpath)
self.rangecontrol:SetDigit(8, RANGE.Sound.RC8.filename, RANGE.Sound.RC8.duration, self.soundpath)
self.rangecontrol:SetDigit(9, RANGE.Sound.RC9.filename, RANGE.Sound.RC9.duration, self.soundpath)
-- Set location where the messages are transmitted from.
self.rangecontrol:SetSenderCoordinate(self.location)
self.rangecontrol:SetSenderUnitName(self.rangecontrolrelayname)
-- Start range control radio queue.
self.rangecontrol:Start(1, 0.1)
-- Init range control.
if self.instructorfreq then
-- Radio queue.
self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
self.instructor.schedonce=true
-- Init numbers.
self.instructor:SetDigit(0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath)
self.instructor:SetDigit(1, RANGE.Sound.IR1.filename, RANGE.Sound.IR1.duration, self.soundpath)
@ -798,18 +796,18 @@ function RANGE:onafterStart()
self.instructor:SetDigit(7, RANGE.Sound.IR7.filename, RANGE.Sound.IR7.duration, self.soundpath)
self.instructor:SetDigit(8, RANGE.Sound.IR8.filename, RANGE.Sound.IR8.duration, self.soundpath)
self.instructor:SetDigit(9, RANGE.Sound.IR9.filename, RANGE.Sound.IR9.duration, self.soundpath)
-- Set location where the messages are transmitted from.
self.instructor:SetSenderCoordinate(self.location)
self.instructor:SetSenderUnitName(self.instructorrelayname)
-- Start instructor radio queue.
self.instructor:Start(1, 0.1)
self.instructor:Start(1, 0.1)
end
end
-- Load prev results.
if self.autosave then
self:Load()
@ -833,7 +831,7 @@ end
--- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass.
-- @param #RANGE self
-- @param #number maxalt Maximum altitude AGL in meters. Default is 914 m= 3000 ft.
-- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft.
-- @return #RANGE self
function RANGE:SetMaxStrafeAlt(maxalt)
self.strafemaxalt=maxalt or RANGE.Defaults.strafemaxalt
@ -1022,7 +1020,6 @@ function RANGE:SetMessagesON()
return self
end
--- Enables tracking of all bomb types. Note that this is the default setting.
-- @param #RANGE self
-- @return #RANGE self
@ -1071,7 +1068,6 @@ function RANGE:TrackMissilesOFF()
return self
end
--- Enable range control and set frequency.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 256 MHz.
@ -1105,16 +1101,16 @@ function RANGE:SetSoundfilesPath(path)
end
--- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units.
-- Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading.
-- A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading.
-- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.
-- @param #RANGE self
-- @param #table targetnames Table of unit or static names defining the strafe targets. The first target in the list determines the approach zone (heading and box).
-- @param #table targetnames Single or multiple (Table) unit or static names defining the strafe targets. The first target in the list determines the approach box origin (heading and box).
-- @param #number boxlength (Optional) Length of the approach box in meters. Default is 3000 m.
-- @param #number boxwidth (Optional) Width of the approach box in meters. Default is 300 m.
-- @param #number heading (Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor.
-- @param #boolean inverseheading (Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false.
-- @param #number heading (Optional) Approach box heading in degrees (originating FROM the target). Default is the heading set in the ME for the first target unit
-- @param #boolean inverseheading (Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false.
-- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20.
-- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line.
-- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default is 610 m = 2000 ft. Set to 0 for no foul line.
-- @return #RANGE self
function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline)
self:F({targetnames=targetnames, boxlength=boxlength, boxwidth=boxwidth, heading=heading, inverseheading=inverseheading, goodpass=goodpass, foulline=foulline})
@ -1135,13 +1131,13 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
local _isstatic=self:_CheckStatic(_name)
local unit=nil
if _isstatic==true then
if _isstatic == true then
-- Add static object.
self:T(self.id..string.format("Adding STATIC object %s as strafe target #%d.", _name, _i))
unit=STATIC:FindByName(_name, false)
elseif _isstatic==false then
elseif _isstatic == false then
-- Add unit object.
self:T(self.id..string.format("Adding UNIT object %s as strafe target #%d.", _name, _i))
@ -1159,7 +1155,7 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
if unit then
table.insert(_targets, unit)
-- Define center as the first unit we find
if center==nil then
if center == nil then
center=unit
end
ntargets=ntargets+1
@ -1187,10 +1183,10 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
heading=heading-180
end
end
if heading<0 then
if heading < 0 then
heading=heading+360
end
if heading>360 then
if heading >= 360 then
heading=heading-360
end
@ -1244,7 +1240,6 @@ function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inversehe
return self
end
--- Add all units of a group as one new strafe target pit.
