diff --git a/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua index 94d663751..0396e4e9f 100644 --- a/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua @@ -4788,4 +4788,5 @@ end Squadron.ResourceCount = Squadron.ResourceCount - Amount end self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount}) - end \ No newline at end of file + end + \ No newline at end of file diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 7750851cb..e90ba2028 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -144,7 +144,7 @@ ZONE_BASE = { -- @return #ZONE_BASE self function ZONE_BASE:New( ZoneName ) local self = BASE:Inherit( self, FSM:New() ) - self:F( ZoneName ) + --self:F( ZoneName ) self.ZoneName = ZoneName @@ -157,7 +157,7 @@ end -- @param #ZONE_BASE self -- @return #string The name of the zone. function ZONE_BASE:GetName() - self:F2() + --self:F2() return self.ZoneName end @@ -167,7 +167,7 @@ end -- @param #string ZoneName The name of the zone. -- @return #ZONE_BASE function ZONE_BASE:SetName( ZoneName ) - self:F2() + --self:F2() self.ZoneName = ZoneName end @@ -177,7 +177,7 @@ end -- @param DCS#Vec2 Vec2 The Vec2 to test. -- @return #boolean true if the Vec2 is within the zone. function ZONE_BASE:IsVec2InZone( Vec2 ) - self:F2( Vec2 ) + --self:F2( Vec2 ) return false end @@ -232,13 +232,13 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#POINT_VEC2 The PointVec2 of the zone. function ZONE_BASE:GetPointVec2() - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) local Vec2 = self:GetVec2() local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 ) - self:T2( { PointVec2 } ) + --self:T2( { PointVec2 } ) return PointVec2 end @@ -248,7 +248,7 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return DCS#Vec3 The Vec3 of the zone. function ZONE_BASE:GetVec3( Height ) - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) Height = Height or 0 @@ -256,7 +256,7 @@ function ZONE_BASE:GetVec3( Height ) local Vec3 = { x = Vec2.x, y = Height and Height or land.getHeight( self:GetVec2() ), z = Vec2.y } - self:T2( { Vec3 } ) + --self:T2( { Vec3 } ) return Vec3 end @@ -266,13 +266,13 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#POINT_VEC3 The PointVec3 of the zone. function ZONE_BASE:GetPointVec3( Height ) - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) local Vec3 = self:GetVec3( Height ) local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) - self:T2( { PointVec3 } ) + --self:T2( { PointVec3 } ) return PointVec3 end @@ -282,7 +282,7 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#COORDINATE The Coordinate of the zone. function ZONE_BASE:GetCoordinate( Height ) --R2.1 - self:F2(self.ZoneName) + --self:F2(self.ZoneName) local Vec3 = self:GetVec3( Height ) @@ -363,7 +363,7 @@ end --- Bound the zone boundaries with a tires. -- @param #ZONE_BASE self function ZONE_BASE:BoundZone() - self:F2() + --self:F2() end --- Set draw coalition of zone. @@ -510,7 +510,7 @@ end -- @param #ZONE_BASE self -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. function ZONE_BASE:SmokeZone( SmokeColor ) - self:F2( SmokeColor ) + --self:F2( SmokeColor ) end @@ -519,7 +519,7 @@ end -- @param #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability. -- @return #ZONE_BASE self function ZONE_BASE:SetZoneProbability( ZoneProbability ) - self:F( { self:GetName(), ZoneProbability = ZoneProbability } ) + --self:F( { self:GetName(), ZoneProbability = ZoneProbability } ) self.ZoneProbability = ZoneProbability or 1 return self @@ -529,7 +529,7 @@ end -- @param #ZONE_BASE self -- @return #number A value between 0 and 1. 0 = 0% and 1 = 100% probability. function ZONE_BASE:GetZoneProbability() - self:F2() + --self:F2() return self.ZoneProbability end @@ -560,7 +560,7 @@ end -- -- The result should be that Zone1 would be more probable selected than Zone2. -- function ZONE_BASE:GetZoneMaybe() - self:F2() + --self:F2() local Randomization = math.random() if Randomization <= self.ZoneProbability then @@ -791,7 +791,7 @@ function ZONE_RADIUS:New( ZoneName, Vec2, Radius, DoNotRegisterZone ) -- Inherit ZONE_BASE. local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS - self:F( { ZoneName, Vec2, Radius } ) + --self:F( { ZoneName, Vec2, Radius } ) self.Radius = Radius self.Vec2 = Vec2 @@ -947,7 +947,7 @@ end -- @param #number AddOffSet (optional) The angle to be added for the smoking start position. -- @return #ZONE_RADIUS self function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset ) - self:F2( SmokeColor ) + --self:F2( SmokeColor ) local Point = {} local Vec2 = self:GetVec2() @@ -978,7 +978,7 @@ end -- @param #number AddHeight (optional) The height to be added for the smoke. -- @return #ZONE_RADIUS self function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight ) - self:F2( { FlareColor, Azimuth } ) + --self:F2( { FlareColor, Azimuth } ) local Point = {} local Vec2 = self:GetVec2() @@ -1004,9 +1004,9 @@ end -- @param #ZONE_RADIUS self -- @return DCS#Distance The radius of the zone. function ZONE_RADIUS:GetRadius() - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) - self:T2( { self.Radius } ) + --self:T2( { self.Radius } ) return self.Radius end @@ -1016,10 +1016,10 @@ end -- @param DCS#Distance Radius The radius of the zone. -- @return DCS#Distance The radius of the zone. function ZONE_RADIUS:SetRadius( Radius ) - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) self.Radius = Radius - self:T2( { self.Radius } ) + --self:T2( { self.Radius } ) return self.Radius end @@ -1028,9 +1028,9 @@ end -- @param #ZONE_RADIUS self -- @return DCS#Vec2 The location of the zone. function ZONE_RADIUS:GetVec2() - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) - self:T2( { self.Vec2 } ) + --self:T2( { self.Vec2 } ) return self.Vec2 end @@ -1040,11 +1040,11 @@ end -- @param DCS#Vec2 Vec2 The new location of the zone. -- @return DCS#Vec2 The new location of the zone. function ZONE_RADIUS:SetVec2( Vec2 ) - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) self.Vec2 = Vec2 - self:T2( { self.Vec2 } ) + --self:T2( { self.Vec2 } ) return self.Vec2 end @@ -1054,14 +1054,14 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return DCS#Vec3 The point of the zone. function ZONE_RADIUS:GetVec3( Height ) - self:F2( { self.ZoneName, Height } ) + --self:F2( { self.ZoneName, Height } ) Height = Height or 0 local Vec2 = self:GetVec2() local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y } - self:T2( { Vec3 } ) + --self:T2( { Vec3 } ) return Vec3 end @@ -1138,7 +1138,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) self.ScanData.Units[ZoneObject] = ZoneObject - self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) + --self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) end end @@ -1149,7 +1149,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( tostring(SceneryName), ZoneObject) table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName] ) - self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) + --self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) end end @@ -1409,7 +1409,7 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories ) local ZoneCoord = self:GetCoordinate() local ZoneRadius = self:GetRadius() - self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) + --self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) local SphereSearch = { id = world.VolumeType.SPHERE, @@ -1436,7 +1436,7 @@ end -- @param DCS#Vec2 Vec2 The location to test. -- @return #boolean true if the location is within the zone. function ZONE_RADIUS:IsVec2InZone( Vec2 ) - self:F2( Vec2 ) + --self:F2( Vec2 ) if not Vec2 then return false end @@ -1456,7 +1456,7 @@ end -- @param DCS#Vec3 Vec3 The point to test. -- @return #boolean true if the point is within the zone. function ZONE_RADIUS:IsVec3InZone( Vec3 ) - self:F2( Vec3 ) + --self:F2( Vec3 ) if not Vec3 then return false end local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) @@ -1521,11 +1521,11 @@ end -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. function ZONE_RADIUS:GetRandomPointVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) + --self:F( self.ZoneName, inner, outer ) local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) ) - self:T3( { PointVec2 } ) + --self:T3( { PointVec2 } ) return PointVec2 end @@ -1536,11 +1536,11 @@ end -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @return DCS#Vec3 The random location within the zone. function ZONE_RADIUS:GetRandomVec3( inner, outer ) - self:F( self.ZoneName, inner, outer ) + --self:F( self.ZoneName, inner, outer ) local Vec2 = self:GetRandomVec2( inner, outer ) - self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } ) + --self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } ) return { x = Vec2.x, y = self.y, z = Vec2.y } end @@ -1552,11 +1552,11 @@ end -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone. function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) - self:F( self.ZoneName, inner, outer ) + --self:F( self.ZoneName, inner, outer ) local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) ) - self:T3( { PointVec3 } ) + --self:T3( { PointVec3 } ) return PointVec3 end @@ -1685,7 +1685,7 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma T1=timer.getTime() - self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %.3f",tostring(found),iterations,T1-T0)) + --self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %.3f",tostring(found),iterations,T1-T0)) if found then return rcoord else return nil end @@ -1754,7 +1754,7 @@ function ZONE:New( ZoneName ) -- Create a new ZONE_RADIUS. local self=BASE:Inherit( self, ZONE_RADIUS:New(ZoneName, {x=Zone.point.x, y=Zone.point.z}, Zone.radius, true)) - self:F(ZoneName) + --self:F(ZoneName) -- Color of zone. self.Color={1, 0, 0, 0.15} @@ -1824,7 +1824,7 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset) self.relative_to_unit = Offset.relative_to_unit or false end - self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } ) + --self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } ) self.ZoneUNIT = ZoneUNIT self.LastVec2 = ZoneUNIT:GetVec2() @@ -1840,7 +1840,7 @@ end -- @param #ZONE_UNIT self -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any. function ZONE_UNIT:GetVec2() - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) local ZoneVec2 = self.ZoneUNIT:GetVec2() if ZoneVec2 then @@ -1873,7 +1873,7 @@ function ZONE_UNIT:GetVec2() return self.LastVec2 end - self:T2( { ZoneVec2 } ) + --self:T2( { ZoneVec2 } ) return nil end @@ -1882,7 +1882,7 @@ end -- @param #ZONE_UNIT self -- @return DCS#Vec2 The random location within the zone. function ZONE_UNIT:GetRandomVec2() - self:F( self.ZoneName ) + --self:F( self.ZoneName ) local RandomVec2 = {} --local Vec2 = self.ZoneUNIT:GetVec2() -- FF: This does not take care of the new offset feature! @@ -1896,7 +1896,7 @@ function ZONE_UNIT:GetRandomVec2() RandomVec2.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); RandomVec2.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - self:T( { RandomVec2 } ) + --self:T( { RandomVec2 } ) return RandomVec2 end @@ -1906,7 +1906,7 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return DCS#Vec3 The point of the zone. function ZONE_UNIT:GetVec3( Height ) - self:F2( self.ZoneName ) + --self:F2( self.ZoneName ) Height = Height or 0 @@ -1914,7 +1914,7 @@ function ZONE_UNIT:GetVec3( Height ) local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y } - self:T2( { Vec3 } ) + --self:T2( { Vec3 } ) return Vec3 end @@ -1940,7 +1940,7 @@ ZONE_GROUP = { -- @return #ZONE_GROUP self function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius ) local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius, true ) ) - self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } ) + --self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } ) self._.ZoneGROUP = ZoneGROUP self._.ZoneVec2Cache = self._.ZoneGROUP:GetVec2() @@ -1956,7 +1956,7 @@ end -- @param #ZONE_GROUP self -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. function ZONE_GROUP:GetVec2() - self:F( self.ZoneName ) + --self:F( self.ZoneName ) local ZoneVec2 = nil @@ -1967,7 +1967,7 @@ function ZONE_GROUP:GetVec2() ZoneVec2 = self._.ZoneVec2Cache end - self:T( { ZoneVec2 } ) + --self:T( { ZoneVec2 } ) return ZoneVec2 end @@ -1976,7 +1976,7 @@ end -- @param #ZONE_GROUP self -- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location. function ZONE_GROUP:GetRandomVec2() - self:F( self.ZoneName ) + --self:F( self.ZoneName ) local Point = {} local Vec2 = self._.ZoneGROUP:GetVec2() @@ -1985,7 +1985,7 @@ function ZONE_GROUP:GetRandomVec2() Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - self:T( { Point } ) + --self:T( { Point } ) return Point end @@ -1996,11 +1996,11 @@ end -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. function ZONE_GROUP:GetRandomPointVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) + --self:F( self.ZoneName, inner, outer ) local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - self:T3( { PointVec2 } ) + --self:T3( { PointVec2 } ) return PointVec2 end @@ -2183,7 +2183,7 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) -- Inherit ZONE_BASE. local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) - self:F( { ZoneName, PointsArray } ) + --self:F( { ZoneName, PointsArray } ) if PointsArray then @@ -2351,7 +2351,7 @@ end -- @param #ZONE_POLYGON_BASE self -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. function ZONE_POLYGON_BASE:GetVec2() - self:F( self.ZoneName ) + --self:F( self.ZoneName ) local Bounds = self:GetBoundingSquare() @@ -2434,9 +2434,9 @@ end -- @param #ZONE_POLYGON_BASE self -- @return #ZONE_POLYGON_BASE self function ZONE_POLYGON_BASE:Flush() - self:F2() + --self:F2() - self:F( { Polygon = self.ZoneName, Coordinates = self._.Polygon } ) + --self:F( { Polygon = self.ZoneName, Coordinates = self._.Polygon } ) return self end @@ -2455,7 +2455,7 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound ) j = #self._.Polygon while i <= #self._.Polygon do - self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) + --self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y @@ -2707,7 +2707,7 @@ end -- @param #number Segments (Optional) Number of segments within boundary line. Default 10. -- @return #ZONE_POLYGON_BASE self function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments ) - self:F2( SmokeColor ) + --self:F2( SmokeColor ) Segments=Segments or 10 @@ -2715,7 +2715,7 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments ) local j=#self._.Polygon while i <= #self._.Polygon do - self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) + --self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y @@ -2740,7 +2740,7 @@ end -- @param #number AddHeight (optional) The height to be added for the smoke. -- @return #ZONE_POLYGON_BASE self function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight ) - self:F2(FlareColor) + --self:F2(FlareColor) Segments=Segments or 10 @@ -2750,7 +2750,7 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight ) local j=#self._.Polygon while i <= #self._.Polygon do - self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) + --self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y @@ -2773,7 +2773,7 @@ end -- @param DCS#Vec2 Vec2 The location to test. -- @return #boolean true if the location is within the zone. function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) - self:F2( Vec2 ) + --self:F2( Vec2 ) if not Vec2 then return false end local Next local Prev @@ -2783,18 +2783,18 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) Prev = #self._.Polygon while Next <= #self._.Polygon do - self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } ) + --self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } ) if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and ( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x ) ) then InPolygon = not InPolygon end - self:T2( { InPolygon = InPolygon } ) + --self:T2( { InPolygon = InPolygon } ) Prev = Next Next = Next + 1 end - self:T( { InPolygon = InPolygon } ) + --self:T( { InPolygon = InPolygon } ) return InPolygon end @@ -2803,7 +2803,7 @@ end -- @param DCS#Vec3 Vec3 The point to test. -- @return #boolean true if the point is within the zone. function ZONE_POLYGON_BASE:IsVec3InZone( Vec3 ) - self:F2( Vec3 ) + --self:F2( Vec3 ) if not Vec3 then return false end @@ -2838,11 +2838,11 @@ end -- @param #ZONE_POLYGON_BASE self -- @return @{Core.Point#POINT_VEC2} function ZONE_POLYGON_BASE:GetRandomPointVec2() - self:F2() + --self:F2() local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - self:T2( PointVec2 ) + --self:T2( PointVec2 ) return PointVec2 end @@ -2851,11 +2851,11 @@ end -- @param #ZONE_POLYGON_BASE self -- @return @{Core.Point#POINT_VEC3} function ZONE_POLYGON_BASE:GetRandomPointVec3() - self:F2() + --self:F2() local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() ) - self:T2( PointVec3 ) + --self:T2( PointVec3 ) return PointVec3 end @@ -2865,11 +2865,11 @@ end -- @param #ZONE_POLYGON_BASE self -- @return Core.Point#COORDINATE function ZONE_POLYGON_BASE:GetRandomCoordinate() - self:F2() + --self:F2() local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() ) - self:T2( Coordinate ) + --self:T2( Coordinate ) return Coordinate end @@ -2886,7 +2886,7 @@ function ZONE_POLYGON_BASE:GetBoundingSquare() local y2 = self._.Polygon[1].y for i = 2, #self._.Polygon do - self:T2( { self._.Polygon[i], x1, y1, x2, y2 } ) + --self:T2( { self._.Polygon[i], x1, y1, x2, y2 } ) x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1 x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2 y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1 @@ -2909,7 +2909,7 @@ function ZONE_POLYGON_BASE:GetBoundingVec2() local y2 = self._.Polygon[1].y for i = 2, #self._.Polygon do - self:T2( { self._.Polygon[i], x1, y1, x2, y2 } ) + --self:T2( { self._.Polygon[i], x1, y1, x2, y2 } ) x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1 x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2 y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1 @@ -2948,7 +2948,7 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C Limit = #self._.Polygon end while i <= #self._.Polygon do - self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) + --self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) if j ~= Limit then local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y @@ -3019,7 +3019,7 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup ) local GroupPoints = ZoneGroup:GetTaskRoute() local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) ) - self:F( { ZoneName, ZoneGroup, self._.Polygon } ) + --self:F( { ZoneName, ZoneGroup, self._.Polygon } ) -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) @@ -3035,7 +3035,7 @@ end function ZONE_POLYGON:NewFromPointsArray( ZoneName, PointsArray ) local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) ) - self:F( { ZoneName, self._.Polygon } ) + --self:F( { ZoneName, self._.Polygon } ) -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) @@ -3055,7 +3055,7 @@ function ZONE_POLYGON:NewFromGroupName( GroupName ) local GroupPoints = ZoneGroup:GetTaskRoute() local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( GroupName, GroupPoints ) ) - self:F( { GroupName, ZoneGroup, self._.Polygon } ) + --self:F( { GroupName, ZoneGroup, self._.Polygon } ) -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) @@ -3221,7 +3221,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories ) self.ScanData.Units[ZoneObject] = ZoneObject - self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) + --self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) end end @@ -3232,7 +3232,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories ) self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject ) table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName]) - self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) + --self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) end end @@ -3573,7 +3573,7 @@ do -- ZONE_ELASTIC function ZONE_ELASTIC:Update(Delay, Draw) -- Debug info. - self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName))) + --self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName))) -- Copy all points. local points=UTILS.DeepCopy(self.points or {}) @@ -3987,7 +3987,7 @@ do -- ZONE_AIRBASE -- @param #ZONE_AIRBASE self -- @return DCS#Vec2 The location of the zone based on the AIRBASE location. function ZONE_AIRBASE:GetVec2() - self:F( self.ZoneName ) + --self:F( self.ZoneName ) local ZoneVec2 = nil @@ -3998,7 +3998,7 @@ do -- ZONE_AIRBASE ZoneVec2 = self._.ZoneVec2Cache end - self:T( { ZoneVec2 } ) + --self:T( { ZoneVec2 } ) return ZoneVec2 end @@ -4009,11 +4009,11 @@ do -- ZONE_AIRBASE -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. function ZONE_AIRBASE:GetRandomPointVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) + --self:F( self.ZoneName, inner, outer ) local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - self:T3( { PointVec2 } ) + --self:T3( { PointVec2 } ) return PointVec2 end diff --git a/Moose Development/Moose/Ops/Airboss.lua b/Moose