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Author SHA1 Message Date
Thomas
6058160160
Merge pull request #2426 from FlightControl-Master/Applevangelist-patch-3-1
Update Positionable.lua
2025-10-29 07:02:10 +01:00
Thomas
479dfc28b9
Update Positionable.lua 2025-10-29 07:01:33 +01:00
Applevangelist
8392788cdb Minor fixes 2025-10-26 16:19:10 +01:00
Thomas
55242edbde
Merge pull request #2423 from nasgroup94/master
Minor Fixes
2025-10-26 07:27:37 +01:00
nasgroup94
2c5d9f043e fixed TIG bug causing NG Removed old into wind function 2025-10-25 12:42:09 -04:00
nasgroup94
2b2acbe244 Merge branch 'master' of https://github.com/nasgroup94/MOOSE 2025-10-25 12:39:54 -04:00
Applevangelist
7d4e103660 #UTILS - SpawnFarp helper, build multiple pads as a single static group, not separate objects. 2025-10-25 16:56:16 +02:00
Applevangelist
86798ae9ea #CTLD - fix 2025-10-24 16:27:17 +02:00
Thomas
2830e6d199
Merge pull request #2421 from leka1986/patch-1
Update CTLD.lua
2025-10-24 16:16:00 +02:00
leka1986
8c07573f8f
Update CTLD.lua 2025-10-24 16:13:18 +02:00
leka1986
f3af0262df
Update CTLD.lua
Added Crates amount to the menus and AddCratesCargoNoMove.
2025-10-24 14:02:06 +02:00
Applevangelist
0f270a6a35 #UTILS - FARP helper - add options to spawn multiple pads 2025-10-23 12:10:05 +02:00
Applevangelist
8432f46e48 #AIRBOSS - Fixed omission of magnetic in expected BRC call 2025-10-23 08:10:26 +02:00
nasgroup94
faccee88e7 added missing end to TIG "_OK_" subtraction 2025-10-22 05:19:50 -04:00
Thomas
e8246b3b90
Merge pull request #2420 from FlightControl-Master/revert-2417-master
Revert "Minor fixes"
2025-10-22 07:23:37 +02:00
Thomas
eb4e7b9281
Revert "Minor fixes" 2025-10-22 07:23:21 +02:00
Thomas
1e2190a6cc
Merge pull request #2417 from nasgroup94/master
Minor fixes
2025-10-22 06:31:24 +02:00
nasgroup94
1644c1dc5b fixes to goshawk AOA f14 AA and TIG bug 2025-10-21 16:49:51 -04:00
nasgroup94
5fc3798c42
Update Airboss.lua
Fixed possible bug where a player will get points deducted when getting a perfect groove time
2025-10-21 05:44:19 -04:00
Applevangelist
fae81cdb1b Merge remote-tracking branch 'origin/master' 2025-10-13 18:51:59 +02:00
Applevangelist
dbae37f151 xx 2025-10-13 18:51:55 +02:00
Applevangelist
f7d58a0b76 #ZONE - Added missing ZONE_UNIT:UpdateFromUnit() and ZONE_GROUP:UpdateFromGroup() 2025-10-13 18:51:22 +02:00
Applevangelist
2e0d1fd90f #DYNAMICCARGO - Added Mi-8 type and dimensions 2025-10-12 19:14:59 +02:00
Applevangelist
69e6497655 #CTLD - Small fix for subcats 2025-10-12 17:23:54 +02:00
Thomas
ef8c7c9084
Merge pull request #2415 from shaji-Dev/master
[ADDED] UH-60L 'DAP' to `UTILS.IsLoadingDoorOpen` check
2025-10-10 11:41:52 +02:00
shaji-Dev
e4eaf72769
Merge branch 'FlightControl-Master:master' into master 2025-10-10 09:19:46 +02:00
smiki
5138ced630 Merge remote-tracking branch 'origin/master' 2025-10-10 09:19:31 +02:00
smiki
534f445f8c [ADDED] UH-60L 'DAP' to UTILS.IsLoadingDoorOpen check 2025-10-10 09:19:23 +02:00
Thomas
b2cc3e5329
Merge pull request #2413 from leka1986/master
Master
2025-10-09 17:41:07 +02:00
Thomas
efde321616
Merge pull request #2412 from shaji-Dev/master
[ADDED] Fuel Tanks and gunner seat loadout enums for UH-60L mod
2025-10-09 17:40:03 +02:00
leka1986
3a61581608 #Added a new option ( true by default), returntroopstobase. If set to false, troops would not return to base when dropped at load zone. 2025-10-09 17:33:15 +02:00
shaji-Dev
3a10f0b946
Merge branch 'FlightControl-Master:master' into master 2025-10-09 13:30:04 +02:00
smiki
6dc6972bdb [ADDED] Fuel Tanks and gunner seat loadout enums for UH-60L mod 2025-10-09 13:29:45 +02:00
Applevangelist
405235a59d #CONTROLLABLE - Fix for double brackets 2025-10-08 16:01:21 +02:00
Thomas
9c148625e4
Merge pull request #2410 from shaji-Dev/master
[FIXED] CTLD. Memory leak adding zones of the same name and type
2025-10-08 13:24:57 +02:00
shaji-Dev
a08d82a3d9
Merge branch 'FlightControl-Master:master' into master 2025-10-08 13:15:39 +02:00
smiki
48b51f21de [FIXED] CTLD. Memory leak adding zones of the same name and type
[FIXED] CSAR. nil pointer
2025-10-08 13:15:22 +02:00
Applevangelist
3260279cb7 xx 2025-10-08 12:29:59 +02:00
Applevangelist
1e60a0a32a #RAT 3.0.0 2025-10-07 18:06:20 +02:00
Applevangelist
146f869aaa #RAT - reduce log noise 2025-10-07 17:48:06 +02:00
Thomas
0bd35727f4
Merge pull request #2408 from shaji-Dev/master
[FIXED] Incorrect Airbase center position. [ADDED] UH-60L weapons
2025-10-07 15:51:44 +02:00
Thomas
5183fcc316
Update Enums.lua 2025-10-07 15:51:22 +02:00
shaji-Dev
bf7596521c
Merge branch 'FlightControl-Master:master' into master 2025-10-07 15:42:17 +02:00
smiki
a85b6c960c [FIXED] Incorrect Airbase center position
[ADDED] UH-60L weapons
2025-10-07 15:41:54 +02:00
Thomas
a1aebf0575
Merge pull request #2406 from nasgroup94/master
AIRBOSS adjustments
2025-10-07 10:14:31 +02:00
nasgroup94
0f42218681 minor edits 2025-10-06 18:08:23 -04:00
frankiep95
5404f9ef19 Minor Fixes to grading fixed high low comments and BRC comment 2025-10-05 13:31:18 -04:00
frankiep95
8a84be19df Merge branch 'master' of https://github.com/nasgroup94/MOOSE 2025-10-05 12:50:58 -04:00
frankiep95
fd4ea81e46 minor fixes to grading, and BRC callout 2025-10-05 12:50:56 -04:00
Thomas
3df79aedb1
Merge pull request #2404 from shaji-Dev/master
[FIXED] SPAWNSTATIC not registering script spawned static templates therefore ReSpawn is not working.
2025-10-05 18:04:09 +02:00
smiki
4141aa35ba Merge remote-tracking branch 'origin/master' 2025-10-05 16:57:41 +02:00
smiki
6e45ee558e [FIXED] SPAWNSTATIC not registering script spawned static templates therefore ReSpawn is not working. 2025-10-05 16:57:33 +02:00
Applevangelist
db138be5f3 #SCoRING - suppress autocreation of CSV files better 2025-10-05 13:52:22 +02:00
Applevangelist
5ae6495e69 #CSAR Added functionality to determine if a landing took place at a helo base (named "H ..." in newer maps). 2025-10-05 13:51:55 +02:00
Thomas
58f1bc5531
Merge pull request #2402 from shaji-Dev/master
[ADDED] `SET_OPSGROUP:CountAlive`
2025-10-01 15:25:45 +02:00
smiki
935b52c489 [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 15:11:44 +02:00
smiki
aace98545a [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 15:07:18 +02:00
smiki
f39236c8fd [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 14:59:59 +02:00
smiki
43b4a6834b [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 14:50:04 +02:00
shaji-Dev
aa3978b04d
Merge branch 'FlightControl-Master:master' into master 2025-09-30 21:17:51 +02:00
smiki
b51e758516 [ADDED] SET_OPSGROUP:CountAlive 2025-09-30 21:17:29 +02:00
Thomas
5be1832c09
Merge pull request #2400 from shaji-Dev/master
[ADDED] `UH-60L DAP to CSAR and CTLD`
2025-09-26 15:52:30 +02:00
smiki
362652ac6c [ADDED] CSAR. UH-60L DAP aircraft type 2025-09-26 15:14:12 +02:00
smiki
aec69884dc [ADDED] CTLD. UH-60L DAP default unit capability 2025-09-26 15:13:03 +02:00
Applevangelist
8fb4d4c7c6 #CTLD - add CratesPickedUp at one more point 2025-09-25 12:13:29 +02:00
Thomas
b5524b9a69
Merge pull request #2398 from shaji-Dev/master
[Fixed] Zone Scans returns objects outside the zone
2025-09-24 19:16:14 +02:00
smiki
ec0ff7afcd [Fixed] Zone Scans returns objects outside the zone 2025-09-24 15:14:21 +02:00
Thomas
d0cf68c2e2
Merge pull request #2396 from FlightControl-Master/Applevangelist-patch-3
Update Storage.lua
2025-09-23 15:26:54 +02:00
Thomas
3beb98a5e9
Update Storage.lua 2025-09-23 15:26:38 +02:00
Thomas
dd83ebe0e2
Merge pull request #2395 from FlightControl-Master/Applevangelist-patch-3
Fix for #Storage.lua some missing string concats
2025-09-23 15:19:42 +02:00
Thomas
6fdf3957bd
Fix for #Storage.lua some missing string concats 2025-09-23 15:19:10 +02:00
Thomas
f3d586d455
Merge pull request #2393 from FlightControl-Master/Applevangelist-patch-2
Update Airbase.lua
2025-09-22 11:13:59 +02:00
Thomas
c2f0ce0fa2
Update Airbase.lua 2025-09-22 11:13:44 +02:00
Thomas
354490d149
Merge pull request #2391 from FlightControl-Master/Applevangelist-patch-2
Update Airbase.lua Iraq Airbases
2025-09-22 11:09:47 +02:00
Thomas
c5b0be5d21
Update Airbase.lua Iraq Airbases 2025-09-22 11:08:15 +02:00
Thomas
5e8676cf8a
Merge pull request #2387 from shaji-Dev/master
LandingAfterEjection error
2025-09-18 06:47:01 +02:00
smiki
f4264cd149 Merge remote-tracking branch 'origin/master' 2025-09-17 20:19:54 +02:00
smiki
65d1c4187e [Fixed] attempt to index field 'Place' (a nil value) in LandingAfterEjection 2025-09-17 20:19:17 +02:00
Thomas
cda1432d04
Merge pull request #2383 from shaji-Dev/master
[FIXED] CTLD. Injected spawns not using `InitValidateAndRepositionGroundUnits`
2025-09-11 05:13:50 +02:00
smiki
09e5fca1a5 [FIXED] CTLD. Injected spawns not using InitValidateAndRepositionGroundUnits 2025-09-11 00:38:20 +02:00
Thomas
e38d73df8b
Merge pull request #2381 from shaji-Dev/master
[ADDED] `GROUP:GetBoundingBox()`
2025-09-03 10:35:42 +02:00
smiki
7df90b2d30 [ADDED] GROUP:GetBoundingBox() since POSITIONABLE:GetBoundingBox() is only for units 2025-09-03 09:12:20 +02:00
Thomas
a917ee8f1e
Merge pull request #2379 from shaji-Dev/master
[FIXED] `UTILS.HdgTo to accept both Vec2 or Vec3`
2025-09-01 10:57:48 +02:00
smiki
44f3c776eb [FIXED] UTILS.HdgTo to accept both Vec2 or Vec3 2025-09-01 09:30:05 +02:00
Applevangelist
873879ff79 #AIRBOSS - Slight tweak to EnableSRS() when no parameters are handed in. 2025-08-31 18:22:17 +02:00
Applevangelist
6c1907f7e0 GROUO correction in class self line 3205 2025-08-31 13:27:24 +02:00
Applevangelist
42ecdd3b14 #AIRBASE - Add Sinai Damascus Intl Airbase in the enumerator 2025-08-31 13:24:35 +02:00
Thomas
297164a0ee
Merge pull request #2378 from shaji-Dev/master
[ADDED] `SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius)`
2025-08-28 19:58:19 +02:00
smiki
323f09b06c [ADDED] SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius) 2025-08-28 19:38:05 +02:00
smiki
e003b91bbe [ADDED] SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius) 2025-08-28 19:36:22 +02:00
Thomas
f1636fc5a9
Merge pull request #2375 from tspindler-cms/TeTeT/master
Add support for Vietnam War Vessels carriers to Airboss
2025-08-27 14:23:36 +02:00
TeTeT Nimitz
db053398d2 Add support for Vietnam War Vessels carriers to Airboss:
- CVA-31 Bon Homme Richard
    - Generic Essex with SCB-125 upgrade (angled Deck)
    - CVAN-65 Enterprise 1966
    - CVN-65 Enterprise modern
2025-08-27 13:12:50 +02:00
Thomas
417caf1b62
Merge pull request #2370 from shaji-Dev/master
[ADDED] `ValidateAndRepositionGroundUnits` to UNIT and GROUP respawns
2025-08-26 06:22:57 +02:00
smiki
cc76851614 [ADDED] ValidateAndRepositionGroundUnits to UNIT and GROUP respawns 2025-08-25 23:08:25 +02:00
Thomas
27fe314c1e
Merge pull request #2368 from shaji-Dev/master
[ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits
2025-08-25 12:08:27 +02:00
smiki
2c12cfe4fd [ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits to use for Brigades 2025-08-24 17:06:45 +02:00
smiki
9adf342dd8 [ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits to use for Brigades 2025-08-24 16:45:54 +02:00
smiki
facac82130 [ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits to use for Brigades 2025-08-24 16:44:41 +02:00
Thomas
3e095711f4
Merge pull request #2366 from shaji-Dev/master
[FIXED] Maintain valid unit positions
2025-08-24 16:35:43 +02:00
smiki
ca1ddb4013 Merge remote-tracking branch 'origin/master' 2025-08-24 16:28:08 +02:00
smiki
8169235d2f [FIXED] Maintain valid unit positions 2025-08-24 16:27:55 +02:00
Thomas
4553785918
Merge pull request #2364 from shaji-Dev/master
[ADDED] Validate and Reposition Ground Units algorithm
2025-08-24 15:23:32 +02:00
smiki
78b3efcf00 Validate and Reposition Ground Units algorithm
[ADDED] UTILS.ValidateAndRepositionGroundUnits
[ADDED] SPAWN:InitValidateAndRepositionGroundUnits
[ADDED] CTLD.validateAndRepositionUnits
2025-08-24 15:10:47 +02:00
smiki
67cb844550 Validate and Reposition Ground Units algorithm
[ADDED] UTILS.ValidateAndRepositionGroundUnits
[ADDED] SPAWN:InitValidateAndRepositionGroundUnits
[ADDED] CTLD.validateAndRepositionUnits
2025-08-24 15:07:27 +02:00
Applevangelist
b9cf1e46af xx 2025-08-14 17:17:34 +02:00
Applevangelist
4a04d7cce7 xx 2025-08-14 17:15:43 +02:00
Applevangelist
35f15435a3 #MANTIS - Added Pantsir S1, TOR M2, IRIS-T SLM to main man SAM data (from CH mod) 2025-08-14 09:12:58 +02:00
Applevangelist
4c97d966a2 #MSRS - align google voices catalog with new voice types. 2025-08-10 13:20:22 +02:00
Applevangelist
674c6eec81 More randomness in functions using random coordinates 2025-08-07 11:30:44 +02:00
Thomas
c75c3d8777
Merge pull request #2361 from FlightControl-Master/Applevangelist-score-1
Update Scoring.lua
2025-08-07 11:16:29 +02:00
Thomas
4fa63986dc
Update Scoring.lua
Further changes
2025-08-07 11:16:07 +02:00
Thomas
029f7a3f5c
Update Scoring.lua
Better check for Scenery hits where target category is usually nil
2025-08-06 12:27:28 +02:00
Thomas
e9194c59f4
Merge pull request #2358 from FlightControl-Master/Applevangelist-patch-1
Update Airbase.lua
2025-08-04 16:11:00 +02:00
Thomas
c8d693c8e7
Update Airbase.lua
Sinai add'l bases
2025-08-04 16:10:10 +02:00
Thomas
2341014882
Merge pull request #2356 from leka1986/master
Master
2025-08-02 18:34:25 +02:00
leka1986
eb15fadcfe Added SetPartlyInside. if used, it the :Trigger will trigger as soon as any of the group units enteres the zone even if they are far apart. 2025-08-02 17:40:55 +02:00
Applevangelist
13fa8f373e #MANTIS - added radar entry for Dog Ear and Nike 2025-08-01 14:02:57 +02:00
Applevangelist
b318e8ae13 #AIRBOSS - Added :SetCarrierIllumination(Mode) 2025-07-31 09:47:54 +02:00
Thomas
7e963bef41
Merge pull request #2354 from shaji-Dev/master
[ADDED] `UTILS.ShowPicture` For all, coalition, country, group and unit
2025-07-31 09:26:09 +02:00
smiki
933000ffc7 [ADDED] UNIT:SetCarrierIlluminationMode 2025-07-31 09:06:19 +02:00
smiki
9b217e1c97 [ADDED] UTILS.ShowPicture For all, coalition, country, group and unit
[ADDED] `UTILS.ShowHelperGateForUnit`
2025-07-31 08:57:20 +02:00
smiki
324f4944b4 [ADDED] UTILS.ShowPicture For all, coalition, country, group and unit
[ADDED] `UTILS.ShowHelperGateForUnit`
2025-07-31 08:54:16 +02:00
Applevangelist
f735f1eb53 CTLD - correct ground speed for routing 2025-07-29 17:38:35 +02:00
Thomas
7149226283
Merge pull request #2353 from shaji-Dev/master
[CHANGED] Use file path instead of resource key
2025-07-29 13:04:46 +02:00
shaji-Dev
4164a5288a
Merge branch 'FlightControl-Master:master' into master 2025-07-29 12:50:45 +02:00
smiki
1992276b07 Merge remote-tracking branch 'origin/master' 2025-07-29 12:50:27 +02:00
smiki
21a7023b7b Removed getValueResourceByKey UTILS.ShowPicture and UTILS.SetMissionBriefing to use full file paths 2025-07-29 12:50:19 +02:00
Applevangelist
f094716b73 CTLD - Added option for Vehicle Formation when going to a MOVE zone. 2025-07-29 12:04:41 +02:00
Applevangelist
4b1888a34d CSAR - Allow also the initial down message to be suppressed 2025-07-29 10:02:22 +02:00
Applevangelist
b9be3aa7f8 xx 2025-07-27 14:50:45 +02:00
Thomas
fd2dacaefb
Merge pull request #2351 from shaji-Dev/master
[ADDED] `UTILS.LoadMission` and `UTILS.SetMissionBriefing`
2025-07-27 14:15:16 +02:00
smiki
cc60e85901 [ADDED] UTILS.LoadMission and UTILS.SetMissionBriefing 2025-07-27 13:18:56 +02:00
Thomas
f172f6efeb
Merge pull request #2349 from shaji-Dev/master
[ADDED] `UTILS.ShowPicture`. Overlay pictures for players
2025-07-26 09:01:02 +02:00
smiki
b6b6686873 [ADDED] COORDINATE:GetLandProfile 2025-07-25 23:43:00 +02:00
smiki
5e724e7a3f [ADDED] COORDINATE:GetLandProfile 2025-07-25 23:39:53 +02:00
smiki
90f1d1df2a Merge remote-tracking branch 'origin/master' 2025-07-25 23:27:11 +02:00
smiki
a5726c0ed8 [ADDED] UTILS.ShowPicture. Overlay pictures for players.
Refactoring
2025-07-25 23:27:01 +02:00
Applevangelist
23ff128ac8 #ZONE added ZONE_BASE:FindNearestCoordinateOnRadius() 2025-07-25 19:05:01 +02:00
Applevangelist
7d3fc1740a xx 2025-07-25 14:57:58 +02:00
Applevangelist
b2a084d669 xx 2025-07-25 14:57:06 +02:00
Applevangelist
30203668e4 Revert "#UTILS - Added FindNearestPointOnCircle()"
This reverts commit 2cc1ddd4679b0e3fb7a5f72ea5e4822112e2f2d1.
2025-07-25 14:57:06 +02:00
Thomas
ebecc70693
Merge pull request #2348 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones`  support for ZONE_POLYGON_BASE
2025-07-25 14:47:08 +02:00
smiki
74712b6e27 [ADDED] Disposition.getSimpleZones to ZONE_POLYGON_BASE to support all zone types 2025-07-25 14:17:03 +02:00
Applevangelist
40253ea8bb xx 2025-07-24 18:27:44 +02:00
Applevangelist
4e56078d2a #CONTROLLABLE - added options for landing approaches
* Prefer vertical for helos
and for aircraft
* Straight in
* Overhead break
* Force pair
* Restrict pair
2025-07-24 16:17:09 +02:00
Thomas
4bbf20ca4e
Merge pull request #2345 from shaji-Dev/master
[Fixed] `Disposition.getSimpleZones`
2025-07-24 09:39:09 +02:00
smiki
a462c5a493 [Fixed] Disposition.getSimpleZones 2025-07-24 01:51:10 +02:00
Applevangelist
367014ebf3 xxx 2025-07-23 15:47:56 +02:00
Thomas
326b20b08d
Merge pull request #2344 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones`
2025-07-23 12:35:16 +02:00
Applevangelist
11b0ce6275 #AIRBASE - remove some differences between data produced by _InitRunways and GetRunwayData 2025-07-23 12:34:52 +02:00
smiki
03763e16d6 [ADDED] Disposition.getSimpleZones 2025-07-23 12:19:00 +02:00
smiki
c1e8ee12e0 [ADDED] Disposition.getSimpleZones 2025-07-23 11:48:33 +02:00
smiki
ac8cc408c1 [FIXED] Disposition.getSimpleZones 2025-07-23 11:48:07 +02:00
Applevangelist
ada38fa3ea #AIRBOSS - SRS 2.2.x path in documentation 2025-07-22 13:08:46 +02:00
Applevangelist
2ee0597d48 #CTLD - added FSM event "CratesPacked"
#UTILS - more options for MASH building
2025-07-22 13:08:18 +02:00
Applevangelist
7ae4cdc8f1 #Documentation 2025-07-21 15:02:45 +02:00
Applevangelist
8c92a578ed #UTILS - added UTILS.SpawnMASHStatics() 2025-07-21 14:50:08 +02:00
Thomas
096f2caf9c
Merge pull request #2341 from nasgroup94/master
Added VNAO Edits
2025-07-21 09:09:54 +02:00
frankiep95
0b37c909b3 Added VNAO Edits 2025-07-20 16:58:33 -04:00
Applevangelist
1b18ae1597 #MANTIS - Added SAMP/T, SA-17 data correction, HDS explanations expanded 2025-07-20 14:03:33 +02:00
Applevangelist
c9ac6d73e6 #MANTIS - Better documented use of SA-10B/C/12/23 naming usage with launcher differences. 2025-07-19 18:36:03 +02:00
Applevangelist
0e836973fd #Fix SRS TTS folder path in documentation and defaults 2025-07-19 16:04:49 +02:00
Applevangelist
be40d7be9a #SPAWNSTATIC - NewFromStatic now creates a new template in the database under the new name - if not already there. This allows #WAREHOUSE static warehouses spawned that way to be respawned eg on coalition change. 2025-07-18 18:09:57 +02:00
Thomas
f3b7740041
Merge pull request #2335 from shaji-Dev/master
[ADDED] GROUP.Attribute.GROUND_SHORAD
2025-07-15 11:19:41 +02:00
smiki
7d7488db6f [ADDED] GROUP.Attribute.GROUND_SHORAD 2025-07-15 11:05:03 +02:00
Thomas
4964cc2f2d
Merge pull request #2332 from FlightControl-Master/Applevangelist-Vertical
Controllable - add option prefer vertical landing
2025-07-09 12:18:10 +02:00
Thomas
f0a4c5b008
Merge pull request #2331 from FlightControl-Master/Applevangelist-patch-2
Update Controllable.lua
2025-07-09 12:16:29 +02:00
Thomas
1b6412821b
Update Controllable.lua 2025-07-09 12:15:34 +02:00
Thomas
926a0733e4
Controllable - add option prefer vertical landing
Addrd
2025-07-09 12:14:41 +02:00
Applevangelist
da70f4ce6c #DynamicSlots for dynamic FARPs 2025-07-05 18:56:59 +02:00
Applevangelist
727cb3276c #SET fix for table insert of GetAliveSet 2025-07-03 16:39:24 +02:00
Thomas
33e63a4819
Merge pull request #2330 from shaji-Dev/master
[FIXED] index `nil` at  `MARKEROPS_BASE:OnEventMark`
2025-07-03 15:14:11 +02:00
smiki
3543b2c79a [FIXED] index nil at MARKEROPS_BASE:OnEventMark 2025-07-03 14:59:07 +02:00
Applevangelist
4489efff94 #POSITIONABLE - make GetVec3/GetCoordinate a bit more robust 2025-07-03 14:57:48 +02:00
Applevangelist
6a4bddde99 #SET - do not create a new SET on GetAliveSet is we only send back the object table 2025-07-03 11:58:44 +02:00
Thomas
dc2511942c
Merge pull request #2329 from shaji-Dev/master
[FIXED] Memory leaks
2025-07-03 10:52:40 +02:00
Thomas
f0c257c4a5
Merge branch 'master' into master 2025-07-03 10:52:29 +02:00
Applevangelist
068d21612f #MARKEROPS - do not crate a COORDINATE b4 you need it
#UTILS - added
* UTILS.ShowHelperGate(pos, heading)
* UTILS.ShellZone
* UTILS.RemoveObjects
* UTILS.DestroyScenery
2025-07-03 10:48:54 +02:00
smiki
773461aad9 [FIXED] Memory leaks 2025-07-03 09:54:07 +02:00
smiki
f9257b2b0d [FIXED] Memory leaks 2025-07-03 09:45:21 +02:00
smiki
9e0f03a3cd [FIXED] Memory leaks 2025-07-03 08:44:41 +02:00
Thomas
a467fabdc8
Merge pull request #2327 from leka1986/patch-1
Update CTLD.lua
2025-06-24 19:26:36 +02:00
leka1986
a2ab84c45a
Update CTLD.lua
Added Herc fix when dropping from air.

