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Merge pull request #909 from FlightControl-Master/FF/Develop
ARTY v0.9.4
This commit is contained in:
commit
d11d4e09a4
@ -958,6 +958,15 @@ do -- COORDINATE
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return Path
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return Path
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end
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end
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--- Gets the surface type at the coordinate.
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-- @param #COORDINATE self
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-- @return Dcs.DCSland#SurfaceType Surface type.
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function COORDINATE:GetSurfaceType()
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local vec2=self:GetVec2()
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local surface=land.getSurfaceType(vec2)
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return surface
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end
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--- Creates an explosion at the point of a certain intensity.
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--- Creates an explosion at the point of a certain intensity.
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-- @param #COORDINATE self
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-- @param #COORDINATE self
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-- @param #number ExplosionIntensity
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-- @param #number ExplosionIntensity
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@ -53,6 +53,7 @@
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-- @field #number Nshells0 Initial amount of shells of the whole group.
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-- @field #number Nshells0 Initial amount of shells of the whole group.
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-- @field #number Nrockets0 Initial amount of rockets of the whole group.
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-- @field #number Nrockets0 Initial amount of rockets of the whole group.
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-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
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-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
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-- @field #number Nukes0 Initial amount of tactical nukes of the whole group.
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-- @field #number FullAmmo Full amount of all ammunition taking the number of alive units into account.
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-- @field #number FullAmmo Full amount of all ammunition taking the number of alive units into account.
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-- @field #number StatusInterval Update interval in seconds between status updates. Default 10 seconds.
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-- @field #number StatusInterval Update interval in seconds between status updates. Default 10 seconds.
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-- @field #number WaitForShotTime Max time in seconds to wait until fist shot event occurs after target is assigned. If time is passed without shot, the target is deleted. Default is 300 seconds.
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-- @field #number WaitForShotTime Max time in seconds to wait until fist shot event occurs after target is assigned. If time is passed without shot, the target is deleted. Default is 300 seconds.
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@ -78,6 +79,14 @@
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-- @field #number Nshots Number of shots fired on current target.
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-- @field #number Nshots Number of shots fired on current target.
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-- @field #number minrange Minimum firing range in kilometers. Targets closer than this distance are not engaged. Default 0.5 km.
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-- @field #number minrange Minimum firing range in kilometers. Targets closer than this distance are not engaged. Default 0.5 km.
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-- @field #number maxrange Maximum firing range in kilometers. Targets further away than this distance are not engaged. Default 10000 km.
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-- @field #number maxrange Maximum firing range in kilometers. Targets further away than this distance are not engaged. Default 10000 km.
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-- @field #number nukewarhead Explosion strength of tactical nuclear warhead in kg TNT. Default 75000.
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-- @field #number Nukes Number of nuclear shells, the group has available. Default is same number as normal shells. Note that if normal shells are empty, firing nukes is also not possible any more.
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-- @field #number nukerange Demolition range of tactical nuclear explostions.
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-- @field #boolean nukefire Ignite additional fires and smoke for nuclear explosions Default true.
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-- @field #number nukefires Number of nuclear fires and subexplosions.
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-- @field #boolean relocateafterfire Group will relocate after each firing task. Default false.
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-- @field #number relocateRmin Minimum distance in meters the group will look for places to relocate.
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-- @field #number relocateRmax Maximum distance in meters the group will look for places to relocate.
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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---# ARTY class, extends @{Core.Fsm#FSM_CONTROLLABLE}
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---# ARTY class, extends @{Core.Fsm#FSM_CONTROLLABLE}
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@ -339,6 +348,7 @@ ARTY={
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Nshells0=0,
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Nshells0=0,
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Nrockets0=0,
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Nrockets0=0,
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Nmissiles0=0,
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Nmissiles0=0,
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Nukes0=0,
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FullAmmo=0,
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FullAmmo=0,
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StatusInterval=10,
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StatusInterval=10,
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WaitForShotTime=300,
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WaitForShotTime=300,
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@ -365,6 +375,14 @@ ARTY={
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Nshots=0,
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Nshots=0,
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minrange=500,
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minrange=500,
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maxrange=1000000,
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maxrange=1000000,
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nukewarhead=75000,
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Nukes=nil,
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nukefire=false,
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nukefires=nil,
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nukerange=nil,
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relocateafterfire=false,
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relocateRmin=300,
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relocateRmax=800,
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}
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}
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--- Weapong type ID. http://wiki.hoggit.us/view/DCS_enum_weapon_flag
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--- Weapong type ID. http://wiki.hoggit.us/view/DCS_enum_weapon_flag
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@ -377,6 +395,7 @@ ARTY.WeaponType={
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GuidedMissile=268402688,
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GuidedMissile=268402688,
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CruiseMissile=2097152,
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CruiseMissile=2097152,
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AntiShipMissile=65536,
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AntiShipMissile=65536,
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TacticalNukes=666,
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}
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}
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--- Some ID to identify who we are in output of the DCS.log file.
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--- Some ID to identify who we are in output of the DCS.log file.
