mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'master' into FF/MasterDevel
This commit is contained in:
commit
fcd75a34eb
@ -327,21 +327,18 @@ do -- Zones
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Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
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for i,vec2 in pairs(ZoneData.verticies) do
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local coord=COORDINATE:NewFromVec2(vec2)
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coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
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end
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--for i,vec2 in pairs(ZoneData.verticies) do
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-- local coord=COORDINATE:NewFromVec2(vec2)
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-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
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--end
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end
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if Zone then
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-- Debug output.
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--self:I({"Register ZONE: %s (", Name = ZoneName})
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-- Store color of zone.
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Zone.Color=color
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-- Store in DB.
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self.ZONENAMES[ZoneName] = ZoneName
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@ -2121,21 +2121,26 @@ do -- COORDINATE
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-- @param #string Text (Optional) Text displayed when mark is added. Default none.
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-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
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function COORDINATE:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
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local MarkID = UTILS.GetMarkID()
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if ReadOnly==nil then
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ReadOnly=false
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end
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Coalition=Coalition or -1
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Color=Color or {1,0,0}
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Color[4]=Alpha or 1.0
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LineType=LineType or 1
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FillColor=FillColor or Color
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FillColor=FillColor or UTILS.DeepCopy(Color)
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FillColor[4]=FillAlpha or 0.15
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local vecs={}
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table.insert(vecs, self:GetVec3())
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for _,coord in ipairs(Coordinates) do
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table.insert(vecs, coord:GetVec3())
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vecs[1]=self:GetVec3()
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for i,coord in ipairs(Coordinates) do
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vecs[i+1]=coord:GetVec3()
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end
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if #vecs<3 then
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@ -2147,7 +2152,7 @@ do -- COORDINATE
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elseif #vecs==5 then
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trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], Color, FillColor, LineType, ReadOnly, Text or "")
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elseif #vecs==6 then
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trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], Color, FillColor, LineType, ReadOnly, Text or "")
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trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], Color, FillColor, LineType, Text or "")
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elseif #vecs==7 then
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trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], Color, FillColor, LineType, ReadOnly, Text or "")
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elseif #vecs==8 then
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@ -226,22 +226,6 @@ function ZONE_BASE:GetPointVec2()
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end
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--- Returns a @{Core.Point#COORDINATE} of the zone.
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-- @param #ZONE_BASE self
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-- @return Core.Point#COORDINATE The Coordinate of the zone.
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function ZONE_BASE:GetCoordinate()
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self:F2( self.ZoneName )
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local Vec2 = self:GetVec2()
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local Coordinate = COORDINATE:NewFromVec2( Vec2 )
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self:T2( { Coordinate } )
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return Coordinate
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end
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--- Returns the @{DCS#Vec3} of the zone.
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-- @param #ZONE_BASE self
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-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
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@ -285,11 +269,23 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
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local Vec3 = self:GetVec3( Height )
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local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
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if self.Coordinate then
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self:T2( { PointVec3 } )
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-- Update coordinates.
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self.Coordinate.x=Vec3.x
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self.Coordinate.y=Vec3.y
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self.Coordinate.z=Vec3.z
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return PointVec3
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--env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName))
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else
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-- Create a new coordinate object.
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self.Coordinate=COORDINATE:NewFromVec3(Vec3)
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--env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName))
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end
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return self.Coordinate
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end
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@ -512,12 +508,51 @@ ZONE_RADIUS = {
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-- @param DCS#Distance Radius The radius of the zone.
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-- @return #ZONE_RADIUS self
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function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
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-- Inherit ZONE_BASE.
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local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
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self:F( { ZoneName, Vec2, Radius } )
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self.Radius = Radius
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self.Vec2 = Vec2
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--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
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return self
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end
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--- Update zone from a 2D vector.
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-- @param #ZONE_RADIUS self
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-- @param DCS#Vec2 Vec2 The location of the zone.
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-- @param DCS#Distance Radius The radius of the zone.
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-- @return #ZONE_RADIUS self
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function ZONE_RADIUS:UpdateFromVec2(Vec2, Radius)
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-- New center of the zone.