Added CratesName in the OnAfterCratesBuildStarted parm
2025-06-24 19:24:00 +02:00
Thomas
9fd6729967
Merge pull request #2325 from FlightControl-Master/Applevangelist-patch-1-1
Update Airbase.lua
2025-06-24 18:22:18 +02:00
Thomas
f1d4f1753a
Update Airbase.lua 2025-06-24 16:28:46 +02:00
Frank
6d9c3fd0aa
Merge pull request #2324 from FlightControl-Master/FF/MasterDevel
AIRBOSS Essex+Corsair
2025-06-23 22:41:16 +02:00
Frank
28ae63bd8d Update Airboss.lua 2025-06-23 22:39:52 +02:00
Frank
42e7e3f94f Update Airboss.lua 2025-06-23 22:28:48 +02:00
Thomas
6466c5e95e
Merge pull request #2322 from leka1986/master
Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE
2025-06-23 19:02:56 +02:00
leka1986
829f5af25f Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-06-23 18:28:08 +02:00
leka1986
0d1147bac4 Added the missing lines to check if the droped troop is engineer, then start the engineer instance. Added missing messages when dropping single crate type, ie truck for example. Added a call to refreshdropcratesmenu in the takeoff / land event. Drop and build is only created if fixedwing is on the ground. 2025-06-23 18:28:02 +02:00
Frank
24b47b02e0 AIRBOSS
- Essex
- Corsair
2025-06-22 22:29:52 +02:00
Thomas
3cabc07d58
Merge pull request #2320 from shaji-Dev/master
[ADDED] New Kola Airbases
2025-06-20 14:01:24 +02:00
shaji
b0546b1e60 [ADDED] New Kola Airbases 2025-06-20 12:58:50 +02:00
shaji
a988e67490 [ADDED] New Kola Airbases 2025-06-20 12:20:58 +02:00
Thomas
2594c5bbf0
Merge pull request #2318 from shaji-Dev/master
[FIXED] Error: attempt to index local 'Schedule' (a nil value)
2025-06-19 09:15:42 +02:00
shaji
db70fa341c Merge remote-tracking branch 'origin/master' 2025-06-19 07:42:52 +02:00
shaji
763e3852ac [FIXED] Error: attempt to index local 'Schedule' (a nil value) 2025-06-19 07:42:29 +02:00
Thomas
8ec86973c6
Update SpawnStatic.lua
Fix SpawnFromZone()
2025-06-18 14:29:34 +02:00
Thomas
eb2c6ac6f2
Update SRS.lua
#MSRS Voice mapping correction
2025-06-18 14:19:50 +02:00
Applevangelist
cbcc893ce5 #CTLD - avoid smoking runways on airbase zones 2025-06-15 17:01:58 +02:00
Applevangelist
382b049c5f #AIRBASE - Syria and Sinai few names corrected 2025-06-15 15:38:12 +02:00
Thomas
a53763221c
Update Airbase.lua
Correct afb name gor Borg al arab on Sinai
2025-06-15 13:14:05 +02:00
Thomas
b7bac28113
Merge pull request #2313 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-06-15 10:18:01 +02:00
Thomas
a9edb16554
Update CSAR.lua
Make static and zone mash SETs dynamic
2025-06-15 10:17:32 +02:00
Applevangelist
0aeb1fc6af #UTILS - Small fix for GetReportingName to distinguish Shark from Mainstay 2025-06-10 18:05:02 +02:00
Applevangelist
eeeeda4e5e #POINT - Offset options for smoke 2025-06-08 18:43:01 +02:00
Applevangelist
f5881eda53 AIRBOSS - Remove useless E Messages for non-debug 2025-06-01 12:19:42 +02:00
Thomas
c1997d9f70
Merge pull request #2311 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-05-30 18:37:50 +02:00
Thomas
bb1caa6642
Update CSAR.lua 2025-05-30 18:37:38 +02:00
Applevangelist
dd5ca93f26 CSAR Small addition 2025-05-30 11:13:50 +02:00
Thomas
1889df4952
Merge pull request #2308 from shaji-Dev/master
[FIXED] Velocity is taking into account dead units for GROUP
2025-05-25 09:12:04 +02:00
shaji
7ca219748d [FIXED] Velocity is taking into account dead units for GROUP 2025-05-24 19:46:20 +02:00
Applevangelist
2fc16ba694 Runway text duplication 2025-05-24 15:53:43 +02:00
Applevangelist
a4feafab8e #POINT - improved IsDay() for Kola 2025-05-21 10:21:48 +02:00
Applevangelist
997baf21a0 #CSAR fix for ADF beacons 2025-05-21 10:04:58 +02:00
Applevangelist
b126cc00d0 xx 2025-05-16 13:43:03 +02:00
Applevangelist
09b7922b84 Small fixes 2025-05-16 11:58:40 +02:00
Applevangelist
7a5b9a75f3 #AIRBASE - added Syria Marka AFB 2025-05-15 17:07:55 +02:00
Applevangelist
4bab2ee1de Add deprecated banner 2025-05-15 13:19:42 +02:00
Applevangelist
d7defe6f7f xx 2025-05-15 11:42:05 +02:00
Applevangelist
db869bcb6d #MANTIS - Make DLINK caching (DEV version) configureable 2025-05-15 08:51:30 +02:00
Thomas
ea4a1f9ff9
Merge pull request #2305 from shaji-Dev/master
[FIXED] Kola Airbase name "Alakourtti" to "Alakurtti"
2025-05-15 06:42:07 +02:00
shaji
20406e40ca [FIXED] Kola Airbase name "Alakourtti" to "Alakurtti" 2025-05-15 01:17:55 +02:00
Applevangelist
3b50fee5a0 #CTLD - extract troops, check for groupname in task properties of PLAYERTASKs, so the right people rescue the correct group 2025-05-12 17:50:37 +02:00
Applevangelist
804004198b #MANTIS - Update docu 2025-05-12 17:49:25 +02:00
Thomas
5b8b8a5566
Merge pull request #2303 from leka1986/master
Fix Line 77390: attempt to index local 'zonecoord' (a nil value)
2025-05-12 07:00:19 +02:00
leka1986
0468bacc0b Fix Line 77390: attempt to index local 'zonecoord' (a nil value) 2025-05-11 21:15:31 +02:00
Thomas
7eba1349ae
Merge pull request #2301 from leka1986/master
VS Code pointed out some errors, like duplicated values in tables. This is first time I do changes through VS Code, Hope for the best
2025-05-04 10:47:28 +02:00
leka1986
b6074a4795 VS Code pointed out some errors, like duplicated values in tables. This is first time I do changes through VS Code, Hope for the best 2025-05-04 10:38:44 +02:00
Thomas
36c9f551d9
Merge pull request #2299 from leka1986/patch-3
Update CTLD.lua
2025-05-03 20:32:40 +02:00
leka1986
89c3f7310b
Update CTLD.lua
Changed the naming from Get only to Get

and the order is Get, Get and load
Instead of Get and load, and Get only.

Changed the order on Pack and load, Pack and remove, pack only to 
Pack, Pack and load, Pack and remove.

Same goes for Drop and build, Drop only to Drop, Drop and build.

It purely subjective what one would like, so I leave it up to you. If you like it this way or the first version, you decide, then disregard this change.
2025-05-03 19:22:59 +02:00
Applevangelist
a6b622ed31 #CTLD - Additional features by Lekaa to drop and build one/many in one go and pack/load or get/load in one go 2025-05-03 17:01:02 +02:00
Frank
f1af3a50b8 Update Unit.lua
- GetAmmo HE shells can also be named "HESH"
2025-05-02 21:36:03 +02:00
Applevangelist
0c90e90c18 #CSAR - fixed design issue that prevented usage of ZONE objects as MASHes 2025-05-02 10:53:02 +02:00
Frank
f97ef25104 Update Unit.lua 2025-05-01 22:11:43 +02:00
Thomas
069c0aa03f
Merge pull request #2297 from FlightControl-Master/Applevangelist-patch-1
Update CTLD.lua
2025-04-28 09:20:58 +02:00
Thomas
b145588ed5
Update CTLD.lua
Fix an issue when a ship is used as loading zone and the ship is destroyed
2025-04-28 09:20:04 +02:00
Applevangelist
3ad60a95ce #MANTIS - Adde Gepard data, made Roland Short 2025-04-27 11:25:46 +02:00
Frank
ac4b620f16 COORDINATE
- Improved Smoke and Fire and Smoke functions by adding delay and duration parameters
2025-04-26 23:39:22 +02:00
Thomas
ccada18a6a
Merge pull request #2295 from leka1986/patch-2
Update CTLD.lua
2025-04-26 07:52:01 +02:00
leka1986
1547d66327
Update CTLD.lua
Getting rid of this error,
bad argument #1 to 'find' (string expected, got nil)
2025-04-26 03:28:16 +02:00
Thomas
8042e8bfaf
Merge pull request #2293 from shaji-Dev/master
[ADDED] AIRBOSS:SetMaxSectionDistance
2025-04-23 14:21:31 +02:00
shaji
dd7b87e9cd [ADDED] AIRBOSS:SetMaxSectionDistance 2025-04-23 13:39:55 +02:00
Thomas
460d2768ff
Merge pull request #2291 from FlightControl-Master/Applevangelist-patch-1
Update Range.lua
2025-04-23 09:03:54 +02:00
Thomas
3c74272749
Update Range.lua
#RANGE log an error if os/os.date() are not available
2025-04-23 09:00:05 +02:00
Thomas
82c409d77a
Merge pull request #2289 from shaji-Dev/master
[ADDED] IsAlive condition for Unit and Group out message
2025-04-23 06:28:13 +02:00
shaji
195aac4504 [ADDED] IsAlive condition for Unit and Group out message 2025-04-22 20:57:06 +02:00
Thomas
08d8f3e25f
Merge pull request #2285 from shaji-Dev/master
[ADDED] New Kola airbases
2025-04-21 19:37:22 +02:00
shaji
6f72697e26 [ADDED] New Kola airbases
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
2025-04-21 19:11:22 +02:00
Applevangelist
0f6439cf9f #MANTIS - added C-RAM Point Defense 2025-04-20 17:49:25 +02:00
Frank
2c10943cb1 Update Airbase.lua
Germany map Umlaute
2025-04-18 17:50:01 +02:00
Frank
544db963ea Update Airbase.lua 2025-04-18 17:45:43 +02:00
Frank
207698a2dd Update Airbase.lua
- Germany map readded Umlaute in keys
2025-04-18 17:40:55 +02:00
Applevangelist
d1ae2c0f5e xx 2025-04-18 16:01:55 +02:00
Applevangelist
0392417189 Germany CW Bases 2025-04-18 14:46:13 +02:00
Frank
be4beea9d0 Update Airbase.lua
- Removed umlauts and ß in airbase names
2025-04-17 21:34:01 +02:00
Frank
5da899138b
Merge pull request #2284 from FlightControl-Master/FF/MasterDevel
Germany CW map
2025-04-17 21:19:48 +02:00
Frank
1ec1e00bde Germany CW map
- ATIS Germany map
- UTILS magnetic declination
2025-04-17 21:19:01 +02:00
Thomas
5d93b33d42
Merge pull request #2282 from shaji-Dev/master
[FIXED] Returns nil for late activated templates we use to mark paths to use in our scripts
2025-04-17 08:44:38 +02:00
shaji
b2077bfc74 [FIXED] Returns nil for late activated templates we use to mark waypoint paths to use in the scripts. 2025-04-16 19:59:13 +02:00
Applevangelist
6fdf9a649f #AIRBASE rescribe umlauts 2025-04-14 12:23:12 +02:00
Applevangelist
d013bbc751 #STORAGE Enum, some additions 2025-04-14 12:11:27 +02:00
Applevangelist
e0092fdba0 #AIRBASE GermanCW Map airbases 2025-04-14 11:37:45 +02:00
Thomas
fbeada439f
Merge pull request #2278 from leka1986/patch-5
Update Group.lua
2025-04-12 10:51:42 +02:00
Thomas
6c8858d2f5
Merge pull request #2280 from leka1986/patch-7
Update Set.lua
2025-04-12 10:51:00 +02:00
Thomas
e2b77878df
Merge pull request #2279 from leka1986/patch-6
Update Event.lua
2025-04-12 10:50:39 +02:00
leka1986
53d7972858
Update Set.lua
Removed the Filter={},
2025-04-12 10:48:22 +02:00
leka1986
04a55e4104
Update Event.lua
Added nil checks which was causing nil. had this for a few weeks with no errors.
2025-04-12 10:44:29 +02:00
leka1986
d11acecdac
Update Group.lua
Fix for the error attempt to index a nil value called from suppression
2025-04-12 10:26:34 +02:00
Applevangelist
49c11073e6 #MANTIS Mod data updates 2025-04-09 08:15:50 +02:00
Applevangelist
1a156e7e12 #CTLD - make menu build for CA a bit faster 2025-04-07 11:57:15 +02:00
Applevangelist
1856754614 #Smaller Changes 2025-04-07 10:40:30 +02:00
Thomas
6ac452ff15
Update docs-header.py 2025-04-06 16:28:19 +02:00
Applevangelist
d707a4775c xx 2025-04-06 16:19:12 +02:00
Thomas
ffccc31e38
Update CargoGroup.lua 2025-04-06 16:12:13 +02:00
Thomas
0405af2bde
Update docs-header.py 2025-04-06 16:04:07 +02:00
Thomas
e50e572c78
Update classes-core.md 2025-04-06 15:43:09 +02:00
Applevangelist
3083599158 #CTLD - Allow CA Ground Transport 2025-04-06 15:38:26 +02:00
Applevangelist
b7b6c1ea19 #RADIOQUEUE - small tweak for a group when a unit dies. 2025-04-03 14:21:58 +02:00
Applevangelist
5b107ce2da #CONTROLLABLE:CommandSmokeOnOff(OnOff, Delay) added 2025-04-03 11:48:53 +02:00
Thomas
5c1e342a79
Update classes-core.md 2025-04-03 09:33:49 +02:00
Applevangelist
ddf33da787 #DYNAMICCARGO - Hover / Sling checks 2025-04-03 09:29:19 +02:00
Thomas
b0a192a767
Update DynamicCargo.lua
small fix
2025-04-02 16:12:06 +02:00
Thomas
986c340211
Merge pull request #2275 from FlightControl-Master/Applevangelist-patch-1
Update classes-core.md
2025-04-02 09:54:54 +02:00
Thomas
2109537f86
Update classes-core.md
fix
2025-04-02 09:54:20 +02:00
Thomas
690db7f12f
Merge pull request #2273 from FlightControl-Master/Applevangelist-SpawnStatic-1
Update SpawnStatic.lua
2025-04-02 09:43:04 +02:00
Thomas
4f3fd06cc9
Update SpawnStatic.lua
Restored previous version as overwritten
2025-04-02 09:42:02 +02:00
Applevangelist
4074023ed3 #DYNAMICCARGO - enhance checks for unloading cargo from hovering Hooks 2025-04-01 15:27:23 +02:00
Applevangelist
6c00b0c7eb #POINT - some catches for POINT_VEC2 behaviour 2025-04-01 14:13:14 +02:00
Applevangelist
76dc0d690a #POINT - Removal of References to legacy POINT_VEC2/3 classes 2025-04-01 13:17:48 +02:00
Thomas
d783f7be99
Merge pull request #2270 from FlightControl-Master/Applevangelist-patch-1
Update DynamicCargo.lua
2025-03-31 12:31:52 +02:00
Thomas
b66e91b11f
Update DynamicCargo.lua
#DYNAMICCARGO small fixes
2025-03-31 12:31:23 +02:00
100 changed files with 8211 additions and 4429 deletions

View File

@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
unsigned = refct.unsigned,
size = bit.band(bit.rshift(ctype.info, 16), 127),
}
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
end
if CT[4] then -- Merge sibling attributes onto this type.

View File

@ -17,7 +17,9 @@
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.

View File

@ -32,7 +32,9 @@
-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.

View File

@ -19,6 +19,8 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

View File

@ -15,6 +15,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.

View File

@ -16,7 +16,9 @@
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

View File

@ -19,6 +19,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@ -36,6 +36,8 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an A2G defense system.
--
-- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.