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@ -385,7 +404,7 @@ ARTY.id="ARTY | "
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--- Arty script version.
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--- Arty script version.
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-- @field #string version
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-- @field #string version
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ARTY.version="0.9.1"
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ARTY.version="0.9.4"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -459,7 +478,6 @@ function ARTY:New(group)
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-- Maximum speed in km/h.
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-- Maximum speed in km/h.
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self.SpeedMax=group:GetSpeedMax()
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self.SpeedMax=group:GetSpeedMax()
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--self.SpeedMax=self.DCSdesc.speedMax*3.6
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-- Set speed to 0.7 of maximum.
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-- Set speed to 0.7 of maximum.
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self.Speed=self.SpeedMax * 0.7
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self.Speed=self.SpeedMax * 0.7
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@ -601,9 +619,9 @@ end
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--- Assign coordinate to where the ARTY group should move.
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--- Assign coordinate to where the ARTY group should move.
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-- @param #ARTY self
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-- @param #ARTY self
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-- @param Core.Point#COORDINATE coord Coordinates of the target.
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-- @param Core.Point#COORDINATE coord Coordinates of the new position.
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-- @param #string time (Optional) Day time at which the group should start moving. Passed as a string in format "08:13:45".
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-- @param #string time (Optional) Day time at which the group should start moving. Passed as a string in format "08:13:45". Default is now.
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-- @param #number speed (Optinal) Speed in km/h the group should move at. Default 50 km/h.
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-- @param #number speed (Optinal) Speed in km/h the group should move at. Default 70% of max posible speed of group.
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-- @param #boolean onroad (Optional) If true, group will mainly use roads. Default off, i.e. go directly towards the specified coordinate.
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-- @param #boolean onroad (Optional) If true, group will mainly use roads. Default off, i.e. go directly towards the specified coordinate.
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-- @param #boolean cancel (Optional) If true, cancel any running attack when move should begin. Default is false.
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-- @param #boolean cancel (Optional) If true, cancel any running attack when move should begin. Default is false.
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-- @param #string name (Optional) Name of the coordinate. Default is LL DMS string of the coordinate. If the name was already given, the numbering "#01", "#02",... is appended automatically.
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-- @param #string name (Optional) Name of the coordinate. Default is LL DMS string of the coordinate. If the name was already given, the numbering "#01", "#02",... is appended automatically.
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@ -620,8 +638,18 @@ function ARTY:AssignMoveCoord(coord, time, speed, onroad, cancel, name)
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-- Default is current time if no time was specified.
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-- Default is current time if no time was specified.
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time=time or self:_SecondsToClock(timer.getAbsTime())
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time=time or self:_SecondsToClock(timer.getAbsTime())
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-- Default speed is 50 km/h.
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-- Get max speed of group.
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speed=speed or 50
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local speedmax=self.Controllable:GetSpeedMax()
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-- Default speed is 70% of max speed.
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if speed then
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speed=math.min(speed, speedmax)
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elseif self.Speed then
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speed=self.Speed
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else
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speed=speedmax*0.7
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end
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-- Default is off road.
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-- Default is off road.
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if onroad==nil then
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if onroad==nil then
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@ -639,6 +667,10 @@ function ARTY:AssignMoveCoord(coord, time, speed, onroad, cancel, name)
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-- Prepare move array.
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-- Prepare move array.
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local _move={name=_name, coord=coord, time=_time, speed=speed, onroad=onroad, cancel=cancel}
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local _move={name=_name, coord=coord, time=_time, speed=speed, onroad=onroad, cancel=cancel}
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if self.Debug then
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coord:MarkToAll(string.format("Battery %s move position.", self.Controllable:GetName()))
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end
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-- Add to table.
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-- Add to table.
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table.insert(self.moves, _move)
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table.insert(self.moves, _move)
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@ -822,6 +854,51 @@ function ARTY:SetMissileTypes(tableofnames)
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end
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end
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end
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end
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--- Set number of tactical nuclear warheads available to the group.
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-- Note that it can be max the number of normal shells. Also if all normal shells are empty, firing nuclear shells is also not possible any more until group gets rearmed.
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-- @param #ARTY self
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-- @param #number n Number of warheads for the whole group.
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function ARTY:SetTacNukeShells(n)
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self.Nukes=n
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end
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--- Set nuclear warhead explosion strength.
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-- @param #ARTY self
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-- @param #number strength Explosion strength in kilo tons TNT. Default is 0.075 kt.
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function ARTY:SetTacNukeWarhead(strength)
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self.nukewarhead=strength or 0.075
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self.nukewarhead=self.nukewarhead*1000*1000 -- convert to kg TNT.
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end
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--- Set nuclear fires and extra demolition explosions.
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-- @param #ARTY self
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-- @param #number nfires (Optional) Number of big smoke and fire objects created in the demolition zone.
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-- @param #number demolitionrange (Optional) Demolition range in meters.