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self.Vec2=Vec2
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if Radius then
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self.Radius=Radius
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end
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return self
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end
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--- Update zone from a 2D vector.
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-- @param #ZONE_RADIUS self
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-- @param DCS#Vec3 Vec3 The location of the zone.
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-- @param DCS#Distance Radius The radius of the zone.
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-- @return #ZONE_RADIUS self
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function ZONE_RADIUS:UpdateFromVec3(Vec3, Radius)
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-- New center of the zone.
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self.Vec2.x=Vec3.x
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self.Vec2.y=Vec3.z
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if Radius then
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self.Radius=Radius
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end
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return self
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end
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@ -886,6 +921,32 @@ function ZONE_RADIUS:GetScannedSetUnit()
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return SetUnit
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end
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--- Get a set of scanned units.
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-- @param #ZONE_RADIUS self
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-- @return Core.Set#SET_GROUP Set of groups.
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function ZONE_RADIUS:GetScannedSetGroup()
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self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP
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self.ScanSetGroup.Set={}
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if self.ScanData then
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for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
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local UnitObject = UnitObject -- DCS#Unit
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if UnitObject:isExist() then
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local FoundUnit=UNIT:FindByName(UnitObject:getName())
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if FoundUnit then
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local group=FoundUnit:GetGroup()
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self.ScanSetGroup:AddGroup(group)
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end
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end
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end
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end
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return self.ScanSetGroup
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end
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--- Count the number of different coalitions inside the zone.
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-- @param #ZONE_RADIUS self
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@ -1515,6 +1576,7 @@ end
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-- ## Draw zone
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--
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-- * @{#ZONE_POLYGON_BASE.DrawZone}(): Draws the zone on the F10 map.
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-- * @{#ZONE_POLYGON_BASE.Boundary}(): Draw a frontier on the F10 map with small filled circles.
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--
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--
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-- @field #ZONE_POLYGON_BASE
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@ -1522,21 +1584,27 @@ ZONE_POLYGON_BASE = {
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ClassName="ZONE_POLYGON_BASE",
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}
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--- A points array.
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--- A 2D points array.
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-- @type ZONE_POLYGON_BASE.ListVec2
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-- @list <DCS#Vec2>
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-- @list <DCS#Vec2> Table of 2D vectors.
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--- A 3D points array.
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-- @type ZONE_POLYGON_BASE.ListVec3
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-- @list <DCS#Vec3> Table of 3D vectors.
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--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon.
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-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #string ZoneName Name of the zone.
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-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon..
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-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon.
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-- @return #ZONE_POLYGON_BASE self
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function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
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-- Inherit ZONE_BASE.
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local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
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self:F( { ZoneName, PointsArray } )
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local i = 0
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if PointsArray then
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self._.Polygon = {}
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@ -1546,6 +1614,42 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
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self._.Polygon[i].y = PointsArray[i].y
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end
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end
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return self
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end
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--- Update polygon points with an array of @{DCS#Vec2}.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #ZONE_POLYGON_BASE.ListVec2 Vec2Array An array of @{DCS#Vec2}, forming a polygon.
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-- @return #ZONE_POLYGON_BASE self
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function ZONE_POLYGON_BASE:UpdateFromVec2(Vec2Array)
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self._.Polygon = {}
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for i=1,#Vec2Array do
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self._.Polygon[i] = {}
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self._.Polygon[i].x=Vec2Array[i].x
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self._.Polygon[i].y=Vec2Array[i].y
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end
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return self
|
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end
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|
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--- Update polygon points with an array of @{DCS#Vec3}.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #ZONE_POLYGON_BASE.ListVec3 Vec2Array An array of @{DCS#Vec3}, forming a polygon.
|
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-- @return #ZONE_POLYGON_BASE self
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function ZONE_POLYGON_BASE:UpdateFromVec3(Vec3Array)
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|
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self._.Polygon = {}
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|
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for i=1,#Vec3Array do
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self._.Polygon[i] = {}
|
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self._.Polygon[i].x=Vec3Array[i].x
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self._.Polygon[i].y=Vec3Array[i].z
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end
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|
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return self
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end
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|
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@ -1922,6 +2026,45 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
|
||||
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
|
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end
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|
||||
--- Draw a frontier on the F10 map with small filled circles.