View File

@ -20,6 +20,8 @@
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

View File

@ -15,6 +15,7 @@
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--
@ -657,8 +658,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
@ -666,8 +667,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
@ -761,10 +762,10 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )

View File

@ -36,6 +36,8 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system.
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

View File

@ -13,12 +13,14 @@
-- @type AI_AIR_ENGAGE
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
@ -453,7 +455,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
@ -462,7 +464,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
@ -536,7 +538,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
@ -544,7 +546,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!

View File

@ -15,6 +15,8 @@
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
@ -309,7 +311,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
@ -359,9 +361,9 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )

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@ -13,7 +13,7 @@
-- @type AI_AIR_SQUADRON
--- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
@ -21,6 +21,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@ -38,6 +38,8 @@
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
@ -521,12 +523,12 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@ -577,13 +579,13 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)

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@ -33,8 +33,9 @@
-- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET
--- Monitors and manages as many replacement AI groups as there are
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
@ -220,16 +221,9 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
--TODO: i need to rework the POINT_VEC2 thing.
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
--[[
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
]]
AIGroup:RouteRTB(ClosestAirbase)
end

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@ -39,6 +39,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
@ -423,12 +425,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
@ -445,13 +447,13 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)

View File

@ -38,6 +38,9 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
@ -466,12 +469,12 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
@ -508,13 +511,13 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)

View File

@ -9,12 +9,14 @@
-- @module AI.AI_Cargo
-- @image Cargo.JPG
-- @type AI_CARGO
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.

View File

@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

View File

@ -14,6 +14,8 @@
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
@ -440,7 +442,7 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true

View File

@ -22,6 +22,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # The dispatcher concept.
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.

View File

@ -36,6 +36,8 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.

View File

@ -30,6 +30,8 @@
--- Brings a dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.

View File

@ -31,6 +31,8 @@
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--

View File

@ -29,6 +29,8 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
@ -367,8 +369,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- COORDINATE.WaypointType.TurningPoint,
-- COORDINATE.WaypointAction.TurningPoint,
-- Speed,
-- true
-- )
@ -380,8 +382,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
50,
true
)
@ -427,7 +429,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
@ -496,14 +498,14 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
local CoordinateFrom = Helicopter:GetCoordinate()
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
@ -563,7 +565,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
@ -573,7 +575,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
@ -631,7 +633,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
@ -639,7 +641,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo

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@ -14,6 +14,8 @@
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.

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@ -25,6 +25,8 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

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@ -23,6 +23,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@ -21,6 +21,8 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

View File

@ -25,6 +25,8 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

View File

@ -40,6 +40,8 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
@ -158,7 +160,6 @@ AI_FORMATION.__Enum.Mode = {
-- @field #number GroundRadar
-- @field #number Ground
AI_FORMATION.__Enum.ReportType = {
Airborne = "*",
Airborne = "A",
GroundRadar = "R",
Ground = "G",
@ -725,7 +726,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
PointVec3:SetX( XStart + i * XSpace )
PointVec3:SetY( YStart + i * YSpace )
PointVec3:SetZ( ZStart + i * ZSpace )
@ -877,7 +878,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
local Side = ( i % 2 == 0 ) and 1 or -1
local Row = i / 2 + 1
@ -936,7 +937,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New()
local PointVec3 = COORDINATE:New()
local ZIndex = i % ZLevels
local XIndex = math.floor( i / ZLevels )
@ -1222,7 +1223,6 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}

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@ -48,6 +48,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
@ -751,12 +753,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea,
COORDINATE.WaypointType.TakeOffParking,
COORDINATE.WaypointAction.FromParkingArea,
ToPatrolZoneSpeed,
true
)
@ -767,12 +769,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
@ -792,13 +794,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
@ -890,12 +892,12 @@ function AI_PATROL_ZONE:onafterRTB()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)

View File

@ -1,6 +1,6 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- ![Banner Image](..\Images\deprecated.png)
--
-- ===
--
@ -8,9 +8,11 @@
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@ -133,7 +135,7 @@ do -- ACT_ACCOUNT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 )
end

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@ -1,6 +1,8 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--

View File

@ -1,5 +1,6 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.

View File

@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:

View File

@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) MOOSE Cargo System.
--
-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.
@ -275,14 +277,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnBoard
-- @param #CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnBoard
-- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- Load
@ -307,14 +309,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnLoad
-- @param #CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnLoad
-- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- State Transition Functions
@ -467,7 +469,7 @@ do -- CARGO
self.Type = Type
self.Name = Name
self.Weight = Weight or 0
self.CargoObject = nil
self.CargoObject = nil -- Wrapper.Group#GROUP
self.CargoCarrier = nil -- Wrapper.Client#CLIENT
self.Representable = false
self.Slingloadable = false
@ -897,7 +899,7 @@ do -- CARGO
--- Get the current PointVec2 of the cargo.
-- @param #CARGO self
-- @return Core.Point#POINT_VEC2
-- @return Core.Point#COORDINATE
function CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2()
end
@ -1094,7 +1096,7 @@ do -- CARGO_REPRESENTABLE
--- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number Speed
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )

View File

@ -22,6 +22,9 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
---
-- ![Banner Image](..\Images\deprecated.png)
--
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
@ -114,7 +117,7 @@ do -- CARGO_CRATE
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#COORDINATE
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:T( { ToPointVec2, From, Event, To } )

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@ -22,9 +22,12 @@ do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup.
-- @field Wrapper.Group#GROUÜ CargoCarrier The carrier group.
-- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--
-- ![Banner Image](..\Images\deprecated.png)
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
@ -410,7 +413,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:T( {From, Event, To, ToPointVec2, NearRadius } )
@ -453,7 +456,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:T( { From, Event, To, ToPointVec2, NearRadius } )
@ -491,7 +494,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:T( { From, Event, To, ToPointVec2 } )
@ -771,3 +774,4 @@ do -- CARGO_GROUP
end -- CARGO_GROUP

View File

@ -32,6 +32,8 @@ do -- CARGO_SLINGLOAD
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@ -30,6 +30,8 @@ do -- CARGO_UNIT
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
@ -72,7 +74,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@ -145,7 +147,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@ -171,7 +173,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@ -197,7 +199,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#COORDINATE
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:T( { ToPointVec2, From, Event, To } )

View File

@ -974,7 +974,7 @@ do -- Scheduling
-- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... )

View File

@ -577,13 +577,19 @@ do -- Zones and Pathlines
-- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width
local h=objectData.height
local rotation = UTILS.ToRadian(objectData.angle or 0)
-- Create points from center using with and height (width for y and height for x is a bit confusing, but this is how ED implemented it).
local points={}
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right
points[3]={x=vec2.x+h/2, y=vec2.y-w/2} --Lower right
points[4]={x=vec2.x-h/2, y=vec2.y-w/2} --Lower left
local sinRot = math.sin(rotation)
local cosRot = math.cos(rotation)
local dx = h / 2
local dy = w / 2
local points = {
{ x = -dx * cosRot - (-dy * sinRot) + vec2.x, y = -dx * sinRot + (-dy * cosRot) + vec2.y },
{ x = dx * cosRot - (-dy * sinRot) + vec2.x, y = dx * sinRot + (-dy * cosRot) + vec2.y },
{ x = dx * cosRot - (dy * sinRot) + vec2.x, y = dx * sinRot + (dy * cosRot) + vec2.y },
{ x = -dx * cosRot - (dy * sinRot) + vec2.x, y = -dx * sinRot + (dy * cosRot) + vec2.y },
}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
@ -872,6 +878,8 @@ end
-- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
@ -1110,7 +1118,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
self:T("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
@ -1119,7 +1127,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
self:T("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
@ -1380,7 +1388,7 @@ function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@ -1392,7 +1400,7 @@ function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@ -1404,7 +1412,7 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@ -1697,7 +1705,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
self:I(string.format("Player '%s' joined unit '%s' (%s) of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniTypeName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then

View File

@ -1372,11 +1372,12 @@ function EVENT:onEvent( Event )
-- Scenery
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit.getName and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
Event.IniDCSUnitName = ( Event.IniDCSUnit and Event.IniDCSUnit.getName ) and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit.getDesc and Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
Event.IniCategory = (Event.IniDCSUnit and Event.IniDCSUnit.getDesc ) and Event.IniDCSUnit:getDesc().category
Event.IniTypeName = (Event.initiator and Event.initiator.isExist
and Event.initiator:isExist() and Event.IniDCSUnit and Event.IniDCSUnit.getTypeName) and Event.IniDCSUnit:getTypeName() or "SCENERY"
elseif Event.IniObjectCategory == Object.Category.BASE then
---
@ -1507,7 +1508,9 @@ function EVENT:onEvent( Event )
else
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
if Event.Place then
Event.PlaceName=Event.Place:GetName()
end
end
end
end

View File

@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.3",
version = "0.1.4",
debug = false,
Casesensitive = true,
}
@ -154,14 +154,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
@ -170,8 +163,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
@ -180,8 +179,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark changed at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then

View File

@ -206,7 +206,7 @@ end
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if Group and Group:IsAlive() then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@ -231,7 +231,7 @@ end
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if Unit and Unit:IsAlive() then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
@ -452,7 +452,7 @@ end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #string PathToSRS (optional) Path to SRS TTS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
@ -468,13 +468,13 @@ _MESSAGESRS = {}
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
@ -535,7 +535,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
@ -567,7 +567,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
@ -589,7 +589,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
@ -611,7 +611,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--

View File

@ -25,7 +25,7 @@
do -- COORDINATE
---
--- Coordinate class
-- @type COORDINATE
-- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector.
@ -59,6 +59,10 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green.
-- * @{#COORDINATE.SetSmokeOffsetDirection}(): To set an offset point direction for smoke.
-- * @{#COORDINATE.SetSmokeOffsetDistance}(): To set an offset point distance for smoke.
-- * @{#COORDINATE.SwitchSmokeOffsetOn}(): To set an offset point for smoke to on.
-- * @{#COORDINATE.SwitchSmokeOffsetOff}(): To set an offset point for smoke to off.
--
-- ## 2.2) Flare
--
@ -773,7 +777,9 @@ do -- COORDINATE
-- @return DCS#Vec2 Vec2
function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
math.random()
math.random()
math.random()
local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random()
if Radials > 1 then
@ -833,6 +839,26 @@ do -- COORDINATE
return land.getHeight( Vec2 )
end
--- Returns a table of DCS#Vec3 points representing the terrain profile between two points.
-- @param #COORDINATE self
-- @param Destination DCS#Vec3 Ending point of the profile.
-- @return #table DCS#Vec3 table of the profile
function COORDINATE:GetLandProfileVec3(Destination)
return land.profile(self:GetVec3(), Destination)
end
--- Returns a table of #COORDINATE representing the terrain profile between two points.
-- @param #COORDINATE self
-- @param Destination #COORDINATE Ending coordinate of the profile.
-- @return #table #COORDINATE table of the profile
function COORDINATE:GetLandProfileCoordinates(Destination)
local points = self:GetLandProfileVec3(Destination:GetVec3())
local coords = {}
for _, point in ipairs(points) do
table.insert(coords, COORDINATE:NewFromVec3(point))
end
return coords
end
--- Set the heading of the coordinate, if applicable.
-- @param #COORDINATE self
@ -1157,6 +1183,162 @@ do -- COORDINATE
return vec3
end
--- Return the x coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @return #number The x coordinate.
function COORDINATE:GetX()
return self.x
end
--- Return the y coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @return #number The y coordinate.
function COORDINATE:GetY()
if self:IsInstanceOf("POINT_VEC2") then
return self.z
end
return self.y
end
--- Return the z coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @return #number The z coordinate.
function COORDINATE:GetZ()
return self.z
end
--- Set the x coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number x The x coordinate.
-- @return #COORDINATE
function COORDINATE:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number y The y coordinate.
-- @return #COORDINATE
function COORDINATE:SetY( y )
if self:IsInstanceOf("POINT_VEC2") then
self.z = y
else
self.y = y
end
return self
end
--- Set the z coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number z The z coordinate.
-- @return #COORDINATE
function COORDINATE:SetZ( z )
self.z = z
return self
end
--- Add to the x coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #COORDINATE
function COORDINATE:AddX( x )
self.x = self.x + x
return self
end
--- Return Return the Lat(itude) coordinate of the COORDINATE (ie: (parent)COORDINATE.x).
-- @param #COORDINATE self
-- @return #number The x coordinate.
function COORDINATE:GetLat()
return self.x
end
--- Set the Lat(itude) coordinate of the COORDINATE (ie: COORDINATE.x).
-- @param #COORDINATE self
-- @param #number x The x coordinate.
-- @return #COORDINATE
function COORDINATE:SetLat( x )
self.x = x
return self
end
--- Return the Lon(gitude) coordinate of the COORDINATE (ie: (parent)COORDINATE.z).
-- @param #COORDINATE self
-- @return #number The y coordinate.
function COORDINATE:GetLon()
return self.z
end
--- Set the Lon(gitude) coordinate of the COORDINATE (ie: COORDINATE.z).
-- @param #COORDINATE self
-- @param #number y The y coordinate.
-- @return #COORDINATE
function COORDINATE:SetLon( z )
self.z = z
return self
end
--- Return the altitude (height) of the land at the COORDINATE.
-- @param #COORDINATE self
-- @return #number The land altitude.
function COORDINATE:GetAlt()
return self.y ~= 0 or land.getHeight( { x = self.x, y = self.z } )
end
--- Set the altitude of the COORDINATE.
-- @param #COORDINATE self
-- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set.
-- @return #COORDINATE
function COORDINATE:SetAlt( Altitude )
self.y = Altitude or land.getHeight( { x = self.x, y = self.z } )
return self
end
--- Add to the current land height an altitude.
-- @param #COORDINATE self
-- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
-- @return #COORDINATE
function COORDINATE:AddAlt( Altitude )
self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0
return self
end
--- Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #COORDINATE
function COORDINATE:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
end
--- Add to the y coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #COORDINATE
function COORDINATE:AddY( y )
if self:IsInstanceOf("POINT_VEC2") then
return self:AddZ(y)
else
self.y = self.y + y
end
return self
end
--- Add to the z coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #COORDINATE
function COORDINATE:AddZ( z )
self.z = self.z +z
return self
end
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Core.Settings}.
-- The text will reflect the wind like this:
@ -1455,6 +1637,7 @@ do -- COORDINATE
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
RoutePoint.linkUnit = AirbaseID
RoutePoint.helipadId = AirbaseID
RoutePoint.airdromeId = airbase:IsAirdrome() and AirbaseID or nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then
RoutePoint.airdromeId = AirbaseID
else
@ -1962,14 +2145,112 @@ do -- COORDINATE
end
--- Smokes the point in a color.
--- Create colored smoke the point. The smoke we last up to 5 min (DCS limitation) but you can optionally specify a shorter duration or stop it manually.
-- @param #COORDINATE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
function COORDINATE:Smoke( SmokeColor, name )
self:F2( { SmokeColor } )
self.firename = name or "Smoke-"..math.random(1,100000)
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
-- @param #number SmokeColor Color of smoke, e.g. `SMOKECOLOR.Green` for green smoke.
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
-- @param #boolean Offset (Optional) If true, offset the smokle a bit.
-- @param #number Direction (Optional) If Offset is true this is the direction of the offset, 1-359 (degrees). Default random.
-- @param #number Distance (Optional) If Offset is true this is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else
-- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke
if Offset or self.SmokeOffset then
local Angle = Direction or self:GetSmokeOffsetDirection()
local Distance = Distance or self:GetSmokeOffsetDistance()
local newpos = self:Translate(Distance,Angle,true,false)
local newvec3 = newpos:GetVec3()
trigger.action.smoke( newvec3, SmokeColor, self.firename )
else
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopSmoke, self, self.firename )
end
end
return self
end
--- Get the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Direction in degrees.
function COORDINATE:GetSmokeOffsetDirection()
local direction = self.SmokeOffsetDirection or math.random(1,359)
return direction
end
--- Set the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Direction (Optional) This is the direction of the offset, 1-359 (degrees). Default random.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDirection(Direction)
if self then
self.SmokeOffsetDirection = Direction or math.random(1,359)
return self
else
COORDINATE.SmokeOffsetDirection = Direction or math.random(1,359)
end
end
--- Get the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Distance Distance in meters.
function COORDINATE:GetSmokeOffsetDistance()
local distance = self.SmokeOffsetDistance or math.random(10,20)
return distance
end
--- Set the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Distance (Optional) This is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDistance(Distance)
if self then
self.SmokeOffsetDistance = Distance or math.random(10,20)
return self
else
COORDINATE.SmokeOffsetDistance = Distance or math.random(10,20)
end
end
--- Set the offset on when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOn()
if self then
self.SmokeOffset = true
return self
else
COORDINATE.SmokeOffset = true
end
end
--- Set the offset off when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOff()
if self then
self.SmokeOffset = false
return self
else
COORDINATE.SmokeOffset = false
end
end
--- Stops smoking the point in a color.
@ -1981,49 +2262,83 @@ do -- COORDINATE
--- Smoke the COORDINATE Green.
-- @param #COORDINATE self
function COORDINATE:SmokeGreen()
self:F2()
self:Smoke( SMOKECOLOR.Green )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeGreen(Duration, Delay)
self:Smoke( SMOKECOLOR.Green, Duration, Delay )
return self
end
--- Smoke the COORDINATE Red.
-- @param #COORDINATE self
function COORDINATE:SmokeRed()
self:F2()
self:Smoke( SMOKECOLOR.Red )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeRed(Duration, Delay)
self:Smoke( SMOKECOLOR.Red, Duration, Delay )
return self
end
--- Smoke the COORDINATE White.
-- @param #COORDINATE self
function COORDINATE:SmokeWhite()
self:F2()
self:Smoke( SMOKECOLOR.White )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeWhite(Duration, Delay)
self:Smoke( SMOKECOLOR.White, Duration, Delay )
return self
end
--- Smoke the COORDINATE Orange.
-- @param #COORDINATE self
function COORDINATE:SmokeOrange()
self:F2()
self:Smoke( SMOKECOLOR.Orange )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeOrange(Duration, Delay)
self:Smoke( SMOKECOLOR.Orange, Duration, Delay )
return self
end
--- Smoke the COORDINATE Blue.
-- @param #COORDINATE self
function COORDINATE:SmokeBlue()
self:F2()
self:Smoke( SMOKECOLOR.Blue )
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @return #COORDINATE self
function COORDINATE:SmokeBlue(Duration, Delay)
self:Smoke( SMOKECOLOR.Blue, Duration, Delay )
return self
end
--- Big smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFire( preset, density, name )
self:F2( { preset=preset, density=density } )
density=density or 0.5
self.firename = name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), preset, density, self.firename )
-- @param #number Preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number Density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFire( Preset, Density, Duration, Delay, Name )
self:F2( { preset=Preset, density=Density } )
Preset=Preset or BIGSMOKEPRESET.SmallSmokeAndFire
Density=Density or 0.5
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.BigSmokeAndFire, self, Preset, Density, Duration, 0, Name)
else
self.firename = Name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), Preset, Density, self.firename )
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopBigSmokeAndFire, self, self.firename )
end
end
return self
end
--- Stop big smoke and fire at the coordinate.
@ -2036,82 +2351,98 @@ do -- COORDINATE
--- Small smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireSmall( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density, name)
-- @param #number Density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Medium smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireMedium( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireMedium( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Large smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireLarge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireLarge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Huge smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireHuge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeAndFireHuge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, Density, Duration, Delay, Name)
return self
end
--- Small smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeSmall( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, Density, Duration, Delay, Name)
return self
end
--- Medium smoke at the coordinate.
-- @param #COORDINATE self
-- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeMedium( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density, name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeMedium( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, Density, Duration, Delay, Name)
return self
end
--- Large smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeLarge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density,name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeLarge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, Density, Duration, Delay, Name)
return self
end
--- Huge smoke at the coordinate.
-- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeHuge( density, name )
self:F2( { density=density } )
density=density or 0.5
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density,name)
-- @return #COORDINATE self
function COORDINATE:BigSmokeHuge( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, Density, Duration, Delay, Name)
return self
end
--- Flares the point in a color.
@ -2765,8 +3096,10 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
local time=UTILS.ClockToSeconds(clock)
@ -2784,6 +3117,11 @@ do -- COORDINATE
-- Todays sun set in sec.
local sunset=self:GetSunset(true)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
-- Seconds passed since midnight.
local time=UTILS.SecondsOfToday()
@ -3474,9 +3812,37 @@ do -- COORDINATE
return flat, elev
end
--- Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #COORDINATE
function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #number SearchRadius Radius of the search area.
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of Core.Point#COORDINATE that are clear of map objects within the given PosRadius. nil if no positions are found.
function COORDINATE:GetSimpleZones(SearchRadius, PosRadius, NumPositions)
local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), SearchRadius, PosRadius, NumPositions)
if clearPositions and #clearPositions > 0 then
local coords = {}
for _, pos in pairs(clearPositions) do
local coord = COORDINATE:NewFromVec2(pos)
table.insert(coords, coord)
end
return coords
end
return nil
end
end
do -- POINT_VEC3
do
--- The POINT_VEC3 class
-- @type POINT_VEC3
@ -3493,6 +3859,8 @@ do -- POINT_VEC3
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- **DEPRECATED - PLEASE USE COORDINATE!**
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author,
-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
@ -3580,130 +3948,19 @@ do -- POINT_VEC3
return self
end
--- Create a new POINT_VEC3 object from Vec2 coordinates.
-- @param #POINT_VEC3 self
-- @param DCS#Vec2 Vec2 The Vec2 point.
-- @param DCS#Distance LandHeightAdd (optional) Add a landheight.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd )
local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- Core.Point#POINT_VEC3
self:F2( self )
return self
end
--- Create a new POINT_VEC3 object from Vec3 coordinates.
-- @param #POINT_VEC3 self
-- @param DCS#Vec3 Vec3 The Vec3 point.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- Core.Point#POINT_VEC3
self:F2( self )
return self
end
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coordinate.
function POINT_VEC3:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The y coordinate.
function POINT_VEC3:GetY()
return self.y
end
--- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The z coordinate.
function POINT_VEC3:GetZ()
return self.z
end
--- Set the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetY( y )
self.y = y
return self
end
--- Set the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetZ( z )
self.z = z
return self
end
--- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddX( x )
self.x = self.x + x
return self
end
--- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddY( y )
self.y = self.y + y
return self
end
--- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddZ( z )
self.z = self.z +z
return self
end
--- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #POINT_VEC3
function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
end
do -- POINT_VEC2
do
-- @type POINT_VEC2
--- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE
--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--
-- **DEPRECATED - PLEASE USE COORDINATE!**
--
-- ## POINT_VEC2 constructor
--
-- A new POINT_VEC2 instance can be created with:
@ -3751,166 +4008,4 @@ do -- POINT_VEC2
return self
end
--- Create a new POINT_VEC2 object from Vec2 coordinates.
-- @param #POINT_VEC2 self
-- @param DCS#Vec2 Vec2 The Vec2 point.
-- @return Core.Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
local LandHeight = land.getHeight( Vec2 )
LandHeightAdd = LandHeightAdd or 0
LandHeight = LandHeight + LandHeightAdd
local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- #POINT_VEC2
self:F2( self )
return self
end
--- Create a new POINT_VEC2 object from Vec3 coordinates.
-- @param #POINT_VEC2 self
-- @param DCS#Vec3 Vec3 The Vec3 point.
-- @return Core.Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- #POINT_VEC2
self:F2( self )
return self
end
--- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The x coordinate.
function POINT_VEC2:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The y coordinate.
function POINT_VEC2:GetY()
return self.z
end
--- Set the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetY( y )
self.z = y
return self
end
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
-- @param #POINT_VEC2 self
-- @return #number The x coordinate.
function POINT_VEC2:GetLat()
return self.x
end
--- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x).
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetLat( x )
self.x = x
return self
end
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
-- @param #POINT_VEC2 self
-- @return #number The y coordinate.
function POINT_VEC2:GetLon()
return self.z
end
--- Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z).
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetLon( z )
self.z = z
return self
end
--- Return the altitude (height) of the land at the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The land altitude.
function POINT_VEC2:GetAlt()
return self.y ~= 0 or land.getHeight( { x = self.x, y = self.z } )
end
--- Set the altitude of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set.
-- @return #POINT_VEC2
function POINT_VEC2:SetAlt( Altitude )
self.y = Altitude or land.getHeight( { x = self.x, y = self.z } )
return self
end
--- Add to the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:AddX( x )
self.x = self.x + x
return self
end
--- Add to the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:AddY( y )
self.z = self.z + y
return self
end
--- Add to the current land height an altitude.
-- @param #POINT_VEC2 self
-- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
-- @return #POINT_VEC2
function POINT_VEC2:AddAlt( Altitude )
self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0
return self
end
--- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #POINT_VEC2
function POINT_VEC2:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
return POINT_VEC2:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
end
-- TODO: Check this to replace
--- Calculate the distance from a reference @{#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}.
-- @return DCS#Distance The distance from the reference @{#POINT_VEC2} in meters.
function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
self:T2( Distance )
return Distance
end
end