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function ARTY:SetTacNukeFires(nfires, range)
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self.nukefire=true
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self.nukefires=nfires
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self.nukerange=range
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end
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--- Set relocate after firing. Group will find a new location after each engagement. Default is off
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-- @param #ARTY self
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-- @param #number switch (Optional) If true, activate relocation. If false, deactivate relocation.
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function ARTY:SetRelocateAfterEngagement(switch)
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if switch==nil then
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switch=true
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end
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self.relocateafterfire=switch
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end
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--- Set relocation distance.
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-- @param #ARTY self
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-- @param #number rmax (Optional) Max distance in meters, the group will move to relocate. Default is 800 m.
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-- @param #number rmin (Optional) Min distance in meters, the group will move to relocate. Default is 300 m.
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function ARTY:SetRelocateDistance(rmax, rmin)
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self.relocateRmax=rmax or 800
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self.relocateRmin=rmin or 300
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Start Event
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-- FSM Start Event
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -843,6 +920,19 @@ function ARTY:onafterStart(Controllable, From, Event, To)
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-- Get Ammo.
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-- Get Ammo.
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self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
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self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
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-- Init nuclear explosion parameters if they were not set by user.
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if self.nukerange==nil then
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self.nukerange=1500/75000*self.nukewarhead -- linear dependence
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end
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if self.nukefires==nil then
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self.nukefires=20/1000/1000*self.nukerange*self.nukerange
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end
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if self.Nukes==nil then
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self.Nukes0=self.Nshells0
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else
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self.Nukes0=self.Nukes
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end
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local text=string.format("\n******************************************************\n")
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local text=string.format("\n******************************************************\n")
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text=text..string.format("Arty group = %s\n", Controllable:GetName())
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text=text..string.format("Arty group = %s\n", Controllable:GetName())
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text=text..string.format("Artillery attribute = %s\n", tostring(self.IsArtillery))
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text=text..string.format("Artillery attribute = %s\n", tostring(self.IsArtillery))
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@ -857,6 +947,10 @@ function ARTY:onafterStart(Controllable, From, Event, To)
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text=text..string.format("Number of shells = %d\n", self.Nshells0)
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text=text..string.format("Number of shells = %d\n", self.Nshells0)
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text=text..string.format("Number of rockets = %d\n", self.Nrockets0)
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text=text..string.format("Number of rockets = %d\n", self.Nrockets0)
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text=text..string.format("Number of missiles = %d\n", self.Nmissiles0)
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text=text..string.format("Number of missiles = %d\n", self.Nmissiles0)
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text=text..string.format("Number of nukes = %d\n", self.Nukes0)
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text=text..string.format("Nuclear warhead = %d tons TNT\n", self.nukewarhead/1000)
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text=text..string.format("Nuclear demolition = %d m\n", self.nukerange)
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text=text..string.format("Nuclear fires = %d (active=%s)\n", self.nukefires, tostring(self.nukefire))
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if self.RearmingGroup or self.RearmingPlaceCoord then
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if self.RearmingGroup or self.RearmingPlaceCoord then
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text=text..string.format("Rearming safe dist. = %d m\n", self.RearmingDistance)
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text=text..string.format("Rearming safe dist. = %d m\n", self.RearmingDistance)
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end
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end
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@ -870,6 +964,9 @@ function ARTY:onafterStart(Controllable, From, Event, To)
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text=text..string.format("Rearming coord dist = %d m\n", dist)
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text=text..string.format("Rearming coord dist = %d m\n", dist)
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text=text..string.format("Rearming ARTY roads = %s\n", tostring(self.RearmingArtyOnRoad))
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text=text..string.format("Rearming ARTY roads = %s\n", tostring(self.RearmingArtyOnRoad))
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end
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end
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text=text..string.format("Relocate after fire = %s\n", tostring(self.relocateafterfire))
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text=text..string.format("Relocate min dist. = %d\n m", self.relocateRmin)
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text=text..string.format("Relocate max dist. = %d\n m", self.relocateRmax)
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text=text..string.format("******************************************************\n")
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text=text..string.format("******************************************************\n")
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text=text..string.format("Targets:\n")
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text=text..string.format("Targets:\n")
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for _, target in pairs(self.targets) do
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for _, target in pairs(self.targets) do
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@ -928,6 +1025,7 @@ function ARTY:_StatusReport()
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text=text..string.format("Number of shells = %d\n", Nshells)
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text=text..string.format("Number of shells = %d\n", Nshells)
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text=text..string.format("Number of rockets = %d\n", Nrockets)
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text=text..string.format("Number of rockets = %d\n", Nrockets)
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text=text..string.format("Number of missiles = %d\n", Nmissiles)
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text=text..string.format("Number of missiles = %d\n", Nmissiles)
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text=text..string.format("Number of nukes = %d\n", self.Nukes)
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if self.currentTarget then
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if self.currentTarget then
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text=text..string.format("Current Target = %s\n", tostring(self.currentTarget.name))
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text=text..string.format("Current Target = %s\n", tostring(self.currentTarget.name))
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text=text..string.format("Curr. Tgt assigned = %d\n", Tnow-self.currentTarget.Tassigned)
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text=text..string.format("Curr. Tgt assigned = %d\n", Tnow-self.currentTarget.Tassigned)
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@ -952,6 +1050,115 @@ end
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-- Event Handling
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-- Event Handling
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Model a nuclear blast/destruction by creating fires and destroy scenery.