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||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
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-- @param #table Color (Optional) RGB color table {r, g, b}, e.g. {1, 0, 0} for red. Default {1, 1, 1}= White.
|
||||
-- @param #number Radius (Optional) Radius of the circles in meters. Default 1000.
|
||||
-- @param #number Alpha (Optional) Alpha transparency [0,1]. Default 1.
|
||||
-- @param #number Segments (Optional) Number of segments within boundary line. Default 10.
|
||||
-- @param #boolean Closed (Optional) Link the last point with the first one to obtain a closed boundary. Default false
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, Closed)
|
||||
Coalition = Coalition or -1
|
||||
Color = Color or {1, 1, 1}
|
||||
Radius = Radius or 1000
|
||||
Alpha = Alpha or 1
|
||||
Segments = Segments or 10
|
||||
Closed = Closed or false
|
||||
local i = 1
|
||||
local j = #self._.Polygon
|
||||
if (Closed) then
|
||||
Limit = #self._.Polygon + 1
|
||||
else
|
||||
Limit = #self._.Polygon
|
||||
end
|
||||
while i <= #self._.Polygon do
|
||||
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
||||
if j ~= Limit then
|
||||
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
||||
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
||||
for Segment = 0, Segments do
|
||||
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
ZONE_RADIUS:New( "Zone", {x = PointX, y = PointY}, Radius ):DrawZone(Coalition, Color, 1, Color, Alpha, nil, true)
|
||||
end
|
||||
end
|
||||
j = i
|
||||
i = i + 1
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- @type ZONE_POLYGON
|
||||
-- @extends #ZONE_POLYGON_BASE
|
||||
|
||||
@ -177,9 +177,6 @@
|
||||
-- ## 5.5) Air-2-Air missile attack range:
|
||||
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets .
|
||||
--
|
||||
-- ## 5.6) GROUND units attack range:
|
||||
-- * @{#CONTROLLABLE.OptionEngageRange}(): Engage range limit in percent (a number between 0 and 100). Default 100. Defines the range at which a GROUND unit/group (e.g. a SAM site) is allowed to use its weapons automatically.
|
||||
--
|
||||
-- @field #CONTROLLABLE
|
||||
CONTROLLABLE = {
|
||||
ClassName = "CONTROLLABLE",
|
||||
@ -1482,6 +1479,7 @@ end
|
||||
--- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
|
||||
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
|
||||
-- If the task is assigned to the controllable lead unit will be a FAC.
|
||||
-- It's important to note that depending on the type of unit that is being assigned the task (AIR or GROUND), you must choose the correct type of callsign enumerator. For airborne controllables use CALLSIGN.Aircraft and for ground based use CALLSIGN.JTAC enumerators.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Group#GROUP AttackGroup Target GROUP object.
|
||||
-- @param #number WeaponType Bitmask of weapon types, which are allowed to use.
|
||||
@ -1489,7 +1487,7 @@ end
|
||||
-- @param #boolean Datalink (Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
||||
-- @param #number Frequency Frequency in MHz used to communicate with the FAC. Default 133 MHz.
|
||||
-- @param #number Modulation Modulation of radio for communication. Default 0=AM.
|
||||
-- @param #number CallsignName Callsign enumerator name of the FAC.
|
||||
-- @param #number CallsignName Callsign enumerator name of the FAC. (CALLSIGN.Aircraft.{name} for airborne controllables, CALLSIGN.JTACS.{name} for ground units)
|
||||
-- @param #number CallsignNumber Callsign number, e.g. Axeman-**1**.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignName, CallsignNumber )
|
||||
@ -1853,7 +1851,26 @@ do -- Patrol methods
|
||||
|
||||
-- Calculate the new Route.