Development/Moose/Ops/Airboss.lua index 7ef70335d..d43560090 100644 --- a/Moose Development/Moose/Ops/Airboss.lua +++ b/Moose Development/Moose/Ops/Airboss.lua @@ -14680,7 +14680,7 @@ function AIRBOSS:_GetPlayerUnitAndName( _unitName ) -- Get DCS unit from its name. local DCSunit = Unit.getByName( _unitName ) - if DCSunit then + if DCSunit and DCSunit.getPlayerName then -- Get player name if any. local playername = DCSunit:getPlayerName() diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index d7d378291..52f9d7fd7 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -375,7 +375,7 @@ end -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Position The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive. function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3() - self:F2( self.PositionableName ) + --self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() @@ -383,7 +383,7 @@ function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3 local unit = DCSPositionable:getUnits()[1] if unit then local PositionablePosition = unit:getPosition().p - self:T3( PositionablePosition ) + --self:T3( PositionablePosition ) return PositionablePosition end end @@ -403,7 +403,7 @@ end -- @param #GROUP self -- @return #boolean `true` if the group is alive *and* active, `false` if the group is alive but inactive or `#nil` if the group does not exist anymore. function GROUP:IsAlive() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() -- DCS#Group @@ -412,7 +412,7 @@ function GROUP:IsAlive() local DCSUnit = DCSGroup:getUnit(1) -- DCS#Unit if DCSUnit then local GroupIsAlive = DCSUnit:isActive() - self:T3( GroupIsAlive ) + --self:T3( GroupIsAlive ) return GroupIsAlive end end @@ -425,7 +425,7 @@ end -- @param #GROUP self -- @return #boolean `true` if group is activated or `#nil` The group is not existing or alive. function GROUP:IsActive() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() -- DCS#Group @@ -468,7 +468,7 @@ end -- Ship:Destroy( false ) -- Don't generate an event upon destruction. -- function GROUP:Destroy( GenerateEvent, delay ) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) if delay and delay>0 then self:ScheduleOnce(delay, GROUP.Destroy, self, GenerateEvent) @@ -511,12 +511,12 @@ end -- @param #GROUP self -- @return DCS#Group.Category The category ID. function GROUP:GetCategory() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCategory = DCSGroup:getCategory() - --self:I( GroupCategory ) + --self:T3( GroupCategory ) return GroupCategory end @@ -527,7 +527,7 @@ end -- @param #GROUP self -- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship, Train. function GROUP:GetCategoryName() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -539,7 +539,7 @@ function GROUP:GetCategoryName() [Group.Category.TRAIN] = "Train", } local GroupCategory = DCSGroup:getCategory() - self:T3( GroupCategory ) + --self:T3( GroupCategory ) return CategoryNames[GroupCategory] end @@ -570,12 +570,12 @@ end -- @param #GROUP self -- @return DCS#country.id The country identifier or nil if the DCS Group is not existing or alive. function GROUP:GetCountry() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCountry = DCSGroup:getUnit(1):getCountry() - self:T3( GroupCountry ) + --self:T3( GroupCountry ) return GroupCountry end @@ -627,7 +627,7 @@ end -- @param #GROUP self -- @return #number Speed in km/h. function GROUP:GetSpeedMax() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -660,7 +660,7 @@ end -- @param #GROUP self -- @return #number Range in meters. function GROUP:GetRange() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -691,7 +691,7 @@ end -- @param #GROUP self -- @return #table of Wrapper.Unit#UNIT objects, indexed by number. function GROUP:GetUnits() - self:F2( { self.GroupName } ) + --self:F2( { self.GroupName } ) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -708,7 +708,7 @@ function GROUP:GetUnits() Units[#Units+1]=unit end end - self:T3( Units ) + --self:T3( Units ) return Units end @@ -719,7 +719,7 @@ end -- @param #GROUP self -- @return #list The list of player occupied @{Wrapper.Unit} objects of the @{Wrapper.Group}. function GROUP:GetPlayerUnits() - self:F2( { self.GroupName } ) + --self:F2( { self.GroupName } ) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -731,7 +731,7 @@ function GROUP:GetPlayerUnits() Units[#Units+1] = PlayerUnit end end - self:T3( Units ) + --self:T3( Units ) return Units end @@ -830,7 +830,7 @@ end -- @param #GROUP self -- @return #number Number of alive units. If DCS group is nil, 0 is returned. function GROUP:CountAliveUnits() - self:F3( { self.GroupName } ) + --self:F3( { self.GroupName } ) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -852,7 +852,7 @@ end -- @param #GROUP self -- @return Wrapper.Unit#UNIT First unit alive. function GROUP:GetFirstUnitAlive() - self:F3({self.GroupName}) + --self:F3({self.GroupName}) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -872,7 +872,7 @@ end -- @param #GROUP self -- @return Wrapper.Unit#UNIT First unit or nil if it does not exist. function GROUP:GetFirstUnit() - self:F3({self.GroupName}) + --self:F3({self.GroupName}) local DCSGroup = self:GetDCSObject() if DCSGroup then @@ -887,7 +887,7 @@ end -- @param Wrapper.Group#GROUP self -- @return DCS#Vec3 The velocity Vec3 vector or `#nil` if the GROUP is not existing or alive. function GROUP:GetVelocityVec3() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() @@ -921,7 +921,7 @@ end -- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level. -- @return #number The altitude of the group or nil if is not existing or alive. function GROUP:GetAltitude(FromGround) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) return self:GetHeight(FromGround) end @@ -930,7 +930,7 @@ end -- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level. -- @return #number The height of the group or nil if is not existing or alive. function GROUP:GetHeight( FromGround ) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() @@ -966,12 +966,12 @@ end -- @param #GROUP self -- @return #number The DCS Group initial size. function GROUP:GetInitialSize() - self:F3( { self.GroupName } ) + --self:F3( { self.GroupName } ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupInitialSize = DCSGroup:getInitialSize() - self:T3( GroupInitialSize ) + --self:T3( GroupInitialSize ) return GroupInitialSize end @@ -983,12 +983,12 @@ end -- @param #GROUP self -- @return #table The DCS Units. function GROUP:GetDCSUnits() - self:F2( { self.GroupName } ) + --self:F2( { self.GroupName } ) local DCSGroup = self:GetDCSObject() if DCSGroup then local DCSUnits = DCSGroup:getUnits() - self:T3( DCSUnits ) + --self:T3( DCSUnits ) return DCSUnits end @@ -1001,7 +1001,7 @@ end -- @param #number delay Delay in seconds, before the group is activated. -- @return #GROUP self function GROUP:Activate(delay) - self:F2( { self.GroupName } ) + --self:F2( { self.GroupName } ) if delay and delay>0 then self:ScheduleOnce(delay, GROUP.Activate, self) else @@ -1015,13 +1015,13 @@ end -- @param #GROUP self -- @return #string The type name of the group. function GROUP:GetTypeName() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupTypeName = DCSGroup:getUnit(1):getTypeName() - self:T3( GroupTypeName ) + --self:T3( GroupTypeName ) return( GroupTypeName ) end @@ -1032,13 +1032,13 @@ end --@param #GROUP self --@return #string NatoReportingName or "Bogey" if unknown. function GROUP:GetNatoReportingName() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupTypeName = DCSGroup:getUnit(1):getTypeName() - self:T3( GroupTypeName ) + --self:T3( GroupTypeName ) return UTILS.GetReportingName(GroupTypeName) end @@ -1050,13 +1050,13 @@ end -- @param #GROUP self -- @return #string The player name of the group. function GROUP:GetPlayerName() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local PlayerName = DCSGroup:getUnit(1):getPlayerName() - self:T3( PlayerName ) + --self:T3( PlayerName ) return( PlayerName ) end @@ -1068,13 +1068,13 @@ end -- @param #GROUP self -- @return #string The CallSign of the first DCS Unit of the DCS Group. function GROUP:GetCallsign() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCallSign = DCSGroup:getUnit(1):getCallsign() - self:T3( GroupCallSign ) + --self:T3( GroupCallSign ) return GroupCallSign end @@ -1151,13 +1151,13 @@ end -- @return Core.Point#POINT_VEC2 The 2D point vector of the first DCS Unit of the GROUP. -- @return #nil The first UNIT is not existing or alive. function GROUP:GetPointVec2() - self:F2(self.GroupName) + --self:F2(self.GroupName) local FirstUnit = self:GetUnit(1) if FirstUnit then local FirstUnitPointVec2 = FirstUnit:GetPointVec2() - self:T3(FirstUnitPointVec2) + --self:T3(FirstUnitPointVec2) return FirstUnitPointVec2 end @@ -1239,13 +1239,13 @@ end -- @usage -- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP function GROUP:GetRandomVec3(Radius) - self:F2(self.GroupName) + --self:F2(self.GroupName) local FirstUnit = self:GetUnit(1) if FirstUnit then local FirstUnitRandomPointVec3 = FirstUnit:GetRandomVec3(Radius) - self:T3(FirstUnitRandomPointVec3) + --self:T3(FirstUnitRandomPointVec3) return FirstUnitRandomPointVec3 end @@ -1258,9 +1258,9 @@ end -- @param #GROUP self -- @return #number Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive. function GROUP:GetHeading() - self:F2(self.GroupName) + --self:F2(self.GroupName) - self:F2(self.GroupName) + --self:F2(self.GroupName) local GroupSize = self:GetSize() local HeadingAccumulator = 0 @@ -1289,7 +1289,7 @@ end -- @return #number The fuel state of the unit with the least amount of fuel. -- @return Wrapper.Unit#UNIT reference to #Unit object for further processing. function GROUP:GetFuelMin() - self:F3(self.ControllableName) + --self:F3(self.ControllableName) if not self:GetDCSObject() then BASE:E( { "Cannot GetFuel", Group = self, Alive = self:IsAlive() } ) @@ -1320,7 +1320,7 @@ end -- @return #number The relative amount of fuel (from 0.0 to 1.0). -- @return #nil The GROUP is not existing or alive. function GROUP:GetFuelAvg() - self:F( self.ControllableName ) + --self:F( self.ControllableName ) local DCSControllable = self:GetDCSObject() @@ -1330,7 +1330,7 @@ function GROUP:GetFuelAvg() for UnitID, UnitData in pairs( self:GetUnits() ) do local Unit = UnitData -- Wrapper.Unit#UNIT local UnitFuel = Unit:GetFuel() or 0 - self:F( { Fuel = UnitFuel } ) + --self:F( { Fuel = UnitFuel } ) TotalFuel = TotalFuel + UnitFuel end local GroupFuel = TotalFuel / GroupSize @@ -1360,7 +1360,7 @@ end -- @return #number Number of missiles left. -- @return #number Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo) function GROUP:GetAmmunition() - self:F( self.ControllableName ) + --self:F( self.ControllableName ) local DCSControllable = self:GetDCSObject() @@ -1431,7 +1431,7 @@ end -- @param Core.Zone#ZONE_BASE Zone The zone to test. -- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE} function GROUP:IsCompletelyInZone( Zone ) - self:F2( { self.GroupName, Zone } ) + --self:F2( { self.GroupName, Zone } ) if not self:IsAlive() then return false end @@ -1451,7 +1451,7 @@ end -- @param Core.Zone#ZONE_BASE Zone The zone to test. -- @return #boolean Returns true if the Group is partially within the @{Core.Zone#ZONE_BASE} function GROUP:IsPartlyInZone( Zone ) - self:F2( { self.GroupName, Zone } ) + --self:F2( { self.GroupName, Zone } ) local IsOneUnitInZone = false local IsOneUnitOutsideZone = false @@ -1487,7 +1487,7 @@ end -- @param Core.Zone#ZONE_BASE Zone The zone to test. -- @return #boolean Returns true if the Group is not within the @{Core.Zone#ZONE_BASE} function GROUP:IsNotInZone( Zone ) - self:F2( { self.GroupName, Zone } ) + --self:F2( { self.GroupName, Zone } ) if not self:IsAlive() then return true end @@ -1523,7 +1523,7 @@ end -- @param Core.Zone#ZONE_BASE Zone The zone to test. -- @return #number The number of UNITs that are in the @{Core.Zone} function GROUP:CountInZone( Zone ) - self:F2( {self.GroupName, Zone} ) + --self:F2( {self.GroupName, Zone} ) local Count = 0 if not self:IsAlive() then return Count end @@ -1543,13 +1543,13 @@ end -- @param #GROUP self -- @return #boolean Air category evaluation result. function GROUP:IsAir() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local IsAirResult = DCSGroup:getCategory() == Group.Category.AIRPLANE or DCSGroup:getCategory() == Group.Category.HELICOPTER - self:T3( IsAirResult ) + --self:T3( IsAirResult ) return IsAirResult end @@ -1560,13 +1560,13 @@ end -- @param #GROUP self -- @return #boolean true if DCS Group contains Helicopters. function GROUP:IsHelicopter() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) + --self:T2( GroupCategory ) return GroupCategory == Group.Category.HELICOPTER end @@ -1577,13 +1577,13 @@ end -- @param #GROUP self -- @return #boolean true if DCS Group contains AirPlanes. function GROUP:IsAirPlane() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) + --self:T2( GroupCategory ) return GroupCategory == Group.Category.AIRPLANE end @@ -1594,13 +1594,13 @@ end -- @param #GROUP self -- @return #boolean true if DCS Group contains Ground troops. function GROUP:IsGround() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) + --self:T2( GroupCategory ) return GroupCategory == Group.Category.GROUND end @@ -1611,13 +1611,13 @@ end -- @param #GROUP self -- @return #boolean true if DCS Group contains Ships. function GROUP:IsShip() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() if DCSGroup then local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) + --self:T2( GroupCategory ) return GroupCategory == Group.Category.SHIP end @@ -1629,7 +1629,7 @@ end -- @param #GROUP self -- @return #boolean All units on the ground result. function GROUP:AllOnGround() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() @@ -1642,7 +1642,7 @@ function GROUP:AllOnGround() end end - self:T3( AllOnGroundResult ) + --self:T3( AllOnGroundResult ) return AllOnGroundResult end @@ -1697,7 +1697,7 @@ end -- @param #GROUP self -- @return #number Maximum velocity found. function GROUP:GetMaxVelocity() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() @@ -1725,7 +1725,7 @@ end -- @param #GROUP self -- @return #number Minimum height found. function GROUP:GetMinHeight() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() @@ -1753,7 +1753,7 @@ end -- @param #GROUP self -- @return #number Maximum height found. function GROUP:GetMaxHeight() - self:F2() + --self:F2() local DCSGroup = self:GetDCSObject() @@ -1895,7 +1895,7 @@ end -- @param Core.Point#COORDINATE coordinate Coordinate where the group should be respawned. -- @return #GROUP self function GROUP:InitCoordinate(coordinate) - self:F({coordinate=coordinate}) + --self:F({coordinate=coordinate}) self.InitCoord=coordinate return self end @@ -1905,7 +1905,7 @@ end -- @param #boolean switch If true (or nil), enables the radio comms. If false, disables the radio for the spawned group. -- @return #GROUP self function GROUP:InitRadioCommsOnOff(switch) - self:F({switch=switch}) + --self:F({switch=switch}) if switch==true or switch==nil then self.InitRespawnRadio=true else @@ -1919,7 +1919,7 @@ end -- @param #number frequency The frequency in MHz. -- @return #GROUP self function GROUP:InitRadioFrequency(frequency) - self:F({frequency=frequency}) + --self:F({frequency=frequency}) self.InitRespawnFreq=frequency @@ -1931,7 +1931,7 @@ end -- @param #string modulation Either "FM" or "AM". If no value is given, modulation is set to AM. -- @return #GROUP self function GROUP:InitRadioModulation(modulation) - self:F({modulation=modulation}) + --self:F({modulation=modulation}) if modulation and modulation:lower()=="fm" then self.InitRespawnModu=radio.modulation.FM else @@ -1945,7 +1945,7 @@ end -- @param #string modex Tail number of the first unit. -- @return #GROUP self function GROUP:InitModex(modex) - self:F({modex=modex}) + --self:F({modex=modex}) if modex then self.InitRespawnModex=tonumber(modex) end @@ -2011,7 +2011,7 @@ function GROUP:Respawn( Template, Reset ) --Template.y = nil -- Debug number of units. - self:F( #Template.units ) + --self:F( #Template.units ) -- Reset position etc? if Reset == true then @@ -2019,10 +2019,10 @@ function GROUP:Respawn( Template, Reset ) -- Loop over units in group. for UnitID, UnitData in pairs( self:GetUnits() ) do local GroupUnit = UnitData -- Wrapper.Unit#UNIT - self:F(GroupUnit:GetName()) + --self:F(GroupUnit:GetName()) if GroupUnit:IsAlive() then - self:I("FF Alive") + --self:I("FF Alive") -- Get unit position vector. local GroupUnitVec3 = GroupUnit:GetVec3() @@ -2062,7 +2062,7 @@ function GROUP:Respawn( Template, Reset ) Template.units[UnitID].psi = -Template.units[UnitID].heading -- Debug. - self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) + --self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) end end @@ -2071,7 +2071,7 @@ function GROUP:Respawn( Template, Reset ) -- Loop over template units. for UnitID, TemplateUnitData in pairs( Template.units ) do - self:F( "Reset" ) + --self:F( "Reset" ) -- Position from template. local GroupUnitVec3 = { x = TemplateUnitData.x, y = TemplateUnitData.alt, z = TemplateUnitData.y } @@ -2105,7 +2105,7 @@ function GROUP:Respawn( Template, Reset ) Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or TemplateUnitData.heading -- Debug. - self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) + --self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) end else @@ -2156,7 +2156,7 @@ function GROUP:Respawn( Template, Reset ) -- Destroy old group. Dont trigger any dead/crash events since this is a respawn. self:Destroy(false) - self:T({Template=Template}) + --self:T({Template=Template}) -- Spawn new group. _DATABASE:Spawn(Template) @@ -2177,7 +2177,7 @@ end -- @param #boolean Uncontrolled (Optional) If true, spawn in uncontrolled state. -- @return Wrapper.Group#GROUP Group spawned at airbase or nil if group could not be spawned. function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) -- R2.4 - self:F2( { SpawnTemplate, Takeoff, Uncontrolled} ) + --self:F2( { SpawnTemplate, Takeoff, Uncontrolled} ) if self and self:IsAlive() then @@ -2185,7 +2185,7 @@ function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) -- local airbase=self:GetCoordinate():GetClosestAirbase() if airbase then - self:F2("Closest airbase = "..airbase:GetName()) + --self:F2("Closest airbase = "..airbase:GetName()) else self:E("ERROR: could not find closest airbase!") return nil @@ -2236,7 +2236,7 @@ function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) -- local Parkingspot, TermialID, Distance=unit:GetCoordinate():GetClosestParkingSpot(airbase) --Parkingspot:MarkToAll("parking spot") - self:T2(string.format("Closest parking spot distance = %s, terminal ID=%s", tostring(Distance), tostring(TermialID))) + --self:T2(string.format("Closest parking spot distance = %s, terminal ID=%s", tostring(Distance), tostring(TermialID))) -- Get unit coordinates for respawning position. local uc=unit:GetCoordinate() @@ -2298,7 +2298,7 @@ end -- @param #GROUP self -- @return #table The MissionTemplate function GROUP:GetTaskMission() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) return UTILS.DeepCopy( _DATABASE.Templates.Groups[self.GroupName].Template ) end @@ -2307,7 +2307,7 @@ end -- @param #GROUP self -- @return #table The mission route defined by points. function GROUP:GetTaskRoute() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) return UTILS.DeepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points ) end @@ -2319,7 +2319,7 @@ end -- @param #boolean Randomize Randomization of the route, when true. -- @param #number Radius When randomization is on, the randomization is within the radius. function GROUP:CopyRoute( Begin, End, Randomize, Radius ) - self:F2( { Begin, End } ) + --self:F2( { Begin, End } ) local Points = {} @@ -2331,7 +2331,7 @@ function GROUP:CopyRoute( Begin, End, Randomize, Radius ) GroupName = self:GetName() end - self:T3( { GroupName } ) + --self:T3( { GroupName } ) local Template = _DATABASE.Templates.Groups[GroupName].Template @@ -2377,7 +2377,7 @@ function GROUP:CalculateThreatLevelA2G() end end - self:T3( MaxThreatLevelA2G ) + --self:T3( MaxThreatLevelA2G ) return MaxThreatLevelA2G end @@ -2404,7 +2404,7 @@ end -- @param Wrapper.Group#GROUP self -- @return #boolean true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive. function GROUP:InAir() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local DCSGroup = self:GetDCSObject() @@ -2412,7 +2412,7 @@ function GROUP:InAir() local DCSUnit = DCSGroup:getUnit(1) if DCSUnit then local GroupInAir = DCSGroup:getUnit(1):inAir() - self:T3( GroupInAir ) + --self:T3( GroupInAir ) return GroupInAir end end @@ -2425,7 +2425,7 @@ end -- @param #boolean AllUnits (Optional) If true, check whether all units of the group are airborne. -- @return #boolean True if at least one (optionally all) unit(s) is(are) airborne or false otherwise. Nil if no unit exists or is alive. function GROUP:IsAirborne(AllUnits) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) -- Get all units of the group. local units=self:GetUnits() @@ -2636,7 +2636,7 @@ do -- Route methods -- @param #number