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-- @param #ARTY self
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-- @param Core.Point#COORDINATE _coord Coordinate of the impact point (center of the blast).
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function ARTY:_NuclearBlast(_coord)
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local S0=self.nukewarhead
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local R0=self.nukerange
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-- Number of fires
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local N0=self.nukefires
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-- Create an explosion at the last known position.
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_coord:Explosion(S0)
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-- Huge fire at direct impact point.
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--if self.nukefire then
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_coord:BigSmokeAndFireHuge()
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--end
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-- Create a table of fire coordinates within the demolition zone.
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local _fires={}
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for i=1,N0 do
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local _fire=_coord:GetRandomCoordinateInRadius(R0)
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local _dist=_fire:Get2DDistance(_coord)
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table.insert(_fires, {distance=_dist, coord=_fire})
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end
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-- Sort scenery wrt to distance from impact point.
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local _sort = function(a,b) return a.distance < b.distance end
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table.sort(_fires,_sort)
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local function _explosion(R)
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-- At R=R0 ==> explosion strength is 1% of S0 at impact point.
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local alpha=math.log(100)
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local strength=S0*math.exp(-alpha*R/R0)
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self:T2(ARTY.id..string.format("Nuclear explosion strength s(%.1f m) = %.5f (s/s0=%.1f %%), alpha=%.3f", R, strength, strength/S0*100, alpha))
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return strength
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||||||
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end
|
||||||
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|
||||||
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local function ignite(_fires)
|
||||||
|
for _,fire in pairs(_fires) do
|
||||||
|
local _fire=fire.coord --Core.Point#COORDINATE
|
||||||
|
|
||||||
|
-- Get distance to impact and calc exponential explosion strength.
|
||||||
|
local R=_fire:Get2DDistance(_coord)
|
||||||
|
local S=_explosion(R)
|
||||||
|
self:T2(ARTY.id..string.format("Explosion r=%.1f, s=%.3f", R, S))
|
||||||
|
|
||||||
|
-- Get a random Big Smoke and fire object.
|
||||||
|
local _preset=math.random(0,7)
|
||||||
|
local _density=S/S0 --math.random()+0.1
|
||||||
|
|
||||||
|
_fire:BigSmokeAndFire(_preset,_density)
|
||||||
|
_fire:Explosion(S)
|
||||||
|
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if self.nukefire==true then
|
||||||
|
ignite(_fires)
|
||||||
|
end
|
||||||
|
|
||||||
|
--[[
|
||||||
|
local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000)
|
||||||
|
|
||||||
|
-- Scan for Scenery objects.
|
||||||
|
ZoneNuke:Scan(Object.Category.SCENERY)
|
||||||
|
|
||||||
|
-- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group.
|
||||||
|
local scenery={}
|
||||||
|
|
||||||
|
for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do
|
||||||
|
for SceneryName, SceneryObject in pairs(SceneryData) do
|
||||||
|
|
||||||
|
local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY
|
||||||
|
|
||||||
|
-- Position of the scenery object.
|
||||||
|
local spos=SceneryObject:GetCoordinate()
|
||||||
|
|
||||||
|
-- Distance from group to impact point.
|
||||||
|
local distance= spos:Get2DDistance(_coord)
|
||||||
|
|
||||||
|
-- Place markers on every possible scenery object.
|
||||||
|
if self.Debug then
|
||||||
|
local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName()))
|
||||||
|
local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS())
|
||||||
|
self:T2(SUPPRESSION.id..text)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Add to table.
|
||||||
|
table.insert(scenery, {object=SceneryObject, distance=distance})
|
||||||
|
|
||||||
|
--SceneryObject:Destroy()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Sort scenery wrt to distance from impact point.
|
||||||
|
-- local _sort = function(a,b) return a.distance < b.distance end
|
||||||
|
-- table.sort(scenery,_sort)
|
||||||
|
|
||||||
|
-- for _,object in pairs(scenery) do
|
||||||
|
-- local sobject=object -- Wrapper.Scenery#SCENERY
|
||||||
|
-- sobject:Destroy()
|
||||||
|
-- end
|
||||||
|
|
||||||
|
]]
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
--- Eventhandler for shot event.
|
--- Eventhandler for shot event.
|
||||||
-- @param #ARTY self
|
-- @param #ARTY self
|
||||||
-- @param Core.Event#EVENTDATA EventData
|
-- @param Core.Event#EVENTDATA EventData
|
||||||
@ -985,61 +1192,128 @@ function ARTY:_OnEventShot(EventData)
|
|||||||
self:T(ARTY.id..text)
|
self:T(ARTY.id..text)
|
||||||
MESSAGE:New(text, 5):ToAllIf(self.report or self.Debug)
|
MESSAGE:New(text, 5):ToAllIf(self.report or self.Debug)
|
||||||
|
|
||||||
|
-- Last known position of the weapon fired.