-- For a strafe pit, hits from guns are counted. One pit can consist of several units.
-- Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading.
@ -1288,7 +1283,7 @@ end
--- Add bombing target(s) to range.
-- @param #RANGE self
-- @param #table targetnames Table containing names of unit or static objects serving as bomb targets.
-- @param #table targetnames Single or multiple (Table) names of unit or static objects serving as bomb targets.
-- @param #number goodhitrange (Optional) Max distance from target unit (in meters) which is considered as a good hit. Default is 25 m.
-- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self
@ -1308,11 +1303,11 @@ function RANGE:AddBombingTargets(targetnames, goodhitrange, randommove)
-- Check if we have a static or unit object.
local _isstatic=self:_CheckStatic(name)
if _isstatic==true then
if _isstatic == true then
local _static=STATIC:FindByName(name)
self:T2(self.id..string.format("Adding static bombing target %s with hit range %d.", name, goodhitrange, false))
self:AddBombingTargetUnit(_static, goodhitrange)
elseif _isstatic==false then
elseif _isstatic == false then
local _unit=UNIT:FindByName(name)
self:T2(self.id..string.format("Adding unit bombing target %s with hit range %d.", name, goodhitrange, randommove))
self:AddBombingTargetUnit(_unit, goodhitrange)
@ -1382,7 +1377,6 @@ function RANGE:AddBombingTargetUnit(unit, goodhitrange, randommove)
return self
end
--- Add a coordinate of a bombing target. This
-- @param #RANGE self
-- @param Core.Point#COORDINATE coord The coordinate.
@ -1544,7 +1538,6 @@ function RANGE:onEvent(Event)
end
--- Range event handler for event birth.
-- @param #RANGE self
-- @param Core.Event#EVENTDATA EventData
@ -1678,10 +1671,10 @@ function RANGE:OnEventHit(EventData)
-- Flare target.
if self.PlayerSettings[_playername].flaredirecthits then
-- Position of target.
local targetPos = _target:GetCoordinate()
targetPos:Flare(self.PlayerSettings[_playername].flarecolor)
end
@ -1876,7 +1869,7 @@ function RANGE:OnEventShot(EventData)
-- Send message.
local _message=string.format("%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance/1000)
self:_DisplayMessageToGroup(_unit, _message, nil, false)
if self.rangecontrol then
self.rangecontrol:NewTransmission(RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration)
end
@ -1915,9 +1908,9 @@ function RANGE:onafterStatus(From, Event, To)
if self.verbose>0 then
local fsmstate=self:GetState()
local text=string.format("Range status: %s", fsmstate)
if self.instructor then
local alive="N/A"
if self.instructorrelayname then
@ -1928,7 +1921,7 @@ function RANGE:onafterStatus(From, Event, To)
end
text=text..string.format(", Instructor %.3f MHz (Relay=%s alive=%s)", self.instructorfreq, tostring(self.instructorrelayname), alive)
end
if self.rangecontrol then
local alive="N/A"
if self.rangecontrolrelayname then
@ -1939,11 +1932,10 @@ function RANGE:onafterStatus(From, Event, To)
end
text=text..string.format(", Control %.3f MHz (Relay=%s alive=%s)", self.rangecontrolfreq, tostring(self.rangecontrolrelayname), alive)
end
-- Check range status.
self:I(self.id..text)
end
-- Check player status.
@ -1960,12 +1952,12 @@ end
-- @param #string To To state.
-- @param #RANGE.PlayerData player Player data.
function RANGE:onafterEnterRange(From, Event, To, player)
if self.instructor and self.rangecontrol then
-- Range control radio frequency split.
local RF=UTILS.Split(string.format("%.3f", self.rangecontrolfreq), ".")
-- Radio message that player entered the range
self.instructor:NewTransmission(RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath)
self.instructor:Number2Transmission(RF[1])
@ -1975,7 +1967,7 @@ function RANGE:onafterEnterRange(From, Event, To, player)
end
self.instructor:NewTransmission(RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath)
end
end
--- Function called after player leaves the range zone.
@ -1992,7 +1984,6 @@ function RANGE:onafterExitRange(From, Event, To, player)
end
--- Function called after bomb impact on range.