View File

@ -175,7 +175,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Name = Info.name or "?"
local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg )
env.info( "Error in timer function: " .. errmsg or "" )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
if Schedule and Schedule.ScheduleID then
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )

View File

@ -629,14 +629,14 @@ do -- SET_BASE
return self
end
--- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#POINT_VEC2}.
--- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#COORDINATE}.
-- @param #SET_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#COORDINATE} or @{Core.Point#POINT_VEC2} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @return Core.Base#BASE The closest object.
-- @usage
-- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
--self:F2( PointVec2 )
function SET_BASE:FindNearestObjectFromPointVec2( Coordinate )
--self:F2( Coordinate )
local NearestObject = nil
local ClosestDistance = nil
@ -644,9 +644,9 @@ do -- SET_BASE
for ObjectID, ObjectData in pairs( self.Set ) do
if NearestObject == nil then
NearestObject = ObjectData
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
ClosestDistance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
else
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
local Distance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
if Distance < ClosestDistance then
NearestObject = ObjectData
ClosestDistance = Distance
@ -958,7 +958,26 @@ do -- SET_BASE
return ObjectNames
end
--- Get a *new* set table that only contains alive objects.
-- @param #SET_BASE self
-- @return #table Set table of alive objects.
function SET_BASE:GetAliveSet()
--self:F2()
local AliveSet = {}
-- Clean the Set before returning with only the alive Objects.
for ObjectName, Object in pairs( self.Set ) do
if Object then
if Object:IsAlive() then
AliveSet[#AliveSet+1] = Object
end
end
end
return AliveSet or {}
end
end
do
@ -1125,25 +1144,25 @@ do
end
--- Get a *new* set that only contains alive groups.
--- Get a *new* set table that only contains alive groups.
-- @param #SET_GROUP self
-- @return #SET_GROUP Set of alive groups.
-- @return #table Set of alive groups.
function SET_GROUP:GetAliveSet()
--self:F2()
local AliveSet = SET_GROUP:New()
--local AliveSet = SET_GROUP:New()
local AliveSet = {}
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs( self.Set ) do
local GroupObject = GroupObject -- Wrapper.Group#GROUP
if GroupObject then
if GroupObject:IsAlive() then
AliveSet:Add( GroupName, GroupObject )
AliveSet[GroupName] = GroupObject
end
end
end
return AliveSet.Set or {}
return AliveSet or {}
end
--- Returns a report of of unit types.
@ -1242,12 +1261,12 @@ do
return GroupFound
end
--- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#POINT_VEC2}.
--- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#COORDINATE}.
-- @param #SET_GROUP self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest object in the set.
-- @return Wrapper.Group#GROUP The closest group.
function SET_GROUP:FindNearestGroupFromPointVec2( PointVec2 )
--self:F2( PointVec2 )
function SET_GROUP:FindNearestGroupFromPointVec2( Coordinate )
--self:F2( Coordinate )
local NearestGroup = nil -- Wrapper.Group#GROUP
local ClosestDistance = nil
@ -1257,9 +1276,9 @@ do
for ObjectID, ObjectData in pairs( Set ) do
if NearestGroup == nil then
NearestGroup = ObjectData
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
ClosestDistance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
else
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() )
local Distance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
if Distance < ClosestDistance then
NearestGroup = ObjectData
ClosestDistance = Distance
@ -2519,6 +2538,35 @@ do -- SET_UNIT
)
return self
end
--- Builds a set of units which belong to groups with certain **group names**.
-- @param #SET_UNIT self
-- @param #string Prefixes The (partial) group names to look for. Can be a single string or a table of strings.
-- @return #SET_UNIT self
function SET_UNIT:FilterGroupPrefixes(Prefixes)
if type(Prefixes) == "string" then
Prefixes = {Prefixes}
end
self:FilterFunction(
function(unit,prefixes)
local outcome = false
if unit then
local grp = unit:GetGroup()
local gname = grp ~= nil and grp:GetName() or "none"
for _,_fix in pairs(prefixes or {}) do
if string.find(gname,_fix) then
outcome = true
break
end
end
else
return false
end
return outcome
end, Prefixes
)
return self
end
--- Builds a set of units having a radar of give types.
-- All the units having a radar of a given type will be included within the set.
@ -2566,18 +2614,16 @@ do -- SET_UNIT
--- Gets the alive set.
-- @param #SET_UNIT self
-- @return #table Table of SET objects
-- @return #table Table of alive UNIT objects
-- @return #SET_UNIT AliveSet
function SET_UNIT:GetAliveSet()
local AliveSet = SET_UNIT:New()
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
for GroupName, GroupObject in pairs(self.Set) do
if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject)
AliveSet[GroupName] = GroupObject
end
end
@ -4434,6 +4480,35 @@ do -- SET_CLIENT
end
return self
end
--- Builds a set of clients which belong to groups with certain **group names**.
-- @param #SET_CLIENT self
-- @param #string Prefixes The (partial) group names to look for. Can be anywhere in the group name. Can be a single string or a table of strings.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterGroupPrefixes(Prefixes)
if type(Prefixes) == "string" then
Prefixes = {Prefixes}
end
self:FilterFunction(
function(unit,prefixes)
local outcome = false
if unit then
local grp = unit:GetGroup()
local gname = grp ~= nil and grp:GetName() or "none"
for _,_fix in pairs(prefixes or {}) do
if string.find(gname,_fix) then
outcome = true
break
end
end
else
return false
end
return outcome
end, Prefixes
)
return self
end
--- Builds a set of clients that are only active.
-- Only the clients that are active will be included within the set.
@ -4726,18 +4801,16 @@ do -- SET_CLIENT
-- @return #table Table of SET objects
function SET_CLIENT:GetAliveSet()
local AliveSet = SET_CLIENT:New()
local AliveSet = {}
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
for GroupName, GroupObject in pairs(self.Set) do
if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject)
AliveSet[GroupName] = GroupObject
end
end
return AliveSet.Set or {}
return AliveSet or {}
end
--- [User] Add a custom condition function.
@ -5670,14 +5743,14 @@ do -- SET_AIRBASE
return self
end
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}.
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#COORDINATE}.
-- @param #SET_AIRBASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
-- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}.
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
--self:F2( PointVec2 )
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( Coordinate )
--self:F2( Coordinate )
local NearestAirbase = self:FindNearestObjectFromPointVec2( PointVec2 )
local NearestAirbase = self:FindNearestObjectFromPointVec2( Coordinate )
return NearestAirbase
end
@ -6007,17 +6080,19 @@ do -- SET_CARGO
return self
end
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#COORDINATE}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
--self:F2( PointVec2 )
function SET_CARGO:FindNearestCargoFromPointVec2( Coordinate ) -- R2.1
--self:F2( Coordinate )
local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 )
local NearestCargo = self:FindNearestObjectFromPointVec2( Coordinate )
return NearestCargo
end
---
-- @param #SET_CARGO self
function SET_CARGO:FirstCargoWithState( State )
local FirstCargo = nil
@ -6032,6 +6107,8 @@ do -- SET_CARGO
return FirstCargo
end
---
-- @param #SET_CARGO self
function SET_CARGO:FirstCargoWithStateAndNotDeployed( State )
local FirstCargo = nil
@ -6614,6 +6691,8 @@ do -- SET_ZONE
--
-- -- Stop watching after 1 hour
-- zoneset:__TriggerStop(3600)
-- -- Call :SetPartlyInside() on any zone (or SET_ZONE) if you want GROUPs to count as inside when any of their units enters even if they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!.
function SET_ZONE:Trigger(Objects)
--self:I("Added Set_Zone Trigger")
self:AddTransition("*","TriggerStart","TriggerRunning")
@ -6664,6 +6743,20 @@ do -- SET_ZONE
-- @param Core.Zone#ZONE_BASE Zone The zone left.
end
--- Toggle “partly-inside” handling for every zone in the set when those zones are used with :Trigger().
-- * Call with no argument or **true** → enable for all.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #SET_ZONE self
-- @return #SET_ZONE self
function SET_ZONE:SetPartlyInside(state)
for _,Zone in pairs(self.Set) do
if Zone.SetPartlyInside then
Zone:SetPartlyInside(state)
end
end
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone
-- @param #SET_ZONE self
-- @param #boolean fromstart If true, do the init of the objects
@ -6699,8 +6792,13 @@ do -- SET_ZONE
-- has not been tagged previously - wasn't in set!
obj.TriggerInZone[_zone.ZoneName] = false
end
-- is obj in zone?
local inzone = _zone:IsCoordinateInZone(obj:GetCoordinate())
-- is obj in this zone?
local inzone
if _zone.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(_zone) -- TRUE as soon as any unit is inside
else
inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) -- original centroid test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and not obj.TriggerInZone[_zone.ZoneName] then
-- wasn't in zone before
@ -7767,6 +7865,28 @@ do -- SET_OPSGROUP
return self
end
--- Iterate the SET_OPSGROUP and count how many GROUPs and UNITs are alive.
-- @param #SET_GROUP self
-- @return #number The number of GROUPs alive.
-- @return #number The number of UNITs alive.
function SET_OPSGROUP:CountAlive()
local CountG = 0
local CountU = 0
local Set = self:GetSet()
for GroupID, GroupData in pairs( Set ) do -- For each GROUP in SET_GROUP
if GroupData and GroupData:IsAlive() then
CountG = CountG + 1
-- Count Units.
CountU = CountU + GroupData:GetGroup():CountAliveUnits()
end
end
return CountG, CountU
end
--- Finds an OPSGROUP based on the group name.
-- @param #SET_OPSGROUP self
-- @param #string GroupName Name of the group.
@ -8693,7 +8813,6 @@ do -- SET_DYNAMICCARGO
-- @field #SET_DYNAMICCARGO SET_DYNAMICCARGO
SET_DYNAMICCARGO = {
ClassName = "SET_DYNAMICCARGO",
Filter = {},
Set = {},
List = {},
Index = {},

View File

@ -1049,6 +1049,23 @@ function SPAWN:InitSetUnitAbsolutePositions(Positions)
return self
end
--- Uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
-- @param #SPAWN self
-- @param #boolean OnOff Enable/disable the feature.
-- @param #number MaxRadius (Optional) Max radius to search for valid ground locations in meters. Default is double the max radius of the units.
-- @param #number Spacing (Optional) Minimum spacing between units in meters. Default is 5% of the search radius or 5 meters, whichever is larger.
-- @return #SPAWN
function SPAWN:InitValidateAndRepositionGroundUnits(OnOff, MaxRadius, Spacing)
self.SpawnValidateAndRepositionGroundUnits = OnOff
self.SpawnValidateAndRepositionGroundUnitsRadius = MaxRadius
self.SpawnValidateAndRepositionGroundUnitsSpacing = Spacing
return self
end
--- This method is rather complicated to understand. But I'll try to explain.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name.
@ -1631,7 +1648,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if SpawnTemplate then
local PointVec3 = POINT_VEC3:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y )
local PointVec3 = COORDINATE:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y )
--self:T2( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } )
-- If RandomizePosition, then Randomize the formation in the zone band, keeping the template.
@ -1829,7 +1846,13 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=self.SpawnHiddenOnMap
end
if self.SpawnValidateAndRepositionGroundUnits then
local units = SpawnTemplate.units
local gPos = { x = SpawnTemplate.x, y = SpawnTemplate.y }
UTILS.ValidateAndRepositionGroundUnits(units, gPos, self.SpawnValidateAndRepositionGroundUnitsRadius, self.SpawnValidateAndRepositionGroundUnitsSpacing)
end
-- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
@ -2830,7 +2853,7 @@ end
function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
--self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
--self:T2( PointVec3 )
if SpawnIndex then
@ -2906,7 +2929,7 @@ end
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group.
-- @param Core.Point#COORDINATE PointVec3 The COORDINATE coordinates where to spawn the group.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
@ -2954,12 +2977,12 @@ function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex )
return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air.
end
--- Will spawn a group from a POINT_VEC2 in 3D space.
--- Will spawn a group from a COORDINATE in 3D space.
-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group.
-- @param Core.Point#COORDINATE PointVec2 The coordinates where to spawn the group.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.

View File

@ -105,7 +105,7 @@
--
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a COORDINATE coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
-- @field #SPAWNSTATIC SPAWNSTATIC
@ -149,6 +149,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
self.StaticCopyFrom = SpawnTemplateName
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
@ -302,12 +303,16 @@ end
-- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM.
-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns
-- @param #boolean DynamicHotStarts If true, and DynamicSpawns is true, then allow Dynamic Spawns with hot starts.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation, DynamicSpawns,DynamicHotStarts)
self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0
self.InitFarpDynamicSpawns = DynamicSpawns
self.InitFarpDynamicHotStarts = (DynamicSpawns == true and DynamicHotStarts == true) and true or nil
return self
end
@ -373,6 +378,20 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self
end
--- Uses Disposition and other fallback logic to find a better and valid ground spawn position.
--- NOTE: This is not a spawn randomizer.
--- It will try to a find clear ground location avoiding trees, water, roads, runways, map scenery, other statics and other units in the area.
--- Uses the initial position if it's a valid location.
-- @param #SPAWNSTATIC self
-- @param #boolean OnOff Enable/disable the feature.
-- @param #number MaxRadius (Optional) Max radius to search for a valid ground location in meters. Default is 10 times the max radius of the static.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius)
self.ValidateAndRepositionStatic = OnOff
self.ValidateAndRepositionStaticMaxRadius = MaxRadius
return self
end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
@ -411,9 +430,9 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
end
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
--- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param Core.Point#COORDINATE PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
@ -459,8 +478,9 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
--local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
local Static = self:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
return Static
end
@ -538,6 +558,14 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- Add static to the game.
local Static=nil --DCS#StaticObject
if self.ValidateAndRepositionStatic then
local validPos = UTILS.ValidateAndRepositionStatic(CountryID, Template.category, Template.type, Template, Template.shape_name, self.ValidateAndRepositionStaticMaxRadius)
if validPos then
Template.x = validPos.x
Template.y = validPos.y
end
end
if self.InitFarp then
local TemplateGroup={}
@ -549,6 +577,13 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
if self.InitFarpDynamicSpawns == true then
TemplateGroup.units[1].dynamicSpawn = true
if self.InitFarpDynamicHotStarts == true then
TemplateGroup.units[1].allowHotStart = true
end
end
self:T("Spawning FARP")
self:T({Template=Template})
@ -556,7 +591,8 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
--Static=coalition.addStaticObject(CountryID, Template)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
@ -594,6 +630,18 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end
if self.StaticCopyFrom ~= nil then
mystatic.StaticCopyFrom = self.StaticCopyFrom
end
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
_DATABASE:_RegisterStaticTemplate( TemplateGroup, self.CoalitionID, self.CategoryID, CountryID )
return mystatic
end

