Merge remote-tracking branch 'origin/develop' into branch

# Conflicts:
#	Moose Development/Moose/Wrapper/Group.lua
This commit is contained in:
Applevangelist 2024-09-06 13:43:19 +02:00
commit 8153052eed
5 changed files with 243 additions and 242 deletions

View File

@ -4789,3 +4789,4 @@ end
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end

View File

@ -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

View File

@ -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()

View File

@ -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<Wrapper.Unit#UNIT> 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"

View File

@ -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<Wrapper.Unit#UNIT> 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