-- @param #RANGE self
-- @param #string From From state.
@ -2016,7 +2007,7 @@ function RANGE:onafterImpact(From, Event, To, result, player)
text=text.."."
end
text=text..string.format(" %s hit.", result.quality)
if self.rangecontrol then
self.rangecontrol:NewTransmission(RANGE.Sound.RCImpact.filename, RANGE.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration)
self.rangecontrol:Number2Transmission(string.format("%03d", result.radial), nil, 0.1)
@ -2033,8 +2024,8 @@ function RANGE:onafterImpact(From, Event, To, result, player)
elseif result.quality=="EXCELLENT" then
self.rangecontrol:NewTransmission(RANGE.Sound.RCExcellentHit.filename, RANGE.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5)
end
end
end
-- Unit.
local unit=UNIT:FindByName(player.unitname)
@ -2042,7 +2033,7 @@ function RANGE:onafterImpact(From, Event, To, result, player)
-- Send message.
self:_DisplayMessageToGroup(unit, text, nil, true)
self:T(self.id..text)
-- Save results.
if self.autosave then
self:Save()
@ -2556,7 +2547,7 @@ function RANGE:_DisplayBombTargets(_unitname)
local coord=self:_GetBombTargetCoordinate(bombtarget)
if coord then
-- Get elevation
local elevation=coord:GetLandHeight()
local eltxt=string.format("%d m", elevation)
@ -2614,7 +2605,6 @@ function RANGE:_DisplayStrafePits(_unitname)
end
end
--- Report weather conditions at range. Temperature, QFE pressure and wind data.
-- @param #RANGE self
-- @param #string _unitname Name of the player unit.
@ -2660,7 +2650,6 @@ function RANGE:_DisplayRangeWeather(_unitname)
tP=string.format("%.2f inHg", P*hPa2inHg)
end
-- Message text.
text=text..string.format("Weather Report at %s:\n", self.rangename)
text=text..string.format("--------------------------------------------------\n")
@ -2745,20 +2734,20 @@ function RANGE:_CheckInZone(_unitName)
local pitheading = targetheading-180
local deltaheading = unitheading-pitheading
local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90
if towardspit then
local vec3=_unit:GetVec3()
local vec2={x=vec3.x, y=vec3.z} --DCS#Vec2
local landheight=land.getHeight(vec2)
local unitalt=vec3.y-landheight
if unitalt<=self.strafemaxalt then
local unitinzone=zone:IsVec2InZone(vec2)
return unitinzone
end
end
return false
end
@ -2797,7 +2786,7 @@ function RANGE:_CheckInZone(_unitName)
-- Send message.
self:_DisplayMessageToGroup(_unit, _msg, nil, true)
if self.rangecontrol then
self.rangecontrol:NewTransmission(RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath)
end
@ -2843,7 +2832,7 @@ function RANGE:_CheckInZone(_unitName)
-- Send message.
self:_DisplayMessageToGroup(_unit, _text)
-- Voice over.
if self.rangecontrol then
self.rangecontrol:NewTransmission(RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath)
@ -2891,10 +2880,10 @@ function RANGE:_CheckInZone(_unitName)
-- Rolling in!
local _msg=string.format("%s, rolling in on strafe pit %s.", self:_myname(_unitName), _targetZone.name)
if self.rangecontrol then
self.rangecontrol:NewTransmission(RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath)
end
end
-- Send message.
self:_DisplayMessageToGroup(_unit, _msg, 10, true)
@ -3056,7 +3045,6 @@ function RANGE:_GetBombTargetCoordinate(target)
return coord
end
--- Get the number of shells a unit currently has.
-- @param #RANGE self
-- @param #string unitname Name of the player unit.
@ -3582,7 +3570,7 @@ function RANGE:_GetPlayerUnitAndName(_unitName)
return nil,nil
end
--- Returns a string which consits of this callsign and the player name.
--- Returns a string which consists of the player name.
-- @param #RANGE self
-- @param #string unitname Name of the player unit.
function RANGE:_myname(unitname)
@ -3590,9 +3578,11 @@ function RANGE:_myname(unitname)
local unit=UNIT:FindByName(unitname)
local pname=unit:GetPlayerName()
local csign=unit:GetCallsign()
--TODO: Either remove these leftovers, or implement them.
--local csign=unit:GetCallsign()
--return string.format("%s (%s)", csign, pname)
return string.format("%s", pname)
end