View File

@ -70,6 +70,7 @@
-- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.
-- @field #number Surface Type of surface. Only determined at the center of the zone!
-- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger()
-- @field #boolean PartlyInside When called, a GROUP is considered inside as soon as any of its units enters the zone even if they are far apart.
-- @extends Core.Fsm#FSM
@ -213,7 +214,7 @@ end
--- Returns if a PointVec3 is within the zone.
-- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
-- @param Core.Point#COORDINATE PointVec3 The PointVec3 to test.
-- @return #boolean true if the PointVec3 is within the zone.
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
local InZone = self:IsPointVec2InZone( PointVec3 )
@ -227,16 +228,16 @@ function ZONE_BASE:GetVec2()
return nil
end
--- Returns a @{Core.Point#POINT_VEC2} of the zone.
--- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone.
-- @return Core.Point#COORDINATE The COORDINATE of the zone.
function ZONE_BASE:GetPointVec2()
--self:F2( self.ZoneName )
local Vec2 = self:GetVec2()
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
local PointVec2 = COORDINATE:NewFromVec2( Vec2 )
--self:T2( { PointVec2 } )
@ -261,16 +262,16 @@ function ZONE_BASE:GetVec3( Height )
return Vec3
end
--- Returns a @{Core.Point#POINT_VEC3} of the zone.
--- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone.
-- @return Core.Point#COORDINATE The PointVec3 of the zone.
function ZONE_BASE:GetPointVec3( Height )
--self:F2( self.ZoneName )
local Vec3 = self:GetVec3( Height )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
--self:T2( { PointVec3 } )
@ -330,16 +331,16 @@ function ZONE_BASE:GetRandomVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_BASE:GetRandomPointVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_BASE:GetRandomPointVec3()
return nil
end
@ -534,6 +535,19 @@ function ZONE_BASE:GetZoneProbability()
return self.ZoneProbability
end
--- Get the coordinate on the radius of the zone nearest to Outsidecoordinate. Useto e.g. find an ingress point.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Outsidecoordinate The coordinate outside of the zone from where to look.
-- @return Core.Point#COORDINATE CoordinateOnRadius
function ZONE_BASE:FindNearestCoordinateOnRadius(Outsidecoordinate)
local Vec1 = self:GetVec2()
local Radius = self:GetRadius()
local Vec2 = Outsidecoordinate:GetVec2()
local Point = UTILS.FindNearestPointOnCircle(Vec1,Radius,Vec2)
local rc = COORDINATE:NewFromVec2(Point)
return rc
end
--- Get the zone taking into account the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
@ -599,6 +613,8 @@ end
--
-- -- Stop watching the zone after 1 hour
-- triggerzone:__TriggerStop(3600)
-- -- Call :SetPartlyInside() if you use SET_GROUP to count as inside when any of their units enters even when they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!
function ZONE_BASE:Trigger(Objects)
--self:I("Added Zone Trigger")
self:SetStartState("TriggerStopped")
@ -667,6 +683,16 @@ function ZONE_BASE:Trigger(Objects)
end
--- Toggle “partly-inside” handling for this zone. To be used before :Trigger().
-- * Default:* flag is **false** until you call the method.
-- * Call with no argument or with **true** → enable.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #ZONE_BASE self
-- @return #ZONE_BASE self
function ZONE_BASE:SetPartlyInside(state)
self.PartlyInside = state or not ( state == false )
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone
-- @param #ZONE_BASE self
-- @param #boolean fromstart If true, do the init of the objects
@ -705,7 +731,12 @@ function ZONE_BASE:_TriggerCheck(fromstart)
obj.TriggerInZone[self.ZoneName] = false
end
-- is obj in zone?
local inzone = self:IsCoordinateInZone(obj:GetCoordinate())
local inzone
if self.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(self) -- TRUE if any unit is inside
else
inzone = self:IsCoordinateInZone(obj:GetCoordinate()) -- original barycentre test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and obj.TriggerInZone[self.ZoneName] then
-- just count
@ -814,8 +845,8 @@ end
-- Various functions exist to find random points within the zone.
--
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#COORDINATE} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#COORDINATE} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
--
-- ## Draw zone
--
@ -1010,7 +1041,7 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
COORDINATE:New( Point.x, AddHeight, Point.y ):Smoke( SmokeColor )
end
return self
@ -1040,7 +1071,7 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end
return self
@ -1149,15 +1180,13 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject )
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
if ZoneObject then
if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
-- Get object category.
local ObjectCategory = Object.getCategory(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false
if not UnitCategories then
-- Anything found is included.
@ -1509,6 +1538,26 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
return InZone
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.
@ -1520,6 +1569,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
math.random()
math.random()
math.random()
if surfacetypes and type(surfacetypes)~="table" then
surfacetypes={surfacetypes}
@ -1561,15 +1614,15 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
return point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2( inner, outer ) )
--self:T3( { PointVec2 } )
@ -1592,15 +1645,15 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) )
local PointVec3 = COORDINATE:NewFromVec2( self:GetRandomVec2( inner, outer ) )
--self:T3( { PointVec3 } )
@ -1881,6 +1934,21 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
return self
end
--- Updates the current location from a @{Wrapper.Group}.
-- @param #ZONE_UNIT self
-- @param Wrapper.Group#GROUP Group (optional) Update from this Unit, if nil, update from the UNIT this zone is based on.
-- @return self
function ZONE_UNIT:UpdateFromUnit(Unit)
if Unit and Unit:IsAlive() then
local vec2 = Unit:GetVec2()
self.LastVec2 = vec2
elseif self.ZoneUNIT and self.ZoneUNIT:IsAlive() then
local ZoneVec2 = self.ZoneUNIT:GetVec2()
self.LastVec2 = ZoneVec2
end
return self
end
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self
@ -2018,6 +2086,22 @@ function ZONE_GROUP:GetVec2()
return ZoneVec2
end
--- Updates the current location from a @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @param Wrapper.Group#GROUP Group (optional) Update from this Group, if nil, update from the GROUP this zone is based on.
-- @return self
function ZONE_GROUP:UpdateFromGroup(Group)
if Group and Group:IsAlive() then
local vec2 = Group:GetVec2()
self.Vec2 = vec2
elseif self._.ZoneGROUP and self._.ZoneGROUP:IsAlive() then
local ZoneVec2 = self._.ZoneGROUP:GetVec2()
self.Vec2 = ZoneVec2
self._.ZoneVec2Cache = ZoneVec2
end
return self
end
--- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
@ -2036,15 +2120,15 @@ function ZONE_GROUP:GetRandomVec2()
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_GROUP:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T3( { PointVec2 } )
@ -2192,8 +2276,8 @@ end
-- Various functions exist to find random points within the zone.
--
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#COORDINATE} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone.
--
-- ## Draw zone
--
@ -2487,6 +2571,26 @@ function ZONE_POLYGON_BASE:Flush()
return self
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param #boolean UnBound If true, the tyres will be destroyed.
@ -2769,7 +2873,7 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
COORDINATE:New( PointX, 0, PointY ):Smoke( SmokeColor )
end
j = i
i = i + 1
@ -2804,7 +2908,7 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY, AddHeight ):Flare(FlareColor, Azimuth)
COORDINATE:New( PointX, AddHeight, PointY ):Flare(FlareColor, Azimuth)
end
j = i
i = i + 1
@ -2865,6 +2969,11 @@ end
function ZONE_POLYGON_BASE:GetRandomVec2()
-- make sure we assign weights to the triangles based on their surface area, otherwise
-- we'll be more likely to generate random points in smaller triangles
math.random()
math.random()
math.random()
local weights = {}
for _, triangle in pairs(self._Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
@ -2880,26 +2989,26 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
end
end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Return a @{Core.Point#COORDINATE} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2}
-- @return @{Core.Point#COORDINATE}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
--self:F2()
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T2( PointVec2 )
return PointVec2
end
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3}
-- @return @{Core.Point#COORDINATE}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
--self:F2()
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
local PointVec3 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T2( PointVec3 )
@ -3204,12 +3313,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local vectors = self:GetBoundingSquare()
local minVec3 = {x=vectors.x1, y=0, z=vectors.y1}
local maxVec3 = {x=vectors.x2, y=0, z=vectors.y2}
local minmarkcoord = COORDINATE:NewFromVec3(minVec3)
local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3)
local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2
local ZoneRadius = UTILS.VecDist2D({x=vectors.x1, y=vectors.y1}, {x=vectors.x2, y=vectors.y2})/2
-- self:I("Scan Radius:" ..ZoneRadius)
local CenterVec3 = self:GetCoordinate():GetVec3()
@ -3233,14 +3337,12 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject )
if ZoneObject then
if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
local ObjectCategory = Object.getCategory(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false
if not UnitCategories then
-- Anything found is included.
@ -3272,7 +3374,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
end
-- trying with box search
if ObjectCategory == Object.Category.SCENERY and self:IsVec3InZone(ZoneObject:getPoint()) then
if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
@ -3931,18 +4033,18 @@ function ZONE_OVAL:GetRandomVec2()
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
return COORDINATE:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
--- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
-- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC3:NewFromVec3(self:GetRandomVec2())
return COORDINATE:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
@ -4082,15 +4184,15 @@ do -- ZONE_AIRBASE
return ZoneVec2
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
-- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_AIRBASE:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T3( { PointVec2 } )

View File

@ -2,7 +2,8 @@
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
--- @type ZONE_DETECTION
---
-- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE
@ -106,7 +107,7 @@ function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
COORDINATE:New( Point.x, AddHeight, Point.y):Smoke( SmokeColor )
end
return self
@ -137,7 +138,7 @@ function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end
return self
@ -201,4 +202,3 @@ function ZONE_DETECTION:IsVec3InZone( Vec3 )
return InZone
end

View File

@ -198,7 +198,7 @@ end -- env
do -- radio
---@type radio
--@type radio
-- @field #radio.modulation modulation
---

View File

@ -141,7 +141,6 @@ FOX = {
explosiondist = 200,
explosiondist2 = 500,
bigmissilemass = 50,
destroy = nil,
dt50 = 5,
dt10 = 1,
dt05 = 0.5,

View File

@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: Mar 2025
-- Last Update: August 2025
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@ -62,7 +62,9 @@
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes
-- @field #number checkcounter Counter for SAM Table refreshes.
-- @field #number DLinkCacheTime Seconds after which cached contacts in DLink will decay.
-- @field #boolean logsamstatus Log SAM status in dcs.log every cycle if true
-- @extends Core.Base#BASE
@ -74,10 +76,9 @@
--
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before
-- * Leverage evasiveness from SEAD, leverage attack range setting
-- * Automatic setup of SHORAD based on groups of the class "short-range"
-- * **Automatic mode** (default) will set-up your SAM site network automatically for you.
-- * Leverage evasiveness from SEAD, leverage attack range setting.
-- * Automatic setup of SHORAD based on groups of the class "short-range".
--
-- # 0. Base considerations and naming conventions
--
@ -107,10 +108,15 @@
-- * Patriot
-- * Rapier
-- * Roland
-- * IRIS-T SLM
-- * Pantsir S1
-- * TOR M2
-- * C-RAM
-- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2, SAMP/T Block 1, SAMP/T Block 1INT, SAMP/T Block2
-- * Other Mods: Nike
--
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
-- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA"
@ -124,19 +130,20 @@
-- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS")
-- * SA-2 (with HQ-2 launcher, use HQ-2 in the group name, e.g. "Red SAM HQ-2" )
-- * SA-3 (with V601P missile, e.g. "Red SAM SA-3 HDS")
-- * SA-10B (overlap with other SA-10 types, e.g. "Red SAM SA-10B HDS")
-- * SA-10C (overlap with other SA-10 types, e.g. "Red SAM SA-10C HDS")
-- * SA-12 (launcher dependent range, e.g. "Red SAM SA-12 HDS")
-- * SA-23 (launcher dependent range, e.g. "Red SAM SA-23 HDS")
-- * SA-10B (overlap with other SA-10 types, e.g. "Red SAM SA-10B HDS" with 5P85CE launcher)
-- * SA-10C (overlap with other SA-10 types, e.g. "Red SAM SA-10C HDS" with 5P85SE launcher)
-- * SA-12 (launcher dependent range, e.g. "Red SAM SA-12 HDS 2" for the 9A82 variant and "Red SAM SA-12 HDS 1" for the 9A83 variant)
-- * SA-23 (launcher dependent range, e.g. "Red SAM SA-23 HDS 2" for the 9A82ME variant and "Red SAM SA-23 HDS 1" for the 9A83ME variant)
-- * SAMP/T (launcher dependent range, e.g. "Blue SAM SAMPT Block 1 HDS" for Block 1, "Blue SAM SAMPT Block 1INT HDS", "Blue SAM SAMPT Block 2 HDS")
--
-- The other HDS types work like the rest of the known SAM systems.
--
-- # 0.1 Set-up in the mission editor
--
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.
-- Set up your EWR system in the mission editor. Name the groups using a systematic approach like above. Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one** group per SAM location. SA-15 TOR systems offer a good missile defense.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one unit ** per group (multiple groups) for the SAM location.
-- Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.
--
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
--
@ -188,7 +195,7 @@
--
-- ## 2.1 Auto mode features
--
-- ### 2.1.1 You can now add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
-- ### 2.1.1 You can add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
--
-- -- Parameters are tables of Core.Zone#ZONE objects!
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@ -205,9 +212,6 @@
-- ### 2.1.3 SHORAD/Point defense will automatically be added from SAM sites of type "point" or if the range is less than 5km or if the type is AAA.
--
-- ### 2.1.4 Advanced features
--
-- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
-- mybluemantis.automode = false
--
-- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below.
@ -220,6 +224,12 @@
--
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
--
-- ### 2.1.6 Shoot & Scoot
--
-- -- Option to make the (driveable) SHORAD units drive around and shuffle positions
-- -- We use a SET_ZONE for that, number of zones to consider defaults to three, Random is true for random coordinates and Formation is e.g. "Vee".
-- mybluemantis:AddScootZones(ZoneSet, Number, Random, Formation)
--
-- # 3. Default settings [both modes unless stated otherwise]
--
@ -242,26 +252,8 @@
-- E.g. mymantis:SetAdvancedMode( true, 90 )
--
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
-- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup]
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- -- now set up MANTIS
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
--
-- If you systematically name your SHORAD groups starting with "Blue SHORAD" you'll need exactly **one** SHORAD instance to manage all SHORAD groups.
--
-- (Optionally) you can remove the link later on with
--
-- mymantis:RemoveShorad()
--
-- # 6. Integrated SEAD
-- # 5. Integrated SEAD
--
-- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up!
-- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
@ -288,6 +280,7 @@
MANTIS = {
ClassName = "MANTIS",
name = "mymantis",
version = "0.9.34",
SAM_Templates_Prefix = "",
SAM_Group = nil,
EWR_Templates_Prefix = "",
@ -336,6 +329,8 @@ MANTIS = {
SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1,
DLinkCacheTime = 120,
logsamstatus = false,
}
--- Advanced state enumerator
@ -374,7 +369,7 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" },
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot str" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
@ -382,7 +377,8 @@ MANTIS.SamData = {
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" },
["Roland"] = { Range=6, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Gepard"] = { Range=5, Blindspot=0, Height=4, Type="Point", Radar="Gepard" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@ -393,14 +389,21 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["C-RAM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
-- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" },
["SA-17"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17" },
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["NIKE"] = { Range=155, Blindspot=6, Height=30, Type="Long", Radar="HIPAR" },
["Dog Ear"] = { Range=11, Blindspot=0, Height=9, Type="Point", Radar="Dog Ear", Point="true" },
-- CH Added to DCS core 2.9.19.x
["Pantsir S1"] = { Range=20, Blindspot=1.2, Height=15, Type="Point", Radar="PantsirS1" , Point="true" },
["Tor M2"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["IRIS-T SLM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" },
}
--- SAM data HDS
@ -416,13 +419,17 @@ MANTIS.SamDataHDS = {
-- group name MUST contain HDS to ID launcher type correctly!
["SA-2 HDS"] = { Range=56, Blindspot=7, Height=30, Type="Medium", Radar="V759" },
["SA-3 HDS"] = { Range=20, Blindspot=6, Height=30, Type="Short", Radar="V-601P" },
["SA-10C HDS 2"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85DE ln"}, -- V55RUD
["SA-10C HDS 1"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD
["SA-12 HDS 2"] = { Range=100, Blindspot=10, Height=25, Type="Long" , Radar="S-300V 9A82 l"},
["SA-12 HDS 1"] = { Range=75, Blindspot=1, Height=25, Type="Long" , Radar="S-300V 9A83 l"},
["SA-10B HDS"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD
["SA-10C HDS"] = { Range=75, Blindspot=5, Height=25, Type="Long" , Radar="5P85SE ln"}, -- V55RUD
["SA-17 HDS"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17 " },
["SA-12 HDS 2"] = { Range=100, Blindspot=13, Height=30, Type="Long" , Radar="S-300V 9A82 l"},
["SA-12 HDS 1"] = { Range=75, Blindspot=6, Height=25, Type="Long" , Radar="S-300V 9A83 l"},
["SA-23 HDS 2"] = { Range=200, Blindspot=5, Height=37, Type="Long", Radar="S-300VM 9A82ME" },
["SA-23 HDS 1"] = { Range=100, Blindspot=1, Height=50, Type="Long", Radar="S-300VM 9A83ME" },
["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SAMPT Block 1 HDS"] = { Range=120, Blindspot=1, Height=20, Type="long", Radar="SAMPT_MLT_Blk1" }, -- Block 1 Launcher
["SAMPT Block 1INT HDS"] = { Range=150, Blindspot=1, Height=25, Type="long", Radar="SAMPT_MLT_Blk1NT" }, -- Block 1-INT Launcher
["SAMPT Block 2 HDS"] = { Range=200, Blindspot=10, Height=70, Type="long", Radar="SAMPT_MLT_Blk2" }, -- Block 2 Launcher
}
--- SAM data SMA
@ -437,16 +444,16 @@ MANTIS.SamDataSMA = {
-- units from SMA Mod (Sweedish Military Assets)
-- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/
-- group name MUST contain SMA to ID launcher type correctly!
["RBS98M SMA"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" },
["RBS70M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS70" },
["RBS90 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" },
["RBS90M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS90" },
["RBS103A SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Point", Radar="LvKv9040",Point="true" },
["RBS98M SMA"] = { Range=20, Blindspot=0.2, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-70" },
["RBS70M SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS70" },
["RBS90 SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-90" },
["RBS90M SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS90" },
["RBS103A SMA"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B SMA"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM SMA"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM SMA"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M SMA"] = { Range=2, Blindspot=0.1, Height=1.2, Type="Point", Radar="LvKv9040",Point="true" },
}
--- SAM data CH
@ -461,47 +468,49 @@ MANTIS.SamDataCH = {
-- units from CH (Military Assets by Currenthill)
-- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly!
["2S38 CHM"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Point", Radar="PantsirS1", Point="true" },
["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CHM"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CHM"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CHM"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CHM"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["PGL-625 CHM"] = { Range=10, Blindspot=1, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CHM"] = { Range=15, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CHM"] = { Range=160, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2K", Point="true" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Point", Radar="TorM2M", Point="true" },
["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" },
["PGZ-09 CHM"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="CH_PGZ09", Point="true" },
["S350-9M100 CHM"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["PGZ-09 CHM"] = { Range=4, Blindspot=0.5, Height=3, Type="Point", Radar="CH_PGZ09", Point="true" },
["S350-9M100 CHM"] = { Range=15, Blindspot=1, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CHM"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
["LAV-AD CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["LAV-AD CHM"] = { Range=8, Blindspot=0.16, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["HQ-22 CHM"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" },
["PGZ-95 CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_PGZ95",Point="true" },
["LD-3000 CHM"] = { Range=3, Blindspot=0, Height=3, Type="Point", Radar="CH_LD3000_stationary", Point="true" },
["LD-3000M CHM"] = { Range=3, Blindspot=0, Height=3, Type="Point", Radar="CH_LD3000", Point="true" },
["FlaRakRad CHM"] = { Range=8, Blindspot=1.5, Height=6, Type="Short", Radar="HQ17A" },
["PGZ-95 CHM"] = { Range=2.5, Blindspot=0.5, Height=2, Type="Point", Radar="CH_PGZ95",Point="true" },
["LD-3000 CHM"] = { Range=2.5, Blindspot=0.1, Height=3, Type="Point", Radar="CH_LD3000_stationary", Point="true" },
["LD-3000M CHM"] = { Range=2.5, Blindspot=0.1, Height=3, Type="Point", Radar="CH_LD3000", Point="true" },
["FlaRakRad CHM"] = { Range=8, Blindspot=1.5, Height=6, Type="Short", Radar="CH_FlaRakRad" },
["IRIS-T SLM CHM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" },
["M903PAC2KAT1 CHM"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="CH_MIM104_M903_PAC2_KAT1" },
["Skynex CHM"] = { Range=3.5, Blindspot=0, Height=3.5, Type="Point", Radar="CH_SkynexHX", Point="true" },
["Skyshield CHM"] = { Range=3.5, Blindspot=0, Height=3.5, Type="Point", Radar="CH_Skyshield_Gun", Point="true" },
["WieselOzelot CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_Wiesel2Ozelot" },
["M903PAC2KAT1 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="CH_MIM104_M903_PAC2_KAT1" },
["Skynex CHM"] = { Range=3.5, Blindspot=0.1, Height=3.5, Type="Point", Radar="CH_SkynexHX", Point="true" },
["Skyshield CHM"] = { Range=3.5, Blindspot=0.1, Height=3.5, Type="Point", Radar="CH_Skyshield_Gun", Point="true" },
["WieselOzelot CHM"] = { Range=8, Blindspot=0.16, Height=4.8, Type="Short", Radar="CH_Wiesel2Ozelot" },
["BukM3-9M317M CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317M" },
["BukM3-9M317MA CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317MA" },
["SkySabre CHM"] = { Range=30, Blindspot=0.5, Height=10, Type="Medium", Radar="CH_SkySabreLN" },
["Stormer CHM"] = { Range=7.5, Blindspot=0.3, Height=7, Type="Short", Radar="CH_StormerHVM" },
["THAAD CHM"] = { Range=200, Blindspot=40, Height=150, Type="Long", Radar="CH_THAAD_M1120" },
["USInfantryFIM92K CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_USInfantry_FIM92" },
["RBS98M CHM"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 CHM"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" },
["RBS90 CHM"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" },
["RBS103A CHM"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B CHM"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM CHM"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM CHM"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M CHM"] = { Range=4, Blindspot=0, Height=2.5, Type="Point", Radar="LvKv9040", Point="true" },
["USInfantryFIM92K CHM"] = { Range=8, Blindspot=0.16, Height=4.8, Type="Short", Radar="CH_USInfantry_FIM92" },
["RBS98M CHM"] = { Range=20, Blindspot=0.2, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-70" },
["RBS70M CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS70" },
["RBS90 CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-90" },
["RBS90M CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS90" },
["RBS103A CHM"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM CHM"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M CHM"] = { Range=2, Blindspot=0.1, Height=1.2, Type="Point", Radar="LvKv9040",Point="true" },
}
-----------------------------------------------------------------------
@ -623,7 +632,8 @@ do
self.advAwacs = false
end
self:SetDLinkCacheTime()
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
@ -656,6 +666,8 @@ do
table.insert(self.ewr_templates,awacs)
end
self.logsamstatus = false
self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
@ -685,9 +697,6 @@ do
-- counter for SAM table updates
self.checkcounter = 1
-- TODO Version
-- @field #string version
self.version="0.9.27"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@ -884,7 +893,11 @@ do
self.AcceptZones = AcceptZones or {}
self.RejectZones = RejectZones or {}
self.ConflictZones = ConflictZones or {}
if #self.AcceptZones > 0 or #self.RejectZones > 0 or #self.ConflictZones > 0 then
self.AcceptZonesNo = UTILS.TableLength(self.AcceptZones)
self.RejectZonesNo = UTILS.TableLength(self.RejectZones)
self.ConflictZonesNo = UTILS.TableLength(self.ConflictZones)
self:T(string.format("AcceptZonesNo = %d | RejectZonesNo = %d | ConflictZonesNo = %d",self.AcceptZonesNo,self.RejectZonesNo,self.ConflictZonesNo))
if self.AcceptZonesNo > 0 or self.RejectZonesNo > 0 or self.ConflictZonesNo > 0 then
self.usezones = true
end
return self
@ -1037,6 +1050,16 @@ do
end
return self
end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #MANTIS self
-- @param #number seconds Remember this many seconds, at least 5 seconds.
-- @return #MANTIS self
function MANTIS:SetDLinkCacheTime(seconds)
self.DLinkCacheTime = math.abs(seconds or 120)
if self.DLinkCacheTime < 5 then self.DLinkCacheTime = 5 end
return self
end
--- Function to set the detection interval
-- @param #MANTIS self
@ -1266,7 +1289,8 @@ do
self:T(self.lid.."_CheckCoordinateInZones")
local inzone = false
-- acceptzones
if #self.AcceptZones > 0 then
self:T(string.format("AcceptZonesNo = %d | RejectZonesNo = %d | ConflictZonesNo = %d",self.AcceptZonesNo,self.RejectZonesNo,self.ConflictZonesNo))
if self.AcceptZonesNo > 0 then
for _,_zone in pairs(self.AcceptZones) do
local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then
@ -1277,7 +1301,7 @@ do
end
end
-- rejectzones
if #self.RejectZones > 0 and inzone then -- maybe in accept zone, but check the overlaps
if self.RejectZonesNo > 0 then
for _,_zone in pairs(self.RejectZones) do
local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then
@ -1288,7 +1312,7 @@ do
end
end
-- conflictzones
if #self.ConflictZones > 0 and not inzone then -- if not already accepted, might be in conflict zones
if self.ConflictZonesNo > 0 then
for _,_zone in pairs(self.ConflictZones) do
local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then
@ -1354,6 +1378,7 @@ do
end
-- check accept/reject zones
local zonecheck = true
self:T("self.usezones = "..tostring(self.usezones))
if self.usezones then
-- DONE
zonecheck = self:_CheckCoordinateInZones(coord)
@ -1429,7 +1454,9 @@ do
--IntelTwo:SetClusterRadius(5000)
IntelTwo:Start()
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,300)
local CacheTime = self.DLinkCacheTime or 120
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,CacheTime)
IntelDlink:__Start(1)
self:SetUsingDLink(IntelDlink)
@ -1491,7 +1518,7 @@ do
elseif chm then
SAMData = self.SamDataCH
end
--self:T("Looking to auto-match for "..grpname)
--self:I("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName())
@ -1692,7 +1719,9 @@ do
local grpname = group:GetName()
local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
local radaralive = group:IsSAM()
-- TODO the below might stop working at some point after some hours, needs testing
--local radaralive = group:IsSAM()
local radaralive = true
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then
@ -1789,7 +1818,7 @@ do
if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then
activeshorad = true
end
if IsInZone and not suppressed and not activeshorad then --check any target in zone and not currently managed by SEAD
if IsInZone and (not suppressed) and (not activeshorad) then --check any target in zone and not currently managed by SEAD
if samgroup:IsAlive() then
-- switch on SAM
local switch = false
@ -1821,7 +1850,7 @@ do
-- link in to SHORAD if available
-- DONE: Test integration fully
if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early
local Shorad = self.Shorad
local Shorad = self.Shorad --Functional.Shorad#SHORAD
local radius = self.checkradius
local ontime = self.ShoradTime
Shorad:WakeUpShorad(name, radius, ontime)
@ -1854,7 +1883,7 @@ do
end --end alive
end --end check
end --for loop
if self.debug or self.verbose then
if self.debug or self.verbose or self.logsamstatus then
for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then
instatusgreen=instatusgreen+1
@ -1875,8 +1904,9 @@ do
-- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object
-- @param #boolean dlink
-- @param #boolean reporttolog
-- @return #MANTIS self
function MANTIS:_Check(detection,dlink)
function MANTIS:_Check(detection,dlink,reporttolog)
self:T(self.lid .. "Check")
--get detected set
local detset = detection:GetDetectedItemCoordinates()
@ -1903,7 +1933,8 @@ do
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end
if self.debug or self.verbose then
local function GetReport()
local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
@ -1912,7 +1943,15 @@ do
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end
statusreport:Add("+-----------------------------+")
return statusreport
end
if self.debug or self.verbose then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
elseif reporttolog == true then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToLog()
end
return self
end
@ -2020,7 +2059,7 @@ do
self:T({From, Event, To})
-- check detection
if not self.state2flag then
self:_Check(self.Detection,self.DLink)
self:_Check(self.Detection,self.DLink,self.logsamstatus)
end
local EWRAlive = self:_CheckAnyEWRAlive()
@ -2091,7 +2130,7 @@ do
if self.debug and self.verbose then
self:I(self.lid .. "Status Report")
for _name,_state in pairs(self.SamStateTracker) do
self:I(string.format("Site %s\tStatus %s",_name,_state))
self:I(string.format("Site %s | Status %s",_name,_state))
end
end
local interval = self.detectinterval * -1