|
||||||
|
local _lastpos={x=0, y=0, z=0}
|
||||||
|
|
||||||
|
--- Track the position of the weapon if it is supposed to model a tac nuke.
|
||||||
|
-- @param #table _weapon
|
||||||
|
local function _TrackWeapon(_weapon)
|
||||||
|
|
||||||
|
-- When the pcall status returns false the weapon has hit.
|
||||||
|
local _status,_currpos = pcall(
|
||||||
|
function()
|
||||||
|
return _weapon:getPoint()
|
||||||
|
end)
|
||||||
|
|
||||||
|
self:T(ARTY.id..string.format("ARTY %s: Weapon still in air: %s", self.Controllable:GetName(), tostring(_status)))
|
||||||
|
|
||||||
|
if _status then
|
||||||
|
|
||||||
|
-- Update last position.
|
||||||
|
_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
|
||||||
|
|
||||||
|
-- Check again in 0.05 seconds.
|
||||||
|
--return timer.getTime() + self.dtBombtrack
|
||||||
|
return timer.getTime() + 0.05
|
||||||
|
|
||||||
|
else
|
||||||
|
|
||||||
|
local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
|
||||||
|
|
||||||
|
-- Create a "nuclear" explosion and blast at the impact point.
|
||||||
|
SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Start track the shell if we want to model a tactical nuke.
|
||||||
|
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0 then
|
||||||
|
self:T(ARTY.id..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.Controllable:GetName()))
|
||||||
|
timer.scheduleFunction(_TrackWeapon, EventData.weapon, timer.getTime() + 2.0)
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Get current ammo.
|
-- Get current ammo.
|
||||||
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
|
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
|
||||||
|
|
||||||
|
-- Decrease available nukes.
|
||||||
|
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
|
||||||
|
self.Nukes=self.Nukes-1
|
||||||
|
end
|
||||||
|
|
||||||
|
local _outofammo=false
|
||||||
if _nammo==0 then
|
if _nammo==0 then
|
||||||
|
|
||||||
self:T(ARTY.id..string.format("Group %s completely out of ammo.", self.Controllable:GetName()))
|
self:T(ARTY.id..string.format("Group %s completely out of ammo.", self.Controllable:GetName()))
|
||||||
self:CeaseFire(self.currentTarget)
|
_outofammo=true
|
||||||
self:Winchester()
|
|
||||||
|
|
||||||
-- Current target is deallocated ==> return
|
|
||||||
return
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Weapon type name for current target.
|
-- Weapon type name for current target.
|
||||||
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
|
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
|
||||||
self:T(ARTY.id..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.Controllable:GetName(), _nammo, _nshells, _nrockets, _nmissiles))
|
self:T(ARTY.id..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.Controllable:GetName(), _nammo, _nshells, _nrockets, _nmissiles))
|
||||||
self:T2(ARTY.id..string.format("Group %s uses weapontype %s for current target.", self.Controllable:GetName(), _weapontype))
|
self:T(ARTY.id..string.format("Group %s uses weapontype %s for current target.", self.Controllable:GetName(), _weapontype))
|
||||||
|
|
||||||
-- Special weapon type requested ==> Check if corresponding ammo is empty.
|
-- Special weapon type requested ==> Check if corresponding ammo is empty.
|
||||||
|
local _partlyoutofammo=false
|
||||||
if self.currentTarget.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
|
if self.currentTarget.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
|
||||||
|
|
||||||
self:T(ARTY.id.."Group %s, cannons requested but shells empty.", self.Controllable:GetName())
|
self:T(ARTY.id..string.format("Group %s, cannons requested but shells empty.", self.Controllable:GetName()))
|
||||||
self:CeaseFire(self.currentTarget)
|
_partlyoutofammo=true
|
||||||
return
|
|
||||||
|
elseif self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes<=0 then
|
||||||
|
|
||||||
|
self:T(ARTY.id..string.format("Group %s, tactical nukes requested but nukes empty.", self.Controllable:GetName()))
|
||||||
|
_partlyoutofammo=true
|
||||||
|
|
||||||
elseif self.currentTarget.weapontype==ARTY.WeaponType.Rockets and _nrockets==0 then
|
elseif self.currentTarget.weapontype==ARTY.WeaponType.Rockets and _nrockets==0 then
|
||||||
|
|
||||||
self:T(ARTY.id.."Group %s, rockets requested but rockets empty.", self.Controllable:GetName())
|
self:T(ARTY.id..string.format("Group %s, rockets requested but rockets empty.", self.Controllable:GetName()))
|
||||||
self:CeaseFire(self.currentTarget)
|
_partlyoutofammo=true
|
||||||
return
|
|
||||||
|
|
||||||
elseif self.currentTarget.weapontype==ARTY.WeaponType.UnguidedAny and _nshells+_nrockets==0 then
|
elseif self.currentTarget.weapontype==ARTY.WeaponType.UnguidedAny and _nshells+_nrockets==0 then
|
||||||
|
|
||||||