Speed (optional) The Speed, if no Speed is given, 80% of maximum Speed of the group is selected. -- @return #GROUP self function GROUP:RouteRTB( RTBAirbase, Speed ) - self:F( { RTBAirbase:GetName(), Speed } ) + --self:F( { RTBAirbase:GetName(), Speed } ) local DCSGroup = self:GetDCSObject() @@ -2662,7 +2662,7 @@ do -- Route methods --local Points={PointFrom, PointAirbase, PointLanding} -- Debug info. - self:T3(Points) + --self:T3(Points) -- Get group template. local Template=self:GetTemplate() @@ -2758,7 +2758,7 @@ do -- Players end if HasPlayers == true then - self:F2( PlayerNames ) + --self:F2( PlayerNames ) return PlayerNames end @@ -2792,7 +2792,7 @@ end -- @param #boolean switch If true, emission is enabled. If false, emission is disabled. -- @return #GROUP self function GROUP:EnableEmission(switch) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local switch = switch or false local DCSUnit = self:GetDCSObject() @@ -2819,7 +2819,7 @@ end -- @param #boolean switch If true, Invisible is enabled. If false, Invisible is disabled. -- @return #GROUP self function GROUP:CommandSetInvisible(switch) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) if switch==nil then switch=false end @@ -2841,7 +2841,7 @@ end -- @param #boolean switch If true, Immortal is enabled. If false, Immortal is disabled. -- @return #GROUP self function GROUP:CommandSetImmortal(switch) - self:F2( self.GroupName ) + --self:F2( self.GroupName ) if switch==nil then switch=false end @@ -2854,7 +2854,7 @@ end -- @param #GROUP self -- @return #string Skill String of skill name. function GROUP:GetSkill() - self:F2( self.GroupName ) + --self:F2( self.GroupName ) local unit = self:GetUnit(1) local name = unit:GetName() local skill = _DATABASE.Templates.Units[name].Template.skill or "Random" diff --git a/Moose Development/Moose/Wrapper/Unit.lua b/Moose Development/Moose/Wrapper/Unit.lua index e75f1f874..7fe7e06f3 100644 --- a/Moose Development/Moose/Wrapper/Unit.lua +++ b/Moose Development/Moose/Wrapper/Unit.lua @@ -273,12 +273,12 @@ end -- @param #number Heading The heading of the unit respawn. function UNIT:ReSpawnAt( Coordinate, Heading ) - self:T( self:Name() ) + --self:T( self:Name() ) local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) ) - self:T( SpawnGroupTemplate ) + --self:T( SpawnGroupTemplate ) local SpawnGroup = self:GetGroup() - self:T( { SpawnGroup = SpawnGroup } ) + --self:T( { SpawnGroup = SpawnGroup } ) if SpawnGroup then @@ -286,10 +286,10 @@ function UNIT:ReSpawnAt( Coordinate, Heading ) SpawnGroupTemplate.x = Coordinate.x SpawnGroupTemplate.y = Coordinate.z - self:F( #SpawnGroupTemplate.units ) + --self:F( #SpawnGroupTemplate.units ) for UnitID, UnitData in pairs( SpawnGroup:GetUnits() or {} ) do local GroupUnit = UnitData -- #UNIT - self:F( GroupUnit:GetName() ) + --self:F( GroupUnit:GetName() ) if GroupUnit:IsAlive() then local GroupUnitVec3 = GroupUnit:GetVec3() local GroupUnitHeading = GroupUnit:GetHeading() @@ -297,23 +297,23 @@ function UNIT:ReSpawnAt( Coordinate, Heading ) SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading - self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } ) + --self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } ) end end end for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do - self:T( { UnitTemplateData.name, self:Name() } ) + --self:T( { UnitTemplateData.name, self:Name() } ) SpawnGroupTemplate.units[UnitTemplateID].unitId = nil if UnitTemplateData.name == self:Name() then - self:T("Adjusting") + --self:T("Adjusting") SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z SpawnGroupTemplate.units[UnitTemplateID].heading = Heading - self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } ) + --self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } ) else - self:F( SpawnGroupTemplate.units[UnitTemplateID].name ) + --self:F( SpawnGroupTemplate.units[UnitTemplateID].name ) local GroupUnit = UNIT:FindByName( SpawnGroupTemplate.units[UnitTemplateID].name ) -- #UNIT if GroupUnit and GroupUnit:IsAlive() then local GroupUnitVec3 = GroupUnit:GetVec3() @@ -324,7 +324,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading ) UnitTemplateData.heading = GroupUnitHeading else if SpawnGroupTemplate.units[UnitTemplateID].name ~= self:Name() then - self:T("nilling") + --self:T("nilling") SpawnGroupTemplate.units[UnitTemplateID].delete = true end end @@ -336,7 +336,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading ) while i <= #SpawnGroupTemplate.units do local UnitTemplateData = SpawnGroupTemplate.units[i] - self:T( UnitTemplateData.name ) + --self:T( UnitTemplateData.name ) if UnitTemplateData.delete then table.remove( SpawnGroupTemplate.units, i ) @@ -347,7 +347,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading ) SpawnGroupTemplate.groupId = nil - self:T( SpawnGroupTemplate ) + --self:T( SpawnGroupTemplate ) _DATABASE:Spawn( SpawnGroupTemplate ) end @@ -358,7 +358,7 @@ end -- @param #UNIT self -- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive. function UNIT:IsActive() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -395,7 +395,7 @@ end -- @param #UNIT self -- @return #boolean Returns `true` if Unit is alive and active, `false` if it exists but is not active and `nil` if the object does not exist or DCS `isExist` function returns false. function UNIT:IsAlive() - self:F3( self.UnitName ) + --self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() -- DCS#Unit @@ -418,7 +418,7 @@ end -- @param #UNIT self -- @return #string The Callsign of the Unit. function UNIT:GetCallsign() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -430,7 +430,7 @@ function UNIT:GetCallsign() return UnitCallSign end - self:F( self.ClassName .. " " .. self.UnitName .. " not found!" ) + --self:F( self.ClassName .. " " .. self.UnitName .. " not found!" ) return nil end @@ -477,7 +477,7 @@ end -- @return #string Player Name -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetPlayerName() - self:F( self.UnitName ) + --self:F( self.UnitName ) local DCSUnit = self:GetDCSObject() -- DCS#Unit @@ -551,7 +551,7 @@ end -- @return #number The Unit number. -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetNumber() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -568,7 +568,7 @@ end -- @param #UNIT self -- @return #number Speed in km/h. function UNIT:GetSpeedMax() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local Desc = self:GetDesc() @@ -585,7 +585,7 @@ end -- @param #UNIT self -- @return #number Range in meters. function UNIT:GetRange() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local Desc = self:GetDesc() @@ -607,7 +607,7 @@ end -- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable"). -- @return #number Refueling system (if any): 0=boom, 1=probe. function UNIT:IsRefuelable() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local refuelable=self:HasAttribute("Refuelable") @@ -626,7 +626,7 @@ end -- @return #boolean If true, unit is a tanker (checks for the attribute "Tankers"). -- @return #number Refueling system (if any): 0=boom, 