View File

@ -53,6 +53,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--

File diff suppressed because it is too large Load Diff

View File

@ -2102,7 +2102,12 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackHdg = attackHdg
result.attackVel = attackVel
result.attackAlt = attackAlt
result.date=os and os.date() or "n/a"
if os and os.date then
result.date=os.date()
else
self:E(self.lid.."os or os.date() not available")
result.date = "n/a"
end
-- Add to table.
table.insert( _results, result )

View File

@ -320,8 +320,10 @@ function SCORING:New( GameName, SavePath, AutoSave )
-- Create the CSV file.
self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true
self:OpenCSV( GameName )
self.AutoSave = (AutoSave == nil or AutoSave == true) and true or false
if self.AutoSavePath and self.AutoSave == true then
self:OpenCSV( GameName )
end
return self
@ -985,6 +987,7 @@ function SCORING:_EventOnHit( Event )
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
local TargetIsScenery = false
if Event.IniDCSUnit then
@ -1025,6 +1028,12 @@ function SCORING:_EventOnHit( Event )
TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName
-- Scenery hit
if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then
TargetCategory = Unit.Category.STRUCTURE
TargetIsScenery = true
end
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType
@ -1117,17 +1126,22 @@ function SCORING:_EventOnHit( Event )
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
elseif TargetIsScenery ~= true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
elseif TargetIsScenery == true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object." .. " Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end
else -- A scenery object was hit.
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit nothing special.",
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@ -1923,7 +1937,7 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
TargetUnitType = TargetUnitType or ""
TargetUnitName = TargetUnitName or ""
if lfs and io and os and self.AutoSave then
if lfs and io and os and self.AutoSave == true and self.CSVFile ~= nil then
self.CSVFile:write(
'"' .. self.GameName .. '"' .. ',' ..
'"' .. self.RunTime .. '"' .. ',' ..

View File

@ -3153,7 +3153,7 @@ end
-- @param #WAREHOUSE self
-- @return Core.Point#COORDINATE The coordinate of the warehouse.
function WAREHOUSE:GetCoordinate()
return self.warehouse:GetCoordinate()
return self.warehouse:GetCoord()
end
--- Get 3D vector of warehouse static.
@ -4247,6 +4247,16 @@ function WAREHOUSE:_AssetItemInfo(asset)
self:T3({Template=asset.template})
end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #boolean Enabled Enable/disable the feature.
function WAREHOUSE:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end
--- On after "NewAsset" event. A new asset has been added to the warehouse stock.
-- @param #WAREHOUSE self
-- @param #string From From state.
@ -5965,6 +5975,10 @@ function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, late
template.y = coord.z
template.alt = coord.y
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(template.units)
end
-- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
@ -6893,7 +6907,7 @@ function WAREHOUSE:_CheckConquered()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local distance=coord:Get2DDistance(unit:GetCoordinate())
local distance=coord:Get2DDistance(unit:GetCoord())
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
if unit:IsGround() and unit:IsAlive() and distance <= radius then

View File

@ -7,6 +7,8 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@ -501,6 +501,7 @@ ATIS.Alphabet = {
-- @field #number Kola +15° (East).
-- @field #number Afghanistan +3° (East).
-- @field #number Iraq +4.4° (East).
-- @field #number GermanyCW +0.1° (East).
ATIS.RunwayM2T = {
Caucasus = 0,
Nevada = 12,
@ -513,7 +514,8 @@ ATIS.RunwayM2T = {
SinaiMap = 5,
Kola = 15,
Afghanistan = 3,
Iraq=4.4
Iraq=4.4,
GermanyCW=0.1,
}
--- Whether ICAO phraseology is used for ATIS broadcasts.
@ -530,6 +532,7 @@ ATIS.RunwayM2T = {
-- @field #boolean Kola true.
-- @field #boolean Afghanistan true.
-- @field #boolean Iraq true.
-- @field #boolean GermanyCW true.
ATIS.ICAOPhraseology = {
Caucasus = true,
Nevada = false,
@ -543,6 +546,7 @@ ATIS.ICAOPhraseology = {
Kola = true,
Afghanistan = true,
Iraq = true,
GermanyCW = true,
}
--- Nav point data.
@ -2794,7 +2798,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end
_RUNACT = subtitle
alltext = alltext .. ";\n" .. subtitle
--alltext = alltext .. ";\n" .. subtitle
-- Runway length.
if self.rwylength then

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -72,7 +72,7 @@ end
--- Checks if a point is contained within the circle.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
-- @return #boolean True if the point is contained, false otherwise
function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true
@ -226,6 +226,11 @@ end
--- Returns a random Vec2 within the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
@ -237,6 +242,11 @@ end
--- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x

View File

@ -352,6 +352,7 @@ end
--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
-- @return #table The random Vec2
function POLYGON:GetRandomVec2()
local weights = {}
for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea

View File

@ -73,6 +73,11 @@ end
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points)
math.random()
math.random()
math.random()
points = points or self.Points
local pt = {math.random(), math.random()}
table.sort(pt)

View File

@ -380,7 +380,8 @@ function RADIOQUEUE:Broadcast(transmission)
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
if not self.senderinit then
--if not self.senderinit then
-- TODO Seems to be a DCS bug - if I explode ANY unit in a group the BC assignment gets lost
-- Command to set the Frequency for the transmission.
local commandFrequency={
@ -394,7 +395,7 @@ function RADIOQUEUE:Broadcast(transmission)
sender:SetCommand(commandFrequency)
self.senderinit=true
end
--end
-- Set subtitle only if duration>0 sec.
local subtitle=nil

View File

@ -443,28 +443,32 @@ MSRS.Voices = {
["en_AU_Standard_B"] = 'en-AU-Standard-B', -- [2] MALE
["en_AU_Standard_C"] = 'en-AU-Standard-C', -- [3] FEMALE
["en_AU_Standard_D"] = 'en-AU-Standard-D', -- [4] MALE
["en_IN_Standard_A"] = 'en-IN-Standard-A', -- [5] FEMALE
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- [6] MALE
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- [7] MALE
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- [8] FEMALE
-- IN
["en_IN_Standard_A"] = 'en-IN-Standard-A', -- Female
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- Male
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- Male
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- Female
["en_IN_Standard_E"] = 'en-IN-Standard-E', -- Female
["en_IN_Standard_F"] = 'en-IN-Standard-F', -- Male
-- 2025 changes
["en_GB_Standard_A"] = 'en-GB-Standard-N', -- [9] FEMALE
["en_GB_Standard_B"] = 'en-GB-Standard-O', -- [10] MALE
["en_GB_Standard_C"] = 'en-GB-Standard-N', -- [11] FEMALE
["en_GB_Standard_D"] = 'en-GB-Standard-O', -- [12] MALE
["en_GB_Standard_F"] = 'en-GB-Standard-N', -- [13] FEMALE
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- [12] MALE
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- [13] FEMALE
["en_US_Standard_A"] = 'en-US-Standard-A', -- [14] MALE
["en_US_Standard_B"] = 'en-US-Standard-B', -- [15] MALE
["en_US_Standard_C"] = 'en-US-Standard-C', -- [16] FEMALE
["en_US_Standard_D"] = 'en-US-Standard-D', -- [17] MALE
["en_US_Standard_E"] = 'en-US-Standard-E', -- [18] FEMALE
["en_US_Standard_F"] = 'en-US-Standard-F', -- [19] FEMALE
["en_US_Standard_G"] = 'en-US-Standard-G', -- [20] FEMALE
["en_US_Standard_H"] = 'en-US-Standard-H', -- [21] FEMALE
["en_US_Standard_I"] = 'en-US-Standard-I', -- [22] MALE
["en_US_Standard_J"] = 'en-US-Standard-J', -- [23] MALE
["en_GB_Standard_A"] = 'en-GB-Standard-A', -- Female
["en_GB_Standard_B"] = 'en-GB-Standard-B', -- Male
["en_GB_Standard_C"] = 'en-GB-Standard-C', -- Female
["en_GB_Standard_D"] = 'en-GB-Standard-D', -- Male
["en_GB_Standard_F"] = 'en-GB-Standard-F', -- Female
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- Female
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- Male
-- US
["en_US_Standard_A"] = 'en-US-Standard-A', -- Male
["en_US_Standard_B"] = 'en-US-Standard-B', -- Male
["en_US_Standard_C"] = 'en-US-Standard-C', -- Female
["en_US_Standard_D"] = 'en-US-Standard-D', -- Male
["en_US_Standard_E"] = 'en-US-Standard-E', -- Female
["en_US_Standard_F"] = 'en-US-Standard-F', -- Female
["en_US_Standard_G"] = 'en-US-Standard-G', -- Female
["en_US_Standard_H"] = 'en-US-Standard-H', -- Female
["en_US_Standard_I"] = 'en-US-Standard-I', -- Male
["en_US_Standard_J"] = 'en-US-Standard-J', -- Male
-- 2025 catalog changes
["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_B"] = "fr-FR-Standard-G", -- Male
@ -474,14 +478,15 @@ MSRS.Voices = {
["fr_FR_Standard_G"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female
-- 2025 catalog changes
["de_DE_Standard_A"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_B"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_C"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_D"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_E"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_F"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_H"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_G"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_A"] = 'de-DE-Standard-A', -- Female
["de_DE_Standard_B"] = 'de-DE-Standard-B', -- Male
["de_DE_Standard_C"] = 'de-DE-Standard-C', -- Female
["de_DE_Standard_D"] = 'de-DE-Standard-D', -- Male
["de_DE_Standard_E"] = 'de-DE-Standard-E', -- Male
["de_DE_Standard_F"] = 'de-DE-Standard-F', -- Female
["de_DE_Standard_G"] = 'de-DE-Standard-G', -- Female
["de_DE_Standard_H"] = 'de-DE-Standard-H', -- Male
-- ES
["es_ES_Standard_A"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male
["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female
@ -497,32 +502,36 @@ MSRS.Voices = {
["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male
},
Wavenet = {
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- [1] FEMALE
["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- [2] MALE
["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- [3] FEMALE
["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- [4] MALE
["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- [5] FEMALE
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- [6] MALE
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- [7] MALE
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- [8] FEMALE
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- Female
["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- Male
["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- Female
["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- Male
-- IN
["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- Female
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- Male
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- Male
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- Female
["en_IN_Wavenet_E"] = 'en-IN-Wavenet-E', -- Female
["en_IN_Wavenet_F"] = 'en-IN-Wavenet-F', -- Male
-- 2025 changes
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-N', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-O', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-N', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-A', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-B', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-C', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-D', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-F', -- [13] FEMALE
["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_US_Wavenet_A"] = 'en-US-Wavenet-N', -- [14] MALE
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- [17] MALE
["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- [18] FEMALE
["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- [19] FEMALE
["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- [20] FEMALE
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- [21] FEMALE
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- [22] MALE
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- [23] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
-- US
["en_US_Wavenet_A"] = 'en-US-Wavenet-A', -- Male
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- Male
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- Female
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- Male
["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- Female
["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- Female
["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- Female
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- Female
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- Male
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- Male
-- 2025 catalog changes
["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-G", -- Male
@ -532,14 +541,15 @@ MSRS.Voices = {
["fr_FR_Wavenet_G"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female
-- 2025 catalog changes
["de_DE_Wavenet_A"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_B"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_C"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_D"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_E"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_F"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_H"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_G"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_A"] = 'de-DE-Wavenet-A', -- Female
["de_DE_Wavenet_B"] = 'de-DE-Wavenet-B', -- Male
["de_DE_Wavenet_C"] = 'de-DE-Wavenet-C', -- Female
["de_DE_Wavenet_D"] = 'de-DE-Wavenet-D', -- Male
["de_DE_Wavenet_E"] = 'de-DE-Wavenet-E', -- Male
["de_DE_Wavenet_F"] = 'de-DE-Wavenet-F', -- Female
["de_DE_Wavenet_G"] = 'de-DE-Wavenet-G', -- Female
["de_DE_Wavenet_H"] = 'de-DE-Wavenet-H', -- Male
-- ES
["es_ES_Wavenet_B"] = "es-ES-Wavenet-E", -- Male
["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female
["es_ES_Wavenet_D"] = "es-ES-Wavenet-E", -- Female
@ -553,6 +563,134 @@ MSRS.Voices = {
["it_IT_Wavenet_E"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_F"] = "it-IT-Wavenet-F", -- Male
} ,
Chirp3HD = {
["en_GB_Chirp3_HD_Aoede"] = 'en-GB-Chirp3-HD-Aoede', -- Female
["en_GB_Chirp3_HD_Charon"] = 'en-GB-Chirp3-HD-Charon', -- Male
["en_GB_Chirp3_HD_Fenrir"] = 'en-GB-Chirp3-HD-Fenrir', -- Male
["en_GB_Chirp3_HD_Kore"] = 'en-GB-Chirp3-HD-Kore', -- Female
["en_GB_Chirp3_HD_Leda"] = 'en-GB-Chirp3-HD-Leda', -- Female
["en_GB_Chirp3_HD_Orus"] = 'en-GB-Chirp3-HD-Orus', -- Male
["en_GB_Chirp3_HD_Puck"] = 'en-GB-Chirp3-HD-Puck', -- Male
["en_GB_Chirp3_HD_Zephyr"] = 'en-GB-Chirp3-HD-Zephyr', -- Female
--["de_DE_Chirp3_HD_Aoede"] = 'de-DE-Chirp3-HD-Aoede', -- Female (Datenfehler im Original)
["en_US_Chirp3_HD_Charon"] = 'en-US-Chirp3-HD-Charon', -- Male
["en_US_Chirp3_HD_Fenrir"] = 'en-US-Chirp3-HD-Fenrir', -- Male
["en_US_Chirp3_HD_Kore"] = 'en-US-Chirp3-HD-Kore', -- Female
["en_US_Chirp3_HD_Leda"] = 'en-US-Chirp3-HD-Leda', -- Female
["en_US_Chirp3_HD_Orus"] = 'en-US-Chirp3-HD-Orus', -- Male
["en_US_Chirp3_HD_Puck"] = 'en-US-Chirp3-HD-Puck', -- Male
--["de_DE_Chirp3_HD_Zephyr"] = 'de-DE-Chirp3-HD-Zephyr', -- Female (Datenfehler im Original)
-- DE
["de_DE_Chirp3_HD_Aoede"] = 'de-DE-Chirp3-HD-Aoede', -- Female
["de_DE_Chirp3_HD_Charon"] = 'de-DE-Chirp3-HD-Charon', -- Male
["de_DE_Chirp3_HD_Fenrir"] = 'de-DE-Chirp3-HD-Fenrir', -- Male
["de_DE_Chirp3_HD_Kore"] = 'de-DE-Chirp3-HD-Kore', -- Female
["de_DE_Chirp3_HD_Leda"] = 'de-DE-Chirp3-HD-Leda', -- Female
["de_DE_Chirp3_HD_Orus"] = 'de-DE-Chirp3-HD-Orus', -- Male
["de_DE_Chirp3_HD_Puck"] = 'de-DE-Chirp3-HD-Puck', -- Male
["de_DE_Chirp3_HD_Zephyr"] = 'de-DE-Chirp3-HD-Zephyr', -- Female
-- AU
["en_AU_Chirp3_HD_Aoede"] = 'en-AU-Chirp3-HD-Aoede', -- Female
["en_AU_Chirp3_HD_Charon"] = 'en-AU-Chirp3-HD-Charon', -- Male
["en_AU_Chirp3_HD_Fenrir"] = 'en-AU-Chirp3-HD-Fenrir', -- Male
["en_AU_Chirp3_HD_Kore"] = 'en-AU-Chirp3-HD-Kore', -- Female
["en_AU_Chirp3_HD_Leda"] = 'en-AU-Chirp3-HD-Leda', -- Female
["en_AU_Chirp3_HD_Orus"] = 'en-AU-Chirp3-HD-Orus', -- Male
["en_AU_Chirp3_HD_Puck"] = 'en-AU-Chirp3-HD-Puck', -- Male
["en_AU_Chirp3_HD_Zephyr"] = 'en-AU-Chirp3-HD-Zephyr', -- Female
-- IN
["en_IN_Chirp3_HD_Aoede"] = 'en-IN-Chirp3-HD-Aoede', -- Female
["en_IN_Chirp3_HD_Charon"] = 'en-IN-Chirp3-HD-Charon', -- Male
["en_IN_Chirp3_HD_Fenrir"] = 'en-IN-Chirp3-HD-Fenrir', -- Male
["en_IN_Chirp3_HD_Kore"] = 'en-IN-Chirp3-HD-Kore', -- Female
["en_IN_Chirp3_HD_Leda"] = 'en-IN-Chirp3-HD-Leda', -- Female
["en_IN_Chirp3_HD_Orus"] = 'en-IN-Chirp3-HD-Orus', -- Male
},
ChirpHD = {
["en_US_Chirp_HD_D"] = 'en-US-Chirp-HD-D', -- Male
["en_US_Chirp_HD_F"] = 'en-US-Chirp-HD-F', -- Female
["en_US_Chirp_HD_O"] = 'en-US-Chirp-HD-O', -- Female
-- DE
["de_DE_Chirp_HD_D"] = 'de-DE-Chirp-HD-D', -- Male
["de_DE_Chirp_HD_F"] = 'de-DE-Chirp-HD-F', -- Female
["de_DE_Chirp_HD_O"] = 'de-DE-Chirp-HD-O', -- Female
-- AU
["en_AU_Chirp_HD_D"] = 'en-AU-Chirp-HD-D', -- Male
["en_AU_Chirp_HD_F"] = 'en-AU-Chirp-HD-F', -- Female
["en_AU_Chirp_HD_O"] = 'en-AU-Chirp-HD-O', -- Female
-- IN
["en_IN_Chirp_HD_D"] = 'en-IN-Chirp-HD-D', -- Male
["en_IN_Chirp_HD_F"] = 'en-IN-Chirp-HD-F', -- Female
["en_IN_Chirp_HD_O"] = 'en-IN-Chirp-HD-O', -- Female
},
},
Neural2 = {
["en_GB_Neural2_A"] = 'en-GB-Neural2-A', -- Female
["en_GB_Neural2_B"] = 'en-GB-Neural2-B', -- Male
["en_GB_Neural2_C"] = 'en-GB-Neural2-C', -- Female
["en_GB_Neural2_D"] = 'en-GB-Neural2-D', -- Male
["en_GB_Neural2_F"] = 'en-GB-Neural2-F', -- Female
["en_GB_Neural2_N"] = 'en-GB-Neural2-N', -- Female
["en_GB_Neural2_O"] = 'en-GB-Neural2-O', -- Male
-- US
["en_US_Neural2_A"] = 'en-US-Neural2-A', -- Male
["en_US_Neural2_C"] = 'en-US-Neural2-C', -- Female
["en_US_Neural2_D"] = 'en-US-Neural2-D', -- Male
["en_US_Neural2_E"] = 'en-US-Neural2-E', -- Female
["en_US_Neural2_F"] = 'en-US-Neural2-F', -- Female
["en_US_Neural2_G"] = 'en-US-Neural2-G', -- Female
["en_US_Neural2_H"] = 'en-US-Neural2-H', -- Female
["en_US_Neural2_I"] = 'en-US-Neural2-I', -- Male
["en_US_Neural2_J"] = 'en-US-Neural2-J', -- Male
-- DE
["de_DE_Neural2_G"] = 'de-DE-Neural2-G', -- Female
["de_DE_Neural2_H"] = 'de-DE-Neural2-H', -- Male
-- AU
["en_AU_Neural2_A"] = 'en-AU-Neural2-A', -- Female
["en_AU_Neural2_B"] = 'en-AU-Neural2-B', -- Male
["en_AU_Neural2_C"] = 'en-AU-Neural2-C', -- Female
["en_AU_Neural2_D"] = 'en-AU-Neural2-D', -- Male
-- IN
["en_IN_Neural2_A"] = 'en-IN-Neural2-A', -- Female
["en_IN_Neural2_B"] = 'en-IN-Neural2-B', -- Male
["en_IN_Neural2_C"] = 'en-IN-Neural2-C', -- Male
["en_IN_Neural2_D"] = 'en-IN-Neural2-D', -- Female
},
News = {
["en_GB_News_G"] = 'en-GB-News-G', -- Female
["en_GB_News_H"] = 'en-GB-News-H', -- Female
["en_GB_News_I"] = 'en-GB-News-I', -- Female
["en_GB_News_J"] = 'en-GB-News-J', -- Male
["en_GB_News_K"] = 'en-GB-News-K', -- Male
["en_GB_News_L"] = 'en-GB-News-L', -- Male
["en_GB_News_M"] = 'en-GB-News-M', -- Male
-- US
["en_US_News_K"] = 'en-US-News-K', -- Female
["en_US_News_L"] = 'en-US-News-L', -- Female
["en_US_News_N"] = 'en-US-News-N', -- Male
-- AU
["en_AU_News_E"] = 'en-AU-News-E', -- Female
["en_AU_News_F"] = 'en-AU-News-F', -- Female
["en_AU_News_G"] = 'en-AU-News-G', -- Male
},
Casual = {
["en_US_Casual_K"] = 'en-US-Casual-K', -- Male
},
Polyglot = {
["en_US_Polyglot_1"] = 'en-US-Polyglot-1', -- Male
["de_DE_Polyglot_1"] = 'de-DE-Polyglot-1', -- Male
["en_AU_Polyglot_1"] = 'en-AU-Polyglot-1', -- Male
},
Studio = {
-- Englisch (UK) - Studio
["en_GB_Studio_B"] = 'en-GB-Studio-B', -- Male
["en_GB_Studio_C"] = 'en-GB-Studio-C', -- Female
-- Englisch (USA) - Studio
["en_US_Studio_O"] = 'en-US-Studio-O', -- Female
["en_US_Studio_Q"] = 'en-US-Studio-Q', -- Male
-- DE
["de_DE_Studio_B"] = 'de-DE-Studio-B', -- Male
["de_DE_Studio_C"] = 'de-DE-Studio-C', -- Female
},
}
@ -632,7 +770,7 @@ end
-- set the path to the exe file via @{#MSRS.SetPath}.
--
-- @param #MSRS self
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone`.
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @param #string Backend Backend used: `MSRS.Backend.SRSEXE` (default) or `MSRS.Backend.GRPC`.
@ -767,13 +905,13 @@ end
--- Set path to SRS install directory. More precisely, path to where the `DCS-SR-ExternalAudio.exe` is located.
-- @param #MSRS self
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone`.
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @return #MSRS self
function MSRS:SetPath(Path)
self:F( {Path=Path} )
-- Set path.
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- Remove (back)slashes.
local n=1 ; local nmax=1000
@ -1817,7 +1955,7 @@ end
--
-- -- Moose MSRS default Config
-- MSRS_Config = {
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone", -- Path to SRS install directory.
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio", -- Path to SRS install directory.
-- Port = 5002, -- Port of SRS server. Default 5002.
-- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc".
-- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries!
@ -1837,7 +1975,7 @@ end
-- -- Google Cloud
-- gcloud = {
-- voice = "en-GB-Standard-A", -- The Google Cloud voice to use (see https://cloud.google.com/text-to-speech/docs/voices).
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- key="Your access Key", -- Google API access key (only for DCS-gRPC backend)
-- },
-- -- Amazon Web Service
@ -1905,7 +2043,7 @@ function MSRS:LoadConfigFile(Path,Filename)
local Self = self or MSRS --#MSRS
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
Self.port = MSRS_Config.Port or 5002
Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE
Self.frequencies = MSRS_Config.Frequency or {127,243}

