This commit is contained in:
Frank 2025-01-18 22:34:25 +01:00
commit d02b5db6dd
5 changed files with 63 additions and 16 deletions

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@ -1060,7 +1060,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
-- Tracking info and init of last bomb position. -- Tracking info and init of last bomb position.
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName) local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
self:I(FOX.lid..text) self:T(FOX.lid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug) MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Loop over players. -- Loop over players.

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@ -809,6 +809,8 @@ end
-- @param #boolean noMessage -- @param #boolean noMessage
-- @param #string _description Description -- @param #string _description Description
-- @param #boolean forcedesc Use the description only for the pilot track entry -- @param #boolean forcedesc Use the description only for the pilot track entry
-- @return Wrapper.Group#GROUP PilotInField Pilot GROUP object
-- @return #string AliasName Alias display name
function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc ) function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc )
self:T(self.lid .. " _AddCsar") self:T(self.lid .. " _AddCsar")
self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description}) self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description})
@ -878,7 +880,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc. self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
return self return _spawnedGroup, _alias
end end
--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. --- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
@ -1829,8 +1831,9 @@ end
--- (Internal) Function to get string of a group\'s position. --- (Internal) Function to get string of a group\'s position.
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object. -- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object.
-- @param Wrapper.Unit#UNIT _Unit Requesting helo pilot unit
-- @return #string Coordinates as Text -- @return #string Coordinates as Text
function CSAR:_GetPositionOfWounded(_woundedGroup) function CSAR:_GetPositionOfWounded(_woundedGroup,_Unit)
self:T(self.lid .. " _GetPositionOfWounded") self:T(self.lid .. " _GetPositionOfWounded")
local _coordinate = _woundedGroup:GetCoordinate() local _coordinate = _woundedGroup:GetCoordinate()
local _coordinatesText = "None" local _coordinatesText = "None"
@ -1845,6 +1848,26 @@ function CSAR:_GetPositionOfWounded(_woundedGroup)
_coordinatesText = _coordinate:ToStringBULLS(self.coalition) _coordinatesText = _coordinate:ToStringBULLS(self.coalition)
end end
end end
if _Unit and _Unit:GetPlayerName() then
local playername = _Unit:GetPlayerName()
if playername then
local settings = _DATABASE:GetPlayerSettings(playername) or _SETTINGS
if settings then
self:T("Get Settings ok!")
if settings:IsA2G_MGRS() then
_coordinatesText = _coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then
_coordinatesText = _coordinate:ToStringLLDMS(settings)
elseif settings:IsA2G_LL_DDM() then
_coordinatesText = _coordinate:ToStringLLDDM(settings)
elseif settings:IsA2G_BR() then
-- attention this is the distance from the ASKING unit to target, not from RECCE to target!
local startcoordinate = _Unit:GetCoordinate()
_coordinatesText = _coordinate:ToStringBR(startcoordinate,settings)
end
end
end
end
return _coordinatesText return _coordinatesText
end end
@ -1870,13 +1893,17 @@ function CSAR:_DisplayActiveSAR(_unitName)
self:T({Table=_value}) self:T({Table=_value})
local _woundedGroup = _value.group local _woundedGroup = _value.group
if _woundedGroup and _value.alive then if _woundedGroup and _value.alive then
local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup) local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup,_heli)
local _helicoord = _heli:GetCoordinate() local _helicoord = _heli:GetCoordinate()
local _woundcoord = _woundedGroup:GetCoordinate() local _woundcoord = _woundedGroup:GetCoordinate()
local _distance = self:_GetDistance(_helicoord, _woundcoord) local _distance = self:_GetDistance(_helicoord, _woundcoord)
self:T({_distance = _distance}) self:T({_distance = _distance})
local distancetext = "" local distancetext = ""
if _SETTINGS:IsImperial() then local settings = _SETTINGS
if _heli:GetPlayerName() then
settings = _DATABASE:GetPlayerSettings(_heli:GetPlayerName()) or _SETTINGS
end
if settings:IsImperial() then
distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance)) distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance))
else else
distancetext = string.format("%.1fkm", _distance/1000.0) distancetext = string.format("%.1fkm", _distance/1000.0)

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@ -3003,7 +3003,7 @@ end
-- local callsign = mygroup:GetCustomCallSign(true,false,nil,function(groupname,playername) return string.match(playername,"([%a]+)$") end) -- local callsign = mygroup:GetCustomCallSign(true,false,nil,function(groupname,playername) return string.match(playername,"([%a]+)$") end)
-- --
function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,CustomFunction,...) function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,CustomFunction,...)
--self:I("GetCustomCallSign") self:T("GetCustomCallSign")
local callsign = "Ghost 1" local callsign = "Ghost 1"
if self:IsAlive() then if self:IsAlive() then
@ -3016,8 +3016,12 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,C
local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9 local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9
local callnumberminor = string.char(string.byte(callnumber,2)) -- 1 local callnumberminor = string.char(string.byte(callnumber,2)) -- 1
local personalized = false local personalized = false
local playername = IsPlayer == true and self:GetPlayerName() or shortcallsign --local playername = IsPlayer == true and self:GetPlayerName() or shortcallsign
local playername = shortcallsign
if IsPlayer then playername = self:GetPlayerName() end
self:T2("GetCustomCallSign outcome = "..playername)
if CustomFunction and IsPlayer then if CustomFunction and IsPlayer then
local arguments = arg or {} local arguments = arg or {}
local callsign = CustomFunction(groupname,playername,unpack(arguments)) local callsign = CustomFunction(groupname,playername,unpack(arguments))