self:T(ARTY.id.."Group %s, unguided weapon requested but shells AND rockets empty.", self.Controllable:GetName())
|
self:T(ARTY.id..string.format("Group %s, unguided weapon requested but shells AND rockets empty.", self.Controllable:GetName()))
|
||||||
self:CeaseFire(self.currentTarget)
|
_partlyoutofammo=true
|
||||||
return
|
|
||||||
|
|
||||||
elseif (self.currentTarget.weapontype==ARTY.WeaponType.GuidedMissile or self.currentTarget.weapontype==ARTY.WeaponType.CruiseMissile or self.currentTarget.weapontype==ARTY.WeaponType.AntiShipMissile) and _nmissiles==0 then
|
elseif (self.currentTarget.weapontype==ARTY.WeaponType.GuidedMissile or self.currentTarget.weapontype==ARTY.WeaponType.CruiseMissile or self.currentTarget.weapontype==ARTY.WeaponType.AntiShipMissile) and _nmissiles==0 then
|
||||||
|
|
||||||
self:T(ARTY.id.."Group %s, guided, anti-ship or cruise missiles requested but all missiles empty.", self.Controllable:GetName())
|
self:T(ARTY.id..string.format("Group %s, guided, anti-ship or cruise missiles requested but all missiles empty.", self.Controllable:GetName()))
|
||||||
self:CeaseFire(self.currentTarget)
|
_partlyoutofammo=true
|
||||||
return
|
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check if number of shots reached max.
|
-- Check if number of shots reached max.
|
||||||
|
local _ceasefire=false
|
||||||
if self.Nshots >= self.currentTarget.nshells then
|
if self.Nshots >= self.currentTarget.nshells then
|
||||||
local text=string.format("Group %s stop firing on target %s.", self.Controllable:GetName(), self.currentTarget.name)
|
local text=string.format("Group %s stop firing on target %s.", self.Controllable:GetName(), self.currentTarget.name)
|
||||||
self:T(ARTY.id..text)
|
self:T(ARTY.id..text)
|
||||||
MESSAGE:New(text, 5):ToAllIf(self.Debug)
|
MESSAGE:New(text, 5):ToAllIf(self.Debug)
|
||||||
|
|
||||||
-- Cease fire.
|
-- Cease fire.
|
||||||
|
_ceasefire=true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Check if we are (partly) out of ammo.
|
||||||
|
if _outofammo or _partlyoutofammo then
|
||||||
|
_ceasefire=true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Cease fire on current target.
|
||||||
|
if _ceasefire then
|
||||||
self:CeaseFire(self.currentTarget)
|
self:CeaseFire(self.currentTarget)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Group is out of ammo (or partly and can rearm) ==> Winchester (==> Rearm).
|
||||||
|
if _outofammo or (_partlyoutofammo and self.RearmingGroup ~=nil) then
|
||||||
|
self:Winchester()
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Relocate position
|
||||||
|
if self.Nshots >= self.currentTarget.nshells and self.relocateafterfire then
|
||||||
|
self:_Relocate()
|
||||||
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
self:E(ARTY.id..string.format("ERROR: No current target for group %s?!", self.Controllable:GetName()))
|
self:E(ARTY.id..string.format("ERROR: No current target for group %s?!", self.Controllable:GetName()))
|
||||||
end
|
end
|
||||||
@ -1217,6 +1491,35 @@ function ARTY:onbeforeOpenFire(Controllable, From, Event, To, target)
|
|||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Get ammo.
|
||||||
|
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
|
||||||
|
local nfire=Nammo
|
||||||
|
if target.weapontype==ARTY.WeaponType.Auto then
|
||||||
|
nfire=Nammo
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.Cannon then
|
||||||
|
nfire=Nshells
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
|
||||||
|
nfire=self.Nukes
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.Rockets then
|
||||||
|
nfire=Nrockets
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.UnguidedAny then
|
||||||
|
nfire=Nshells+Nrockets
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.GuidedMissile then
|
||||||
|
nfire=Nmissiles
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.CruiseMissile then
|
||||||
|
nfire=Nmissiles
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.AntiShipMissile then
|
||||||
|
nfire=Nmissiles
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Adjust if less than requested ammo is left.
|
||||||
|
target.nshells=math.min(target.nshells, nfire)
|
||||||
|
|
||||||
|
-- No ammo left ==> deny transition.
|
||||||
|
if target.nshells<1 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -1230,9 +1533,6 @@ end
|
|||||||
function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
|
function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
|
||||||
self:_EventFromTo("onafterOpenFire", Event, From, To)
|
self:_EventFromTo("onafterOpenFire", Event, From, To)
|
||||||
|
|
||||||
--local _coord=target.coord --Core.Point#COORDINATE
|
|
||||||
--_coord:MarkToAll("Arty Target")
|
|
||||||
|
|
||||||
-- Get target array index.
|
-- Get target array index.
