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https://github.com/FlightControl-Master/MOOSE.git
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Merge branch 'FF/Ops' into FF/OpsDev
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@@ -2083,8 +2083,17 @@ function AIRBASE:_InitRunways(IncludeInverse)
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local heading=math.deg(bearing)
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-- Data table.
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local runway={} --#AIRBASE.Runway
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runway.name=string.format("%02d", tonumber(name))
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local runway={} --#AIRBASE.Runway
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local namefromheading = math.floor(heading/10)
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if self.AirbaseName == AIRBASE.Syria.Beirut_Rafic_Hariri and math.abs(namefromheading-name) > 1 then
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runway.name=string.format("%02d", tonumber(namefromheading))
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else
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runway.name=string.format("%02d", tonumber(name))
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end
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--runway.name=string.format("%02d", tonumber(name))
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runway.magheading=tonumber(runway.name)*10
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runway.heading=heading
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runway.width=width or 0
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@@ -938,20 +938,22 @@ end
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-- @param #CONTROLLABLE self
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-- @param #number Frequency Radio frequency in MHz.
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-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
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-- @param #number Power (Optional) Power of the Radio in Watts. Defaults to 10.
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-- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately.
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Delay )
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function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Power, Delay )
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local CommandSetFrequency = {
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id = 'SetFrequency',
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params = {
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frequency = Frequency * 1000000,
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modulation = Modulation or radio.modulation.AM,
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power=Power or 10,
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},
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}
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if Delay and Delay > 0 then
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SCHEDULER:New( nil, self.CommandSetFrequency, { self, Frequency, Modulation }, Delay )
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SCHEDULER:New( nil, self.CommandSetFrequency, { self, Frequency, Modulation, Power } )
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else
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self:SetCommand( CommandSetFrequency )
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end
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@@ -959,6 +961,32 @@ function CONTROLLABLE:CommandSetFrequency( Frequency, Modulation, Delay )
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return self
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end
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--- [AIR] Set radio frequency. See [DCS command EPLRS](https://wiki.hoggitworld.com/view/DCS_command_setFrequencyForUnit)
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-- @param #CONTROLLABLE self
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-- @param #number Frequency Radio frequency in MHz.
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-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
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-- @param #number Power (Optional) Power of the Radio in Watts. Defaults to 10.
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-- @param #UnitID UnitID (Optional, if your object is a UNIT) The UNIT ID this is for.
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-- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately.
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:CommandSetFrequencyForUnit(Frequency,Modulation,Power,UnitID,Delay)
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local CommandSetFrequencyForUnit={
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id='SetFrequencyForUnit',
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params={
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frequency=Frequency*1000000,
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modulation=Modulation or radio.modulation.AM,
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unitId=UnitID or self:GetID(),
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power=Power or 10,
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},
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}
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if Delay and Delay>0 then
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SCHEDULER:New(nil,self.CommandSetFrequencyForUnit,{self,Frequency,Modulation,Power,UnitID})
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else
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self:SetCommand(CommandSetFrequencyForUnit)
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end
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return self
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end
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--- Set EPLRS data link on/off.
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-- @param #CONTROLLABLE self
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-- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off.
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@@ -123,16 +123,36 @@ end
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--- Check if SCENERY Object is alive.
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--@param #SCENERY self
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--@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100).
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--@return #number life
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function SCENERY:IsAlive()
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return self:GetLife() >= 1 and true or false
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end
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function SCENERY:IsAlive(Threshold)
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if not Threshold then
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return self:GetLife() >= 1 and true or false
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else
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return self:GetRelativeLife() > Threshold and true or false
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end
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end
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--- Check if SCENERY Object is dead.
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--@param #SCENERY self
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--@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100).
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--@return #number life
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function SCENERY:IsDead()
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return self:GetLife() < 1 and true or false
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function SCENERY:IsDead(Threshold)
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if not Threshold then
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return self:GetLife() < 1 and true or false
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else
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return self:GetRelativeLife() <= Threshold and true or false
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end
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end
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--- Get SCENERY relative life in percent, e.g. 75.
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--@param #SCENERY self
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--@return #number rlife
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function SCENERY:GetRelativeLife()
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local life = self:GetLife()
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local life0 = self:GetLife0()
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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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--- Get the threat level of a SCENERY object. Always 0 as scenery does not pose a threat to anyone.
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