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#SCENERY
* Added update of Life0 value if `GetLife()`is called #SET_SCENERY * Added Documentation
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@ -7835,12 +7835,15 @@ do -- SET_SCENERY
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end
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--- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive.
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-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Be aware that thus the relative life value might be > 100 after a hit.
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-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120%
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-- of the last life value if life exceeds life0 ata any point.
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-- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
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-- @param #SET_SCENERY self
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-- @return #number LifePoints
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function SET_SCENERY:GetRelativeLife()
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local life0 = self:GetLife0()
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local life = self:GetLife()
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local life0 = self:GetLife0()
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self:T3(string.format("Set Lifepoints: %d life0 | %d life",life0,life))
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local rlife = math.floor((life / life0) * 100)
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return rlife
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end
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@ -63,12 +63,18 @@ function SCENERY:GetDCSObject()
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end
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--- Get current life points from the SCENERY Object.
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-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
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-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
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-- criteria for a bombing task.
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--@param #SCENERY self
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--@return #number life
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function SCENERY:GetLife()
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local life = 0
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if self.SceneryObject then
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life = self.SceneryObject:getLife()
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if life > self.Life0 then
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self.Life0 = math.floor(life * 1.2)
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end
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end
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return life
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end
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