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#AUFTRAG LANDATCOORDINATE - added combat land options
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@ -1062,8 +1062,10 @@ end
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-- @param #number Time Time in seconds to stay. Default 300 seconds.
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-- @param #number Speed Speed in knots to fly to the target coordinate. Default 150kn.
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-- @param #number MissionAlt Altitude to fly towards the mission in feet AGL. Default 1000ft.
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-- @param #boolean CombatLanding (Optional) If true, set the Combat Landing option.
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-- @param #number DirectionAfterLand (Optional) Heading after landing in degrees.
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-- @return #AUFTRAG self
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function AUFTRAG:NewLANDATCOORDINATE(Coordinate, OuterRadius, InnerRadius, Time, Speed, MissionAlt)
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function AUFTRAG:NewLANDATCOORDINATE(Coordinate, OuterRadius, InnerRadius, Time, Speed, MissionAlt, CombatLanding, DirectionAfterLand)
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local mission=AUFTRAG:New(AUFTRAG.Type.LANDATCOORDINATE)
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@ -1071,6 +1073,8 @@ function AUFTRAG:NewLANDATCOORDINATE(Coordinate, OuterRadius, InnerRadius, Time,
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mission.stayTime = Time or 300
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mission.stayAt = Coordinate
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mission.combatLand = CombatLanding
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mission.directionAfter = DirectionAfterLand
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self:SetMissionSpeed(Speed or 150)
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self:SetMissionAltitude(MissionAlt or 1000)
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@ -6492,8 +6496,7 @@ function AUFTRAG:GetDCSMissionTask()
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local DCStask={}
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local Vec2 = self.stayAt:GetVec2()
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local DCStask = CONTROLLABLE.TaskLandAtVec2(nil,Vec2,self.stayTime)
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local DCStask = CONTROLLABLE.TaskLandAtVec2(nil,Vec2,self.stayTime, self.combatLand, self.directionAfter)
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table.insert(DCStasks, DCStask)
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elseif self.type==AUFTRAG.Type.ONGUARD or self.type==AUFTRAG.Type.ARMOREDGUARD then
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