View File

@ -29,6 +29,8 @@
--- Governs multiple missions, the tasking and the reporting.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow.
-- It can assign a random task to a player when requested.

View File

@ -5,6 +5,8 @@
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1.1) DETECTION_MANAGER constructor:
-- -----------------------------------
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.

View File

@ -27,6 +27,8 @@
--- Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- A mission contains multiple tasks and can be of different task types.
-- These tasks need to be assigned to human players to be executed.
--

View File

@ -12,6 +12,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) Tasking from a player perspective.
--
-- Tasking can be controlled by using the "other" menu in the radio menu of the player group.

View File

@ -17,6 +17,8 @@
---
-- # TASKINFO class, extends @{Core.Base#BASE}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## The TASKINFO class implements the methods to contain information and display information of a task.
--
-- # Developer Note

View File

@ -20,6 +20,9 @@ do -- TASK_A2A
--- Defines Air To Air tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process

View File

@ -30,6 +30,8 @@ do -- TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--

View File

@ -20,6 +20,9 @@ do -- TASK_A2G
--- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process

View File

@ -33,6 +33,8 @@ do -- TASK_A2G_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,

View File

@ -10,6 +10,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
@ -1176,7 +1178,7 @@ do -- TASK_CARGO
end
---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
--@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
function TASK_CARGO:SetSmokeColor(SmokeColor)
-- Makes sure Coloe is set
if SmokeColor == nil then

View File

@ -76,6 +76,8 @@ do -- TASK_CAPTURE_DISPATCHER
--- Implements the dynamic dispatching of capture zone tasks.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
-- players capture zones in a co-operation effort.
--

View File

@ -20,6 +20,8 @@ do -- TASK_ZONE_GOAL
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
-- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--

View File

@ -44,6 +44,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling.
--
-- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to

View File

@ -2,6 +2,8 @@
--
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
--

View File

@ -1,5 +1,7 @@
--- **Tasking** - Models tasks for players to transport cargo.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- **Specific features:**
--
-- * Creates a task to transport #Cargo.Cargo to and between deployment zones.

View File

@ -2,6 +2,8 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM}
-- ===
-- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.