|
||||||
local id=self:_GetTargetIndexByName(target.name)
|
local id=self:_GetTargetIndexByName(target.name)
|
||||||
|
|
||||||
@ -1253,37 +1553,46 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
|
|||||||
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
|
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
|
||||||
local nfire=Nammo
|
local nfire=Nammo
|
||||||
local _type="shots"
|
local _type="shots"
|
||||||
if self.WeaponType==ARTY.WeaponType.Auto then
|
if target.weapontype==ARTY.WeaponType.Auto then
|
||||||
nfire=Nammo
|
nfire=Nammo
|
||||||
_type="shots"
|
_type="shots"
|
||||||
elseif self.WeaponType==ARTY.WeaponType.Cannon then
|
elseif target.weapontype==ARTY.WeaponType.Cannon then
|
||||||
nfire=Nshells
|
nfire=Nshells
|
||||||
_type="shells"
|
_type="shells"
|
||||||
elseif self.WeaponType==ARTY.WeaponType.Rockets then
|
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
|
||||||
|
nfire=self.Nukes
|
||||||
|
_type="nuclear shells"
|
||||||
|
elseif target.weapontype==ARTY.WeaponType.Rockets then
|
||||||
nfire=Nrockets
|
nfire=Nrockets
|
||||||
_type="rockets"
|
_type="rockets"
|
||||||
elseif self.WeaponType==ARTY.WeaponType.UnguidedAny then
|
elseif target.weapontype==ARTY.WeaponType.UnguidedAny then
|
||||||
nfire=Nshells+Nrockets
|
nfire=Nshells+Nrockets
|
||||||
_type="shells or rockets"
|
_type="shells or rockets"
|
||||||
elseif self.WeaponType==ARTY.WeaponType.GuidedMissile then
|
elseif target.weapontype==ARTY.WeaponType.GuidedMissile then
|
||||||
nfire=Nmissiles
|
nfire=Nmissiles
|
||||||
_type="guided missiles"
|
_type="guided missiles"
|
||||||
elseif self.WeaponType==ARTY.WeaponType.CruiseMissile then
|
elseif target.weapontype==ARTY.WeaponType.CruiseMissile then
|
||||||
nfire=Nmissiles
|
nfire=Nmissiles
|
||||||
_type="cruise missiles"
|
_type="cruise missiles"
|
||||||
elseif self.WeaponType==ARTY.WeaponType.AntiShipMissile then
|
elseif target.weapontype==ARTY.WeaponType.AntiShipMissile then
|
||||||
nfire=Nmissiles
|
nfire=Nmissiles
|
||||||
_type="anti-ship missiles"
|
_type="anti-ship missiles"
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Adjust if less than requested ammo is left.
|
-- Adjust if less than requested ammo is left.
|
||||||
local _n=math.min(target.nshells, nfire)
|
target.nshells=math.min(target.nshells, nfire)
|
||||||
|
|
||||||
-- Send message.
|
-- Send message.
|
||||||
local text=string.format("%s, opening fire on target %s with %d %s. Distance %.1f km.", Controllable:GetName(), target.name, _n, _type, range/1000)
|
local text=string.format("%s, opening fire on target %s with %d %s. Distance %.1f km.", Controllable:GetName(), target.name, target.nshells, _type, range/1000)
|
||||||
self:T(ARTY.id..text)
|
self:T(ARTY.id..text)
|
||||||
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report)
|
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report)
|
||||||
|
|
||||||
|
if self.Debug then
|
||||||
|
local _coord=target.coord --Core.Point#COORDINATE
|
||||||
|
local text=string.format("ARTY %s, Target %s, n=%d, weapon=%s", self.Controllable:GetName(), target.name, target.nshells, self:_WeaponTypeName(target.weapontype))
|
||||||
|
_coord:MarkToAll(text)
|
||||||
|
end
|
||||||
|
|
||||||
-- Start firing.
|
-- Start firing.
|
||||||
self:_FireAtCoord(target.coord, target.radius, target.nshells, target.weapontype)
|
self:_FireAtCoord(target.coord, target.radius, target.nshells, target.weapontype)
|
||||||
|
|
||||||
@ -1482,6 +1791,9 @@ function ARTY:onafterRearmed(Controllable, From, Event, To)
|
|||||||
self:T(ARTY.id..text)
|
self:T(ARTY.id..text)
|
||||||
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug)
|
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug)
|
||||||
|
|
||||||
|
-- "Rearm" tactical nukes as well.
|
||||||
|
self.Nukes=self.Nukes0
|
||||||
|
|
||||||
-- Route ARTY group back to where it came from (if distance is > 100 m).
|
-- Route ARTY group back to where it came from (if distance is > 100 m).
|
||||||
local d1=self.Controllable:GetCoordinate():Get2DDistance(self.InitialCoord)
|
local d1=self.Controllable:GetCoordinate():Get2DDistance(self.InitialCoord)
|
||||||
if d1 > self.RearmingDistance then
|
if d1 > self.RearmingDistance then
|
||||||
@ -1726,6 +2038,11 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
|
|||||||
-- Controllable.