1=probe. function UNIT:IsTanker() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local tanker=self:HasAttribute("Tankers") @@ -725,7 +725,7 @@ end -- @param Wrapper.Unit#UNIT self -- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist. function UNIT:GetGroup() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local UnitGroup = GROUP:FindByName(self.GroupName) if UnitGroup then return UnitGroup @@ -749,13 +749,13 @@ end -- @return #string The name of the DCS Unit. -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetPrefix() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 ) - self:T3( UnitPrefix ) + --self:T3( UnitPrefix ) return UnitPrefix end @@ -766,7 +766,7 @@ end -- @param #UNIT self -- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table! function UNIT:GetAmmo() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then --local status, unitammo = pcall( @@ -958,7 +958,7 @@ end -- @param #UNIT self -- @return DCS#Unit.Sensors Table of sensors. function UNIT:GetSensors() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -977,7 +977,7 @@ end -- @param #UNIT self -- @return #boolean returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors. function UNIT:HasSensors( ... ) - self:F2( arg ) + --self:F2( arg ) local DCSUnit = self:GetDCSObject() @@ -993,7 +993,7 @@ end -- @param #UNIT self -- @return #boolean returns true if the unit is SEADable. function UNIT:HasSEAD() - self:F2() + --self:F2() local DCSUnit = self:GetDCSObject() @@ -1021,7 +1021,7 @@ end -- @return #boolean Indicates if at least one of the unit's radar(s) is on. -- @return DCS#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target. function UNIT:GetRadar() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -1037,7 +1037,7 @@ end -- @param #UNIT self -- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive. function UNIT:GetFuel() - self:F3( self.UnitName ) + --self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -1054,14 +1054,14 @@ end -- @param #UNIT self -- @return #list A list of one @{Wrapper.Unit}. function UNIT:GetUnits() - self:F3( { self.UnitName } ) + --self:F3( { self.UnitName } ) local DCSUnit = self:GetDCSObject() local Units = {} if DCSUnit then Units[1] = UNIT:Find( DCSUnit ) - self:T3( Units ) + -self:T3( Units ) return Units end @@ -1073,7 +1073,7 @@ end -- @param #UNIT self -- @return #number The Unit's health value or -1 if unit does not exist any more. function UNIT:GetLife() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -1089,7 +1089,7 @@ end -- @param #UNIT self -- @return #number The Unit's initial health value or 0 if unit does not exist any more. function UNIT:GetLife0() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() @@ -1105,7 +1105,7 @@ end -- @param #UNIT self -- @return #number The Unit's relative health value, i.e. a number in [0,1] or -1 if unit does not exist any more. function UNIT:GetLifeRelative() - self:F2(self.UnitName) + --self:F2(self.UnitName) if self and self:IsAlive() then local life0=self:GetLife0() @@ -1120,7 +1120,7 @@ end -- @param #UNIT self -- @return #number The Unit's relative health value, i.e. a number in [0,1] or 1 if unit does not exist any more. function UNIT:GetDamageRelative() - self:F2(self.UnitName) + --self:F2(self.UnitName) if self and self:IsAlive() then return 1-self:GetLifeRelative() @@ -1158,7 +1158,7 @@ end -- @param #UNIT self -- @return #number Unit category from `getDesc().category`. function UNIT:GetUnitCategory() - self:F3( self.UnitName ) + --self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then @@ -1172,7 +1172,7 @@ end -- @param #UNIT self -- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship function UNIT:GetCategoryName() - self:F3( self.UnitName ) + --self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then @@ -1184,7 +1184,7 @@ function UNIT:GetCategoryName() [Unit.Category.STRUCTURE] = "Structure", } local UnitCategory = DCSUnit:getDesc().category - self:T3( UnitCategory ) + --self:T3( UnitCategory ) return CategoryNames[UnitCategory] end @@ -1412,7 +1412,7 @@ end -- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit. -- @return #nil The DCS Unit is not existing or alive. function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) - self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } ) + --self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } ) local DCSUnit = self:GetDCSObject() @@ -1421,10 +1421,10 @@ function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) local AwaitUnitVec3 = AwaitUnit:GetVec3() if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then - self:T3( "true" ) + --self:T3( "true" ) return true else - self:T3( "false" ) + --self:T3( "false" ) return false end end @@ -1442,17 +1442,17 @@ end -- @param #UNIT self -- @return #boolean IsFriendly evaluation result. function UNIT:IsFriendly( FriendlyCoalition ) - self:F2() + --self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitCoalition = DCSUnit:getCoalition() - self:T3( { UnitCoalition, FriendlyCoalition } ) + --self:T3( { UnitCoalition, FriendlyCoalition } ) local IsFriendlyResult = ( UnitCoalition == FriendlyCoalition ) - self:F( IsFriendlyResult ) + --self:F( IsFriendlyResult ) return IsFriendlyResult end @@ -1464,17 +1464,17 @@ end -- @param #UNIT self -- @return #boolean Ship category evaluation result. function UNIT:IsShip() - self:F2() + --self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitDescriptor = DCSUnit:getDesc() - self:T3( { UnitDescriptor.category, Unit.Category.SHIP } ) + --self:T3( { UnitDescriptor.category, Unit.Category.SHIP } ) local IsShipResult = ( UnitDescriptor.category == Unit.Category.SHIP ) - self:T3( IsShipResult ) + --self:T3( IsShipResult ) return IsShipResult end @@ -1486,7 +1486,7 @@ end -- @param #boolean NoHeloCheck If true, no additonal checks for helos are performed. -- @return #boolean Return true if in the air or #nil if the UNIT is not existing or alive. function UNIT:InAir(NoHeloCheck) - self:F2( self.UnitName ) + --self:F2( self.UnitName ) -- Get DCS unit object. local DCSUnit = self:GetDCSObject() --DCS#Unit @@ -1513,7 +1513,7 @@ function UNIT:InAir(NoHeloCheck) end end - self:T3( UnitInAir ) + --self:T3( UnitInAir ) return UnitInAir end @@ -1708,7 +1708,7 @@ end -- @param #boolean switch If true, emission is enabled. If false, emission is disabled. -- @return #UNIT self function UNIT:EnableEmission(switch) - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local switch = switch or false @@ -1727,7 +1727,7 @@ end -- @param #UNIT self -- @return #string Skill String of skill name. function UNIT:GetSkill() - self:F2( self.UnitName ) + --self:F2( self.UnitName ) local name = self.UnitName local skill = "Random" if _DATABASE.Templates.Units[name] and _DATABASE.Templates.Units[name].Template and _DATABASE.Templates.Units[name].Template.skill then @@ -1743,7 +1743,7 @@ end -- @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) + --self:F2(self.UnitName) local STN = nil -- STN/TN local VCL = nil -- VoiceCallsignLabel local VCN = nil -- VoiceCallsignNumber