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https://github.com/FlightControl-Master/MOOSE.git
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SPAWNSTATIC class reworked
**SPAWNSTATIC** - Added option to link statics to units, e.g. carriers. - Fixed SpawnFromType function. - Added :InitXYZ functions to set parameters. - Removed ReSpawn functions. Pointless here. Use Respawn of STATIC class instead. - Updated docs. **COORDINATE** - Added optional parameter to IsDay() and IsNight() functions to check on specific time. **STATIC** - Fixed Respawn functions so that statics do not appear on top of each other. **UTILS** - Added optional parameter to GetMissionDay and GetMissionDayOfYear functions. **AIRBOSS** - Adjusted recovery turn time interval back to 5 min in :SetRecoveryTurnTime() function.
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@@ -194,7 +194,7 @@ end
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
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-- @param #number Delay Delay in seconds before the static is spawned.
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function STATIC:SpawnAt( Coordinate, Heading, Delay )
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function STATIC:SpawnAt(Coordinate, Heading, Delay)
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Heading=Heading or 0
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@@ -202,51 +202,58 @@ function STATIC:SpawnAt( Coordinate, Heading, Delay )
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SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
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SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
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end
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return self
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end
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--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
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-- This is useful to respawn a cargo after it has been destroyed.
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-- @param #STATIC self
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-- @param DCS#country.id countryid The country ID used for spawning the new static. Default is same as currently.
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-- @param #number Delay Delay in seconds before static is respawned.
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function STATIC:ReSpawn(countryid, Delay)
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countryid=countryid or self:GetCountry()
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-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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function STATIC:ReSpawn(CountryID, Delay)
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if Delay and Delay>0 then
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SCHEDULER:New(nil, self.ReSpawn, {self, countryid}, Delay)
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SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, countryid )
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CountryID=CountryID or self:GetCountry()
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
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SpawnStatic:ReSpawn()
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SpawnStatic:Spawn(nil, self.StaticName)
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end
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return self
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end
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--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
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-- @param #STATIC self
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
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-- @param #number Delay Delay in seconds before static is respawned.
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function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
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-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
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Heading=Heading or 0
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--Heading=Heading or 0
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if Delay and Delay>0 then
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SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
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SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
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SpawnStatic:ReSpawnAt( Coordinate, Heading )
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end
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return self
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end
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