|
-- Controllable.
|
||||||
local group=self.Controllable --Wrapper.Group#GROUP
|
local group=self.Controllable --Wrapper.Group#GROUP
|
||||||
|
|
||||||
|
-- Tactical nukes are actually cannon shells.
|
||||||
|
if weapontype==ARTY.WeaponType.TacticalNukes then
|
||||||
|
weapontype=ARTY.WeaponType.Cannon
|
||||||
|
end
|
||||||
|
|
||||||
-- Set ROE to weapon free.
|
-- Set ROE to weapon free.
|
||||||
group:OptionROEOpenFire()
|
group:OptionROEOpenFire()
|
||||||
|
|
||||||
@ -1739,7 +2056,33 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
|
|||||||
group:SetTask(fire)
|
group:SetTask(fire)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Relocate to another position, e.g. after an engagement to avoid couter strikes.
|
||||||
|
-- @param #ARTY self
|
||||||
|
function ARTY:_Relocate()
|
||||||
|
|
||||||
|
-- Current position.
|
||||||
|
local _pos=self.Controllable:GetCoordinate()
|
||||||
|
|
||||||
|
local _new=nil
|
||||||
|
local _gotit=false
|
||||||
|
local _n=0
|
||||||
|
local _nmax=1000
|
||||||
|
repeat
|
||||||
|
-- Get a random coordinate.
|
||||||
|
_new=_pos:GetRandomCoordinateInRadius(self.relocateRmax, self.relocateRmin)
|
||||||
|
local _surface=_new:GetSurfaceType()
|
||||||
|
|
||||||
|
-- Check that new coordinate is not water(-ish).
|
||||||
|
if _surface~=land.SurfaceType.WATER and _surface~=land.SurfaceType.SHALLOW_WATER then
|
||||||
|
_gotit=true
|
||||||
|
end
|
||||||
|
until _gotit or _n>_nmax
|
||||||
|
|
||||||
|
-- Assign relocation
|
||||||
|
if _gotit then
|
||||||
|
self:AssignMoveCoord(_new, nil, nil, false, false)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
--- Sort targets with respect to priority and number of times it was already engaged.
|
--- Sort targets with respect to priority and number of times it was already engaged.
|
||||||
-- @param #ARTY self
|
-- @param #ARTY self
|
||||||
@ -1865,6 +2208,7 @@ end
|
|||||||
-- @param #ARTY self
|
-- @param #ARTY self
|
||||||
-- @return #table Target which is due to be attacked now or nil if no target could be found.
|
-- @return #table Target which is due to be attacked now or nil if no target could be found.
|
||||||
function ARTY:_CheckNormalTargets()
|
function ARTY:_CheckNormalTargets()
|
||||||
|
self:F3()
|
||||||
|
|
||||||
-- Sort targets w.r.t. prio and number times engaged already.
|
-- Sort targets w.r.t. prio and number times engaged already.
|
||||||
self:_SortTargetQueuePrio()
|
self:_SortTargetQueuePrio()
|
||||||
@ -2226,7 +2570,7 @@ function ARTY:_TargetInRange(target)
|
|||||||
end
|
end
|
||||||
|
|
||||||
-- Remove target if ARTY group cannot move. No change to be ever in range.
|
-- Remove target if ARTY group cannot move. No change to be ever in range.
|
||||||
if self.Speed==0 then
|
if self.SpeedMax<1 and _inrange==false then
|
||||||
self:RemoveTarget(target.name)
|
self:RemoveTarget(target.name)
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -2254,6 +2598,8 @@ function ARTY:_WeaponTypeName(tnumber)
|
|||||||
name="Guided Missiles"
|
name="Guided Missiles"
|
||||||
elseif tnumber==ARTY.WeaponType.AntiShipMissile then
|
elseif tnumber==ARTY.WeaponType.AntiShipMissile then
|
||||||
name="Anti-Ship Missiles"
|
name="Anti-Ship Missiles"
|
||||||
|
elseif tnumber==ARTY.WeaponType.TacticalNukes then
|
||||||
|
name="Tactical Nukes"
|
||||||
end
|
end
|
||||||
return name
|
return name
|
||||||
end
|
end
|
||||||
@ -2439,11 +2785,11 @@ function ARTY:_Move(group, ToCoord, Speed, OnRoad)
|
|||||||
local _last=ToCoord:GetClosestPointToRoad()
|
local _last=ToCoord:GetClosestPointToRoad()
|
||||||
|
|
||||||
-- First point on road.
|
-- First point on road.
|
||||||
path[#path+1]=_first:WaypointGround(Speed, "On road")
|
path[#path+1]=_first:WaypointGround(Speed, "On Road")
|
||||||
task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false)
|
task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false)
|
||||||
|
|
||||||
-- Last point on road.
|
-- Last point on road.
|
||||||
path[#path+1]=_last:WaypointGround(Speed, "On road")
|
path[#path+1]=_last:WaypointGround(Speed, "On Road")
|
||||||
task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false)
|
task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user