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#UTILS
* Fix for group set reloading - thanks @BlueEcko!
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@@ -2002,6 +2002,7 @@ function RANGE:OnEventShot( EventData )
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self:_DisplayMessageToGroup( _unit, _message, nil, false )
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if self.rangecontrol then
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-- weapon impacted too far from the nearest target! No Score!
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self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
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end
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@@ -2090,6 +2091,7 @@ function RANGE:onafterEnterRange( From, Event, To, player )
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local RF = UTILS.Split( string.format( "%.3f", self.rangecontrolfreq ), "." )
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-- Radio message that player entered the range
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-- You entered the bombing range. For hit assessment, contact the range controller.
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self.instructor:NewTransmission( RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath )
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self.instructor:Number2Transmission( RF[1] )
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if tonumber( RF[2] ) > 0 then
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@@ -2110,6 +2112,7 @@ end
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function RANGE:onafterExitRange( From, Event, To, player )
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if self.instructor then
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-- You left the bombing range zone. Have a nice day!
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self.instructor:NewTransmission( RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath )
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end
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@@ -3043,6 +3046,7 @@ function RANGE:_CheckInZone( _unitName )
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self:_DisplayMessageToGroup( _unit, _msg, nil, true )
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if self.rangecontrol then
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-- You left the strafing zone too quickly! No score!
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self.rangecontrol:NewTransmission( RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath )
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end
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