|
||||
local FromCoord = PatrolGroup:GetCoordinate()
|
||||
local From = FromCoord:WaypointGround( 120 )
|
||||
|
||||
-- test for submarine
|
||||
local depth = 0
|
||||
local IsSub = false
|
||||
if PatrolGroup:IsShip() then
|
||||
local navalvec3 = FromCoord:GetVec3()
|
||||
if navalvec3.y < 0 then
|
||||
depth = navalvec3.y
|
||||
IsSub = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local Waypoint = Waypoints[1]
|
||||
local Speed = Waypoint.speed or (20 / 3.6)
|
||||
local From = FromCoord:WaypointGround( Speed )
|
||||
|
||||
if IsSub then
|
||||
From = FromCoord:WaypointNaval( Speed, Waypoint.alt )
|
||||
end
|
||||
|
||||
table.insert( Waypoints, 1, From )
|
||||
|
||||
@ -1894,7 +1911,16 @@ do -- Patrol methods
|
||||
if ToWaypoint then
|
||||
FromWaypoint = ToWaypoint
|
||||
end
|
||||
|
||||
-- test for submarine
|
||||
local depth = 0
|
||||
local IsSub = false
|
||||
if PatrolGroup:IsShip() then
|
||||
local navalvec3 = FromCoord:GetVec3()
|
||||
if navalvec3.y < 0 then
|
||||
depth = navalvec3.y
|
||||
IsSub = true
|
||||
end
|
||||
end
|
||||
-- Loop until a waypoint has been found that is not the same as the current waypoint.
|
||||
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly
|
||||
-- what it is supposed to do, which is making groups drive around.
|
||||
@ -1909,9 +1935,13 @@ do -- Patrol methods
|
||||
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
|
||||
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
|
||||
local Route = {}
|
||||
if IsSub then
|
||||
Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
|
||||
Route[#Route+1] = ToCoord:WaypointNaval( Speed, Waypoint.alt )
|
||||
else
|
||||
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
|
||||
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
|
||||
|
||||
end
|
||||
|
||||
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint )
|
||||
|
||||
@ -1956,15 +1986,30 @@ do -- Patrol methods
|
||||
-- Calculate the new Route.
|
||||
local FromCoord = PatrolGroup:GetCoordinate()
|
||||
|
||||
-- test for submarine
|
||||
local depth = 0
|
||||
local IsSub = false
|
||||
if PatrolGroup:IsShip() then
|
||||
local navalvec3 = FromCoord:GetVec3()
|
||||
if navalvec3.y < 0 then
|
||||
depth = navalvec3.y
|
||||
IsSub = true
|
||||
end
|
||||
end
|
||||
|
||||
-- Select a random Zone and get the Coordinate of the new Zone.
|
||||
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
|
||||
local ToCoord = RandomZone:GetRandomCoordinate( 10 )
|
||||
|
||||
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
|
||||
local Route = {}
|
||||
if IsSub then
|
||||
Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
|
||||
Route[#Route+1] = ToCoord:WaypointNaval( Speed, depth )
|
||||
else
|
||||
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
|
||||
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
|
||||
|
||||
end
|
||||
|
||||
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation, DelayMin, DelayMax )
|
||||
|
||||
@ -3772,10 +3817,30 @@ function CONTROLLABLE:OptionDisperseOnAttack(Seconds)
|
||||
local Controller = self:_GetController()
|
||||
if Controller then
|
||||
if self:IsGround() then
|
||||
self:SetOption(AI.Option.GROUND.id.DISPERSE_ON_ATTACK, seconds)
|
||||
self:SetOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK, seconds)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns if the unit is a submarine.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #boolean Submarines attributes result.
|
||||
function POSITIONABLE:IsSubmarine()
|
||||
self:F2()
|
||||
|
||||
local DCSUnit = self:GetDCSObject()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitDescriptor = DCSUnit:getDesc()
|
||||
if UnitDescriptor.attributes["Submarines"] == true then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
@ -30,7 +30,7 @@ This repository contains the source lua code of the MOOSE framework.
|
||||
|
||||
### [MOOSE_INCLUDE](https://github.com/FlightControl-Master/MOOSE_INCLUDE) - For use and generated
|
||||
|
||||
This repository contains the Moose.lua file to be included within your missions.
|
||||
This repository contains the Moose.lua file to be included within your missions. Note that the Moose\_.lua is technically the same as Moose.lua, but without any commentary or unnecessary whitespace in it. You only need to load **one** of those at the beginning of your mission.
|
||||
|
||||
|
||||
### [MOOSE_DOCS](https://github.com/FlightControl-Master/MOOSE_DOCS) - Not for use
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user