diff --git a/Moose Development/Moose/Core/Menu.lua b/Moose Development/Moose/Core/Menu.lua index d09aa809e..5d4ab402e 100644 --- a/Moose Development/Moose/Core/Menu.lua +++ b/Moose Development/Moose/Core/Menu.lua @@ -786,7 +786,7 @@ do end end - self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } ) + --self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } ) return self end @@ -865,7 +865,7 @@ do end end - self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } ) + --self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } ) return self end diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index d0b8c635c..d8aef9bdd 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -449,16 +449,20 @@ end --- Returns a random location within the zone. -- @param #ZONE_RADIUS self +-- @param #number inner minimal distance from the center of the zone +-- @param #number outer minimal distance from the outer edge of the zone -- @return Dcs.DCSTypes#Vec2 The random location within the zone. -function ZONE_RADIUS:GetRandomVec2() - self:F( self.ZoneName ) +function ZONE_RADIUS:GetRandomVec2(inner, outer) + self:F( self.ZoneName, inner, outer ) local Point = {} local Vec2 = self:GetVec2() + local _inner = inner or 0 + local _outer = outer or self:GetRadius() - local angle = math.random() * math.pi*2; - Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); - Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); + local angle = math.random() * math.pi * 2; + Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer); + Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer); self:T( { Point } ) diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index 9d2f46431..9576d2413 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -6321,16 +6321,20 @@ end --- Returns a random location within the zone. -- @param #ZONE_RADIUS self +-- @param #number inner minimal distance from the center of the zone +-- @param #number outer minimal distance from the outer edge of the zone -- @return Dcs.DCSTypes#Vec2 The random location within the zone. -function ZONE_RADIUS:GetRandomVec2() - self:F( self.ZoneName ) +function ZONE_RADIUS:GetRandomVec2(inner, outer) + self:F( self.ZoneName, inner, outer ) local Point = {} local Vec2 = self:GetVec2() + local _inner = inner or 0 + local _outer = outer or self:GetRadius() - local angle = math.random() * math.pi*2; - Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); - Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); + local angle = math.random() * math.pi * 2; + Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer); + Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer); self:T( { Point } )