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@ -110,14 +110,17 @@ function POSITIONABLE:Destroy( GenerateEvent )
if GenerateEvent and GenerateEvent == true then if GenerateEvent and GenerateEvent == true then
if self:IsAir() then if self:IsAir() then
--self:ScheduleOnce(1,self.CreateEventCrash,self,timer.getTime(),DCSObject)
self:CreateEventCrash( timer.getTime(), DCSObject ) self:CreateEventCrash( timer.getTime(), DCSObject )
else else
--self:ScheduleOnce(1,self.CreateEventDead,self,timer.getTime(),DCSObject)
self:CreateEventDead( timer.getTime(), DCSObject ) self:CreateEventDead( timer.getTime(), DCSObject )
end end
elseif GenerateEvent == false then elseif GenerateEvent == false then
-- Do nothing! -- Do nothing!
else else
self:CreateEventRemoveUnit( timer.getTime(), DCSObject ) self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
--self:ScheduleOnce(1,self.CreateEventRemoveUnit,self,timer.getTime(),DCSObject)
end end
USERFLAG:New( UnitGroupName ):Set( 100 ) USERFLAG:New( UnitGroupName ):Set( 100 )
@ -142,7 +145,11 @@ function POSITIONABLE:GetPosition()
self:F2( self.PositionableName ) self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject() local DCSPositionable = self:GetDCSObject()
if self:IsInstanceOf("GROUP") then
DCSPositionable = self:GetFirstUnitAlive():GetDCSObject()
end
if DCSPositionable then if DCSPositionable then
local PositionablePosition = DCSPositionable:getPosition() local PositionablePosition = DCSPositionable:getPosition()
self:T3( PositionablePosition ) self:T3( PositionablePosition )

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@ -48,8 +48,8 @@ function SCENERY:Register( SceneryName, SceneryObject )
self.SceneryObject = SceneryObject self.SceneryObject = SceneryObject
if self.SceneryObject then if self.SceneryObject and self.SceneryObject.getLife then -- fix some objects do not have all functions
self.Life0 = self.SceneryObject:getLife() self.Life0 = self.SceneryObject:getLife() or 0
else else
self.Life0 = 0 self.Life0 = 0
end end
@ -59,7 +59,7 @@ function SCENERY:Register( SceneryName, SceneryObject )
return self return self
end end
--- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists. --- Returns the value of the scenery with the given PropertyName, or nil if no matching property exists.
-- @param #SCENERY self -- @param #SCENERY self
-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved. -- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
-- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent. -- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent.
@ -67,6 +67,14 @@ function SCENERY:GetProperty(PropertyName)
return self.Properties[PropertyName] return self.Properties[PropertyName]
end end
--- Checks if the value of the scenery with the given PropertyName exists.
-- @param #SCENERY self
-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
-- @return #boolean Outcome True if it exists, else false.
function SCENERY:HasProperty(PropertyName)
return self.Properties[PropertyName] ~= nil and true or false
end
--- Returns the scenery Properties table. --- Returns the scenery Properties table.
-- @param #SCENERY self -- @param #SCENERY self
-- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment . -- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment .
@ -97,7 +105,7 @@ function SCENERY:GetDCSObject()
return self.SceneryObject return self.SceneryObject
end end
--- Get current life points from the SCENERY Object. --- Get current life points from the SCENERY Object. Note - Some scenery objects always have 0 life points.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120% -- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
-- 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 -- 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
-- criteria for a bombing task. -- criteria for a bombing task.
@ -105,7 +113,7 @@ end
--@return #number life --@return #number life
function SCENERY:GetLife() function SCENERY:GetLife()
local life = 0 local life = 0
if self.SceneryObject then if self.SceneryObject and self.SceneryObject.getLife then
life = self.SceneryObject:getLife() life = self.SceneryObject:getLife()
if life > self.Life0 then if life > self.Life0 then
self.Life0 = math.floor(life * 1.2) self.Life0 = math.floor(life * 1.2)
@ -121,7 +129,7 @@ function SCENERY:GetLife0()
return self.Life0 or 0 return self.Life0 or 0
end end
--- Check if SCENERY Object is alive. --- Check if SCENERY Object is alive. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self --@param #SCENERY self
--@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100). --@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100).
--@return #number life --@return #number life
@ -133,7 +141,7 @@ function SCENERY:IsAlive(Threshold)
end end
end end
--- Check if SCENERY Object is dead. --- Check if SCENERY Object is dead. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self --@param #SCENERY self
--@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100). --@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100).
--@return #number life --@return #number life
@ -145,12 +153,13 @@ function SCENERY:IsDead(Threshold)
end end
end end
--- Get SCENERY relative life in percent, e.g. 75. --- Get SCENERY relative life in percent, e.g. 75. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self --@param #SCENERY self
--@return #number rlife --@return #number rlife
function SCENERY:GetRelativeLife() function SCENERY:GetRelativeLife()
local life = self:GetLife() local life = self:GetLife()
local life0 = self:GetLife0() local life0 = self:GetLife0()
if life == 0 or life0 == 0 then return 0 end
local rlife = math.floor((life/life0)*100) local rlife = math.floor((life/life0)*100)
return rlife return rlife
end end