File diff suppressed because it is too large Load Diff

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@ -12,27 +12,35 @@
-- @module Utilities.Utils
-- @image MOOSE.JPG
---
--- Smoke color enum `trigger.smokeColor`.
-- @type SMOKECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Orange
-- @field Blue
-- @field #number Green Green smoke (0)
-- @field #number Red Red smoke (1)
-- @field #number White White smoke (2)
-- @field #number Orange Orange smoke (3)
-- @field #number Blue Blue smoke (4)
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
---
--- Flare colur enum `trigger.flareColor`.
-- @type FLARECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Yellow
-- @field #number Green (0)
-- @field #number Red Red flare (1)
-- @field #number White White flare (2)
-- @field #number Yellow Yellow flare (3)
FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Big smoke preset enum.
-- @type BIGSMOKEPRESET
-- @field #number SmallSmokeAndFire Small moke and fire (1)
-- @field #number MediumSmokeAndFire Medium smoke and fire (2)
-- @field #number LargeSmokeAndFire Large smoke and fire (3)
-- @field #number HugeSmokeAndFire Huge smoke and fire (4)
-- @field #number SmallSmoke Small smoke (5)
-- @field #number MediumSmoke Medium smoke (6)
-- @field #number LargeSmoke Large smoke (7)
-- @field #number HugeSmoke Huge smoke (8)
BIGSMOKEPRESET = {
SmallSmokeAndFire=1,
MediumSmokeAndFire=2,
@ -58,6 +66,7 @@ BIGSMOKEPRESET = {
-- @field #string Kola Kola map.
-- @field #string Afghanistan Afghanistan map
-- @field #string Iraq Iraq map
-- @field #string GermanyCW Germany Cold War map
DCSMAP = {
Caucasus="Caucasus",
NTTR="Nevada",
@ -70,7 +79,8 @@ DCSMAP = {
Sinai="SinaiMap",
Kola="Kola",
Afghanistan="Afghanistan",
Iraq="Iraq"
Iraq="Iraq",
GermanyCW="GermanyCW",
}
@ -349,7 +359,7 @@ end
-- @return #string Table as a string.
UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
lookup_table = {}
local lookup_table = {}
local function _Serialize( tbl )
@ -488,7 +498,7 @@ end
--- Counts the number of elements in a table.
-- @param #table T Table to count
-- @return #int Number of elements in the table
-- @return #number Number of elements in the table
function UTILS.TableLength(T)
local count = 0
for _ in pairs(T or {}) do count = count + 1 end
@ -1576,12 +1586,12 @@ function UTILS.HdgDiff(h1, h2)
return math.abs(delta)
end
--- Returns the heading from one vec3 to another vec3.
-- @param DCS#Vec3 a From vec3.
-- @param DCS#Vec3 b To vec3.
--- Returns the heading from one vec2/vec3 to another vec2/vec3.
-- @param DCS#Vec3 a From Vec2 or Vec3.
-- @param DCS#Vec3 b To Vec2 or Vec3.
-- @return #number Heading in degrees.
function UTILS.HdgTo(a, b)
local dz=b.z-a.z
local dz=(b.z or b.y) - (a.z or a.y)
local dx=b.x-a.x
local heading=math.deg(math.atan2(dz, dx))
if heading < 0 then
@ -1759,7 +1769,9 @@ end
-- * Sinai +4.8 (East)
-- * Kola +15 (East) - note there is a lot of deviation across the map (-1° to +24°), as we are close to the North pole
-- * Afghanistan +3 (East) - actually +3.6 (NW) to +2.3 (SE)
-- @param #string map (Optional) Map for which the declination is returned. Default is from env.mission.theatre
-- * Iraq +4.4 (East)
-- * Germany Cold War +0.1 (East) - near Fulda
-- @param #string map (Optional) Map for which the declination is returned. Default is from `env.mission.theatre`.
-- @return #number Declination in degrees.
function UTILS.GetMagneticDeclination(map)
@ -1791,6 +1803,8 @@ function UTILS.GetMagneticDeclination(map)
declination=3
elseif map==DCSMAP.Iraq then
declination=4.4
elseif map==DCSMAP.GermanyCW then
declination=0.1
else
declination=0
end
@ -1899,6 +1913,13 @@ end
function UTILS.GetReportingName(Typename)
local typename = string.lower(Typename)
-- special cases - Shark and Manstay have "A-50" in the name
if string.find(typename,"ka-50",1,true) then
return "Shark"
elseif string.find(typename,"a-50",1,true) then
return "Mainstay"
end
for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value)
@ -2024,6 +2045,10 @@ function UTILS.GMTToLocalTimeDifference()
return 3 -- Currently map is +2 but should be +3 (DCS bug?)
elseif theatre==DCSMAP.Afghanistan then
return 4.5 -- UTC +4:30
elseif theatre==DCSMAP.Iraq then
return 3.0 -- UTC +3
elseif theatre==DCSMAP.GermanyCW then
return 1.0 -- UTC +1 Central European Time (not summer time)
else
BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre)))
return 0
@ -2127,9 +2152,9 @@ function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then
return "N/S" -- The sun never rises on this location on the specified date
return "N/R" -- The sun never rises on this location on the specified date
elseif cosH < -1 then
return "N/R" -- The sun never sets on this location on the specified date
return "N/S" -- The sun never sets on this location on the specified date
end
-- Finish calculating H and convert into hours
@ -2305,6 +2330,16 @@ function UTILS.IsLoadingDoorOpen( unit_name )
return true
end
if type_name == "UH-60L_DAP" and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then
BASE:T(unit_name .. " cargo door is open")
return true
end
if type_name == "UH-60L_DAP" and (unit:getDrawArgumentValue(38) > 0 or unit:getDrawArgumentValue(400) == 1 ) then
BASE:T(unit_name .. " front door(s) are open")
return true
end
if type_name == "AH-64D_BLK_II" then
BASE:T(unit_name .. " front door(s) are open")
return true -- no doors on this one ;)
@ -2329,8 +2364,12 @@ function UTILS.IsLoadingDoorOpen( unit_name )
BASE:T(unit_name .. " rear cargo door is open")
return true
end
return false
-- ground
local UnitDescriptor = unit:getDesc()
local IsGroundResult = (UnitDescriptor.category == Unit.Category.GROUND_UNIT)
return IsGroundResult
end -- nil
@ -4098,6 +4137,45 @@ function UTILS.LCGRandom()
return UTILS.lcg.seed / UTILS.lcg.m
end
--- Create a table of grid-points for n points.
-- @param #number startVec2 Starting DCS#Vec2 map coordinate, e.g. `{x=63598575,y=-63598575}`
-- @param #number n Number of points to generate.
-- @param #number spacingX Horizonzal spacing (meters).
-- @param #number spacingY Vertical spacing (meters).
-- @return #table Grid Table of DCS#Vec2 entries.
function UTILS.GenerateGridPoints(startVec2, n, spacingX, spacingY)
local points = {}
local gridSize = math.ceil(math.sqrt(n))
local count = 0
local n = n or 1
local spacingX = spacingX or 100
local spacingY = spacingY or 100
local startX = startVec2.x or 100
local startY = startVec2.y or 100
for row = 0, gridSize - 1 do
for col = 0, gridSize - 1 do
if count >= n then
break
end
local point = {
x = startX + (col * spacingX),
y = startY + (row * spacingY)
}
table.insert(points, point)
count = count + 1
end
if count >= n then
break
end
end
return points
end
--- Spawns a new FARP of a defined type and coalition and functional statics (fuel depot, ammo storage, tent, windsock) around that FARP to make it operational.
-- Adds vehicles from template if given. Fills the FARP warehouse with liquids and known materiels.
-- References: [DCS Forum Topic](https://forum.dcs.world/topic/282989-farp-equipment-to-run-it)
@ -4114,9 +4192,42 @@ end
-- @param #string VehicleTemplate, template name for additional vehicles. Can be nil for no additional vehicles.
-- @param #number Liquids Tons of fuel to be added initially to the FARP. Defaults to 10 (tons). Set to 0 for no fill.
-- @param #number Equipment Number of equipment items per known item to be added initially to the FARP. Defaults to 10 (items). Set to 0 for no fill.
-- @param #number Airframes Number of helicopter airframes per known type in Ops.CSAR#CSAR.AircraftType to be added initially to the FARP. Set to 0 for no airframes.
-- @param #string F10Text Text to display on F10 map if given. Handy to post things like the ADF beacon Frequency, Callsign and ATC Frequency.
-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns from this FARP.
-- @param #boolean HotStart If true and DynamicSpawns is true, allow hot starts for Dynamic Spawns from this FARP.
-- @param #number NumberPads If given, spawn this number of pads.
-- @param #number SpacingX For NumberPads > 1, space this many meters horizontally. Defaults to 100.
-- @param #number SpacingY For NumberPads > 1, space this many meters vertically. Defaults to 100.
-- @return #list<Wrapper.Static#STATIC> Table of spawned objects and vehicle object (if given).
-- @return #string ADFBeaconName Name of the ADF beacon, to be able to remove/stop it later.
function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment)
-- @return #number MarkerID ID of the F10 Text, to be able to remove it later.
function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment,Airframes,F10Text,DynamicSpawns,HotStart,NumberPads,SpacingX,SpacingY)
local function PopulateStorage(Name,liquids,equip,airframes)
local newWH = STORAGE:New(Name)
if liquids and liquids > 0 then
-- Storage fill-up
newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
end
if equip and equip > 0 then
for cat,nitem in pairs(ENUMS.Storage.weapons) do
for name,item in pairs(nitem) do
newWH:SetItem(item,equip)
end
end
end
if airframes and airframes > 0 then
for typename in pairs (CSAR.AircraftType) do
newWH:SetItem(typename,airframes)
end
end
end
-- Set Defaults
local farplocation = Coordinate
@ -4130,18 +4241,81 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
local liquids = Liquids or 10
liquids = liquids * 1000 -- tons to kg
local equip = Equipment or 10
local airframes = Airframes or 10
local statictypes = ENUMS.FARPObjectTypeNamesAndShape[farptype] or {TypeName="FARP", ShapeName="FARPS"}
local STypeName = statictypes.TypeName
local SShapeName = statictypes.ShapeName
local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA)
local ReturnObjects = {}
-- Spawn FARP
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
newfarp:InitFARP(callsign,freq,mod)
local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
table.insert(ReturnObjects,spawnedfarp)
-- many FARPs
local NumberPads = NumberPads or 1
local SpacingX = SpacingX or 100
local SpacingY = SpacingY or 100
local FarpVec2 = Coordinate:GetVec2()
if NumberPads > 1 then
local Grid = UTILS.GenerateGridPoints(FarpVec2, NumberPads, SpacingX, SpacingY)
local groupData = {
["visible"] = true,
["hidden"] = false,
["units"] = {},
["y"] = 0, -- Group center latitude
["x"] = 0, -- Group center longitude
["name"] = Name,
}
local unitData = {
["category"] = "Heliports",
["type"] = STypeName, -- FARP type
["y"] = 0, -- Latitude coordinate (meters)
["x"] = 0, -- Longitude coordinate (meters)
["name"] = Name,
["heading"] = 0, -- Heading in radians
["heliport_modulation"] = mod, -- 0 = AM, 1 = FM
["heliport_frequency"] = freq, -- Radio frequency in MHz
["heliport_callsign_id"] = callsign, -- Callsign ID
["dead"] = false,
["shape_name"] = SShapeName,
["dynamicSpawn"] = DynamicSpawns,
["allowHotStart"] = HotStart,
}
for id,gridpoint in ipairs(Grid) do
-- Spawn FARP
local UnitTemplate = UTILS.DeepCopy(unitData)
UnitTemplate.x = gridpoint.x
UnitTemplate.y = gridpoint.y
if id > 1 then UnitTemplate.name = Name.."-"..id end
table.insert(groupData.units,UnitTemplate)
if id==1 then
groupData.x = gridpoint.x
groupData.y = gridpoint.y
end
end
--BASE:I("Spawning FARP")
--UTILS.PrintTableToLog(groupData,1)
local Static=coalition.addGroup(Country, -1, groupData)
-- Currently DCS >= 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
time = timer.getTime(),
initiator = Static
}
-- Create BIRTH event.
world.onEvent(Event)
PopulateStorage(Name.."-1",liquids,equip,airframes)
else
-- Spawn FARP
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
table.insert(ReturnObjects,spawnedfarp)
PopulateStorage(Name,liquids,equip,airframes)
end
-- Spawn Objects
local FARPStaticObjectsNato = {
["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"},
@ -4175,23 +4349,6 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
table.insert(ReturnObjects,spawnedvehicle)
end
local newWH = STORAGE:New(Name)
if liquids and liquids > 0 then
-- Storage fill-up
newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
end
if equip and equip > 0 then
for cat,nitem in pairs(ENUMS.Storage.weapons) do
for name,item in pairs(nitem) do
newWH:SetItem(item,equip)
end
end
end
local ADFName
if ADF and type(ADF) == "number" then
local ADFFreq = ADF*1000 -- KHz to Hz
@ -4202,7 +4359,150 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
trigger.action.radioTransmission(Sound, vec3, 0, true, ADFFreq, 250, ADFName)
end
return ReturnObjects, ADFName
local MarkerID = nil
if F10Text then
local Color = {0,0,1}
if Coalition == coalition.side.RED then
Color = {1,0,0}
elseif Coalition == coalition.side.NEUTRAL then
Color = {0,1,0}
end
local Alpha = 0.75
local coordinate = Coordinate:Translate(600,0)
MarkerID = coordinate:TextToAll(F10Text,Coalition,Color,1,{1,1,1},Alpha,14,true)
end
return ReturnObjects, ADFName, MarkerID
end
--- Spawn a MASH at a given coordinate, optionally, add an ADF Beacon.
-- @param #string Name Unique Name of the Mash.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to spawn the MASH. Can be given as a Core.Zone#ZONE object, in this case we take the center coordinate.
-- @param #number Country Country ID the MASH belongs to, e.g. country.id.USA or country.id.RUSSIA.
-- @param #number ADF (Optional) ADF Frequency in kHz (Kilohertz), if given activate an ADF Beacon at the location of the MASH.
-- @param #string Livery (Optional) The livery of the static CH-47, defaults to dark green.
-- @param #boolean DeployHelo (Optional) If true, deploy the helicopter static.
-- @param #number MASHRadio MASH Radio Frequency, defaults to 127.5.
-- @param #number MASHRadioModulation MASH Radio Modulation, defaults to radio.modulation.AM.
-- @param #number MASHCallsign Defaults to CALLSIGN.FARP.Berlin.
-- @param #table Templates (Optional) You can hand in your own template table of numbered(!) entries. Each entry consist of a relative(!) x,y position and data of a
-- static, shape_name is optional. Also, livery_id is optional, but is applied to the helicopter static only.
-- @return #table Table of Wrapper.Static#STATIC objects that were spawned.
-- @return #string ADFName Name of the ADF Beacon to remove it later.
-- @usage
-- -- MASH Template example, this one is the built in one used in the function:
-- MASHTemplates = {
-- [1]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=0.000000,y=0.000000,},
-- [2]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=0.313533,y=8.778935,},
-- [3]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=16.303737,y=20.379671,},
-- [4]={category='Helicopters',type='CH-47Fbl1',shape_name='none',heading=0,x=-20.047735,y=-63.166179,livery_id = "us army dark green",},
-- [5]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=26.650339,y=20.066138,},
-- [6]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-25.432292,y=9.077099,},
-- [7]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-12.717421,y=-3.216114,},
-- [8]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-25.439281,y=-3.216114,},
-- [9]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-12.717421,y=9.155603,},
-- [10]={category='Fortifications',type='TACAN_beacon',shape_name='none',heading=0,x=-2.329847,y=-16.579903,},
-- [11]={category='Fortifications',type='FARP Fuel Depot',shape_name='GSM Rus',heading=0,x=2.222011,y=4.487030,},
-- [12]={category='Fortifications',type='APFC fuel',shape_name='M92_APFCfuel',heading=0,x=3.614927,y=0.367838,},
-- [13]={category='Fortifications',type='Camouflage03',shape_name='M92_Camouflage03',heading=0,x=21.544148,y=21.998879,},
-- [14]={category='Fortifications',type='Container_generator',shape_name='M92_Container_generator',heading=0,x=20.989192,y=37.314334,},
-- [15]={category='Fortifications',type='FireExtinguisher02',shape_name='M92_FireExtinguisher02',heading=0,x=3.988003,y=8.362333,},
-- [16]={category='Fortifications',type='FireExtinguisher02',shape_name='M92_FireExtinguisher02',heading=0,x=-3.953195,y=12.945844,},
-- [17]={category='Fortifications',type='Windsock',shape_name='H-Windsock_RW',heading=0,x=-18.944173,y=-33.042196,},
-- [18]={category='Fortifications',type='Tent04',shape_name='M92_Tent04',heading=0,x=21.220671,y=30.247529,},
-- }
--
function UTILS.SpawnMASHStatics(Name,Coordinate,Country,ADF,Livery,DeployHelo,MASHRadio,MASHRadioModulation,MASHCallsign,Templates)
-- Basic objects table
local MASHTemplates = {
[1]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=0.000000,y=0.000000,},
[2]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=0.313533,y=8.778935,},
[3]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=16.303737,y=20.379671,},
[4]={category='Helicopters',type='CH-47Fbl1',shape_name='none',heading=0,x=-20.047735,y=-63.166179,livery_id = "us army dark green",},
[5]={category='Infantry',type='Soldier M4',shape_name='none',heading=0,x=26.650339,y=20.066138,},
[6]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-25.432292,y=9.077099,},
[7]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-12.717421,y=-3.216114,},
[8]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-25.439281,y=-3.216114,},
[9]={category='Heliports',type='FARP_SINGLE_01',shape_name='FARP_SINGLE_01',heading=0,x=-12.717421,y=9.155603,},
[10]={category='Fortifications',type='TACAN_beacon',shape_name='none',heading=0,x=-2.329847,y=-16.579903,},
[11]={category='Fortifications',type='FARP Fuel Depot',shape_name='GSM Rus',heading=0,x=2.222011,y=4.487030,},
[12]={category='Fortifications',type='APFC fuel',shape_name='M92_APFCfuel',heading=0,x=3.614927,y=0.367838,},
[13]={category='Fortifications',type='Camouflage03',shape_name='M92_Camouflage03',heading=0,x=21.544148,y=21.998879,},
[14]={category='Fortifications',type='Container_generator',shape_name='M92_Container_generator',heading=0,x=20.989192,y=37.314334,},
[15]={category='Fortifications',type='FireExtinguisher02',shape_name='M92_FireExtinguisher02',heading=0,x=3.988003,y=8.362333,},
[16]={category='Fortifications',type='FireExtinguisher02',shape_name='M92_FireExtinguisher02',heading=0,x=-3.953195,y=12.945844,},
[17]={category='Fortifications',type='Windsock',shape_name='H-Windsock_RW',heading=0,x=-18.944173,y=-33.042196,},
[18]={category='Fortifications',type='Tent04',shape_name='M92_Tent04',heading=0,x=21.220671,y=30.247529,},
}
if Templates then MASHTemplates=Templates end
-- locals
local name = Name or "Florence Nightingale"
local positionVec2
local positionVec3
local ReturnStatics = {}
local CountryID = Country or country.id.USA
local livery = "us army dark green"
local MASHRadio = MASHRadio or 127.5
local MASHRadioModulation = MASHRadioModulation or radio.modulation.AM
local MASHCallsign = MASHCallsign or CALLSIGN.FARP.Berlin
-- check for coordinate or zone
if type(Coordinate) == "table" then
if Coordinate:IsInstanceOf("COORDINATE") or Coordinate:IsInstanceOf("ZONE_BASE") then
positionVec2 = Coordinate:GetVec2()
positionVec3 = Coordinate:GetVec3()
end
else
BASE:E("Spawn MASH - no ZONE or COORDINATE handed!")
return
end
-- position
local BaseX = positionVec2.x
local BaseY = positionVec2.y
-- Statics
for id,object in pairs(MASHTemplates) do
local NewName = string.format("%s#%3d",name,id)
local vec2 = {x=BaseX+object.x,y=BaseY+object.y}
local Coordinate=COORDINATE:NewFromVec2(vec2)
local static = SPAWNSTATIC:NewFromType(object.type,object.category,CountryID)
if object.shape_name and object.shape_name ~= "none" then
static:InitShape(object.shape_name)
end
if object.category == "Helicopters" and DeployHelo == true then
if object.livery_id ~= nil then
livery = object.livery_id
end
static:InitLivery(livery)
local newstatic = static:SpawnFromCoordinate(Coordinate,object.heading,NewName)
table.insert(ReturnStatics,newstatic)
elseif object.category == "Heliports" then
static:InitFARP(MASHCallsign,MASHRadio,MASHRadioModulation,false,false)
local newstatic = static:SpawnFromCoordinate(Coordinate,object.heading,NewName)
table.insert(ReturnStatics,newstatic)
elseif object.category ~= "Helicopters" and object.category ~= "Heliports" then
local newstatic = static:SpawnFromCoordinate(Coordinate,object.heading,NewName)
table.insert(ReturnStatics,newstatic)
end
end
-- Beacon
local ADFName
if ADF and type(ADF) == "number" then
local ADFFreq = ADF*1000 -- KHz to Hz
local Sound = "l10n/DEFAULT/beacon.ogg"
ADFName = Name .. " ADF "..tostring(ADF).."KHz"
--BASE:I(string.format("Adding MASH Beacon %d KHz Name %s",ADF,ADFName))
trigger.action.radioTransmission(Sound, positionVec3, 0, true, ADFFreq, 250, ADFName)
end
return ReturnStatics, ADFName
end
--- Converts a Vec2 to a Vec3.
@ -4399,3 +4699,449 @@ end
function UTILS.Weather.StopFogAnimation()
return world.weather.setFogAnimation({})
end
--- Find a ME created zone by its name
function UTILS.GetEnvZone(name)
for _,v in ipairs(env.mission.triggers.zones) do
if v.name == name then
return v
end
end
end
--- net.dostring_in
function UTILS.DoStringIn(State,DoString)
return net.dostring_in(State,DoString)
end
--- Show a picture on the screen to all
-- @param #string FileName File name of the picture
-- @param #number Duration Duration in seconds, defaults to 10
-- @param #boolean ClearView If true, clears the view before showing the picture, defaults to false
-- @param #number StartDelay Delay in seconds before showing the picture, defaults to 0
-- @param #number HorizontalAlign Horizontal alignment of the picture, 0: Left, 1: Center, 2: Right
-- @param #number VerticalAlign Vertical alignment of the picture, 0: Top, 1: Center, 2: Bottom
-- @param #number Size Size of the picture in percent, defaults to 100
-- @param #number SizeUnits Size units, 0 for % of original picture size, and 1 for % of window size
function UTILS.ShowPictureToAll(FilePath, Duration, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits)
ClearView = ClearView or false
StartDelay = StartDelay or 0
HorizontalAlign = HorizontalAlign or 1
VerticalAlign = VerticalAlign or 1
Size = Size or 100
SizeUnits = SizeUnits or 0
if ClearView then ClearView = "true" else ClearView = "false" end
net.dostring_in("mission", string.format("a_out_picture(\"%s\", %d, %s, %d, \"%d\", \"%d\", %d, \"%d\")", FilePath, Duration or 10, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits))
end
--- Show a picture on the screen to Coalition
-- @param #number Coalition Coalition ID, can be coalition.side.BLUE, coalition.side.RED or coalition.side.NEUTRAL
-- @param #string FileName File name of the picture
-- @param #number Duration Duration in seconds, defaults to 10
-- @param #boolean ClearView If true, clears the view before showing the picture, defaults to false
-- @param #number StartDelay Delay in seconds before showing the picture, defaults to 0
-- @param #number HorizontalAlign Horizontal alignment of the picture, 0: Left, 1: Center, 2: Right
-- @param #number VerticalAlign Vertical alignment of the picture, 0: Top, 1: Center, 2: Bottom
-- @param #number Size Size of the picture in percent, defaults to 100
-- @param #number SizeUnits Size units, 0 for % of original picture size, and 1 for % of window size
function UTILS.ShowPictureToCoalition(Coalition, FilePath, Duration, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits)
ClearView = ClearView or false
StartDelay = StartDelay or 0
HorizontalAlign = HorizontalAlign or 1
VerticalAlign = VerticalAlign or 1
Size = Size or 100
SizeUnits = SizeUnits or 0
if ClearView then ClearView = "true" else ClearView = "false" end
local coalName = string.lower(UTILS.GetCoalitionName(Coalition))
net.dostring_in("mission", string.format("a_out_picture_s(\"%s\", \"%s\", %d, %s, %d, \"%d\", \"%d\", %d, \"%d\")", coalName, FilePath, Duration or 10, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits))
end
--- Show a picture on the screen to Country
-- @param #number Country Country ID, can be country.id.USA, country.id.RUSSIA, etc.
-- @param #string FileName File name of the picture
-- @param #number Duration Duration in seconds, defaults to 10
-- @param #boolean ClearView If true, clears the view before showing the picture, defaults to false
-- @param #number StartDelay Delay in seconds before showing the picture, defaults to 0
-- @param #number HorizontalAlign Horizontal alignment of the picture, 0: Left, 1: Center, 2: Right
-- @param #number VerticalAlign Vertical alignment of the picture, 0: Top, 1: Center, 2: Bottom
-- @param #number Size Size of the picture in percent, defaults to 100
-- @param #number SizeUnits Size units, 0 for % of original picture size, and 1 for % of window size
function UTILS.ShowPictureToCountry(Country, FilePath, Duration, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits)
ClearView = ClearView or false
StartDelay = StartDelay or 0
HorizontalAlign = HorizontalAlign or 1
VerticalAlign = VerticalAlign or 1
Size = Size or 100
SizeUnits = SizeUnits or 0
if ClearView then ClearView = "true" else ClearView = "false" end
net.dostring_in("mission", string.format("a_out_picture_c(%d, \"%s\", %d, %s, %d, \"%d\", \"%d\", %d, \"%d\")", Country, FilePath, Duration or 10, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits))
end
--- Show a picture on the screen to Group
-- @param Wrapper.Group#GROUP Group Group to show the picture to
-- @param #string FileName File name of the picture
-- @param #number Duration Duration in seconds, defaults to 10
-- @param #boolean ClearView If true, clears the view before showing the picture, defaults to false
-- @param #number StartDelay Delay in seconds before showing the picture, defaults to 0
-- @param #number HorizontalAlign Horizontal alignment of the picture, 0: Left, 1: Center, 2: Right
-- @param #number VerticalAlign Vertical alignment of the picture, 0: Top, 1: Center, 2: Bottom
-- @param #number Size Size of the picture in percent, defaults to 100
-- @param #number SizeUnits Size units, 0 for % of original picture size, and 1 for % of window size
function UTILS.ShowPictureToGroup(Group, FilePath, Duration, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits)
ClearView = ClearView or false
StartDelay = StartDelay or 0
HorizontalAlign = HorizontalAlign or 1
VerticalAlign = VerticalAlign or 1
Size = Size or 100
SizeUnits = SizeUnits or 0
if ClearView then ClearView = "true" else ClearView = "false" end
net.dostring_in("mission", string.format("a_out_picture_g(%d, \"%s\", %d, %s, %d, \"%d\", \"%d\", %d, \"%d\")", Group:GetID(), FilePath, Duration or 10, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits))
end
--- Show a picture on the screen to Unit
-- @param Wrapper.Unit#UNIT Unit Unit to show the picture to
-- @param #string FileName File name of the picture
-- @param #number Duration Duration in seconds, defaults to 10
-- @param #boolean ClearView If true, clears the view before showing the picture, defaults to false
-- @param #number StartDelay Delay in seconds before showing the picture, defaults to 0
-- @param #number HorizontalAlign Horizontal alignment of the picture, 0: Left, 1: Center, 2: Right
-- @param #number VerticalAlign Vertical alignment of the picture, 0: Top, 1: Center, 2: Bottom
-- @param #number Size Size of the picture in percent, defaults to 100
-- @param #number SizeUnits Size units, 0 for % of original picture size, and 1 for % of window size
function UTILS.ShowPictureToUnit(Unit, FilePath, Duration, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits)
ClearView = ClearView or false
StartDelay = StartDelay or 0
HorizontalAlign = HorizontalAlign or 1
VerticalAlign = VerticalAlign or 1
Size = Size or 100
SizeUnits = SizeUnits or 0
if ClearView then ClearView = "true" else ClearView = "false" end
net.dostring_in("mission", string.format("a_out_picture_u(%d, \"%s\", %d, %s, %d, \"%d\", \"%d\", %d, \"%d\")", Unit:GetID(), FilePath, Duration or 10, ClearView, StartDelay, HorizontalAlign, VerticalAlign, Size, SizeUnits))
end
--- Load a mission file. This will replace the current mission with the one given carrying along the online clients.
-- @param #string FileName Mission filename
function UTILS.LoadMission(FileName)
net.dostring_in("mission", string.format("a_load_mission(\"%s\")", FileName))
end
--- Set the mission briefing for a coalition.
-- @param #number Coalition Briefing coalition ID, can be coalition.side.BLUE, coalition.side.RED or coalition.side.NEUTRAL
-- @param #string Text Briefing text, can contain newlines, will be converted formatted properly for DCS
-- @param #string Picture Picture file path, can be a file in the DEFAULT folder inside the .miz
function UTILS.SetMissionBriefing(Coalition, Text, Picture)
Text = Text or ""
Text = Text:gsub("\n", "\\n")
Picture = Picture or ""
local coalName = string.lower(UTILS.GetCoalitionName(Coalition))
net.dostring_in("mission", string.format("a_set_briefing(\"%s\", \"%s\", \"%s\")", coalName, Picture, Text))
end
--- Show a helper gate at a DCS#Vec3 position
-- @param DCS#Vec3 pos The position
-- @param #number heading Heading in degrees, can be 0..359 degrees
function UTILS.ShowHelperGate(pos, heading)
net.dostring_in("mission",string.format("a_show_helper_gate(%s, %s, %s, %f)", pos.x, pos.y, pos.z, math.rad(heading)))
end
--- Show a helper gate for a unit.
-- @param Wrapper.Unit#UNIT Unit The unit to show the gate for
-- @param #number Flag Helper gate flag
function UTILS.ShowHelperGateForUnit(Unit, Flag)
net.dostring_in("mission",string.format("a_show_route_gates_for_unit(%d, \"%d\")", Unit:GetID(), Flag))
end
--- Set the carrier illumination mode. -2: OFF, -1: AUTO, 0: NAVIGATION, 1: AC LAUNCH, 2: AC RECOVERY
-- @param #number UnitID Carrier unit ID ( UNIT:GetID() )
-- @param #number Mode Illumination mode, can be -2: OFF, -1: AUTO, 0: NAVIGATION, 1: AC LAUNCH, 2: AC RECOVERY
function UTILS.SetCarrierIlluminationMode(UnitID, Mode)
net.dostring_in("mission",string.format("a_set_carrier_illumination_mode(%d, %d)", UnitID, Mode))
end
--- Shell a zone, zone must ME created
-- @param #string name The name of the ME created zone
-- @param #number power Equals kg of TNT, e.g. 75
-- @param #count Number of shells simulated
function UTILS.ShellZone(name, power, count)
local z = UTILS.GetEnvZone(name)
if z then
net.dostring_in("mission",string.format("a_shelling_zone(%d, %d, %d)", z.zoneId, power, count))
end
end
--- Remove objects from a zone, zone must ME created
-- @param #string name The name of the ME created zone
-- @param #number type Type of objects to remove can be 0:all, 1: trees, 2:objects
function UTILS.RemoveObjects(name, type)
local z = UTILS.GetEnvZone(name)
if z then
net.dostring_in("mission",string.format("a_remove_scene_objects(%d, %d)", z.zoneId, type))
end
end
--- Remove scenery objects from a zone, zone must ME created
-- @param #string name The name of the ME created zone
-- @param #number level Level of removal
function UTILS.DestroyScenery(name, level)
local z = UTILS.GetEnvZone(name)
if z then
net.dostring_in("mission",string.format("a_scenery_destruction_zone(%d, %d)", z.zoneId, level))
end
end
--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param DCS##Vec3 Center position vector for the search area.
-- @param #number SearchRadius Radius of the search area.
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius.
function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param Core.Zone#ZONE Zone to search.
-- @param #number (Optional) PosRadius Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number (Optional) NumPositions Number of positions to find. (Default 50)
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions)
local radius = PosRadius or math.min(Zone:GetRadius()/10, 200)
local clearPositions = UTILS.GetSimpleZones(Zone:GetVec3(), Zone:GetRadius(), radius, NumPositions or 50)
if clearPositions and #clearPositions > 0 then
local validZones = {}
for _, vec2 in pairs(clearPositions) do
if Zone:IsVec2InZone(vec2) then
table.insert(validZones, vec2)
end
end
if #validZones > 0 then
return validZones, radius
end
end
return nil
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param Core.Zone#ZONE Zone to search.
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function UTILS.GetRandomClearZoneCoordinate(Zone, PosRadius, NumPositions)
local clearPositions = UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions)
if clearPositions and #clearPositions > 0 then
local randomPosition, radius = clearPositions[math.random(1, #clearPositions)]
return COORDINATE:NewFromVec2(randomPosition), radius
end
return nil
end
--- Find the point on the radius of a circle closest to a point outside of the radius.
-- @param DCS#Vec2 Vec1 Simple Vec2 marking the middle of the circle.
-- @param #number Radius The radius of the circle.
-- @param DCS#Vec2 Vec2 Simple Vec2 marking the point outside of the circle.
-- @return DCS#Vec2 Vec2 point on the radius.
function UTILS.FindNearestPointOnCircle(Vec1,Radius,Vec2)
local r = Radius
local cx = Vec1.x or 1
local cy = Vec1.y or 1
local px = Vec2.x or 1
local py = Vec2.y or 1
-- Berechne den Vektor vom Mittelpunkt zum externen Punkt
local dx = px - cx
local dy = py - cy
-- Berechne die Länge des Vektors
local dist = math.sqrt(dx * dx + dy * dy)
-- Wenn der Punkt im Mittelpunkt liegt, wähle einen Punkt auf der X-Achse
if dist == 0 then
return {x=cx + r, y=cy}
end
-- Normalisiere den Vektor (richtungsweise Vektor mit Länge 1)
local norm_dx = dx / dist
local norm_dy = dy / dist
-- Berechne den Punkt auf dem Rand des Kreises
local qx = cx + r * norm_dx
local qy = cy + r * norm_dy
local shift_factor = 1
qx = qx + shift_factor * norm_dx
qy = qy + shift_factor * norm_dy
return {x=qx, y=qy}
end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
-- @param #table Positions A table of DCS#Vec2 or DCS#Vec3, can be a units table from the group template.
-- @param DCS#Vec2 Anchor (Optional) DCS#Vec2 or DCS#Vec3 as anchor point to calculate offset of the units.
-- @param #number MaxRadius (Optional) Max radius to search for valid ground locations in meters. Default is double the max radius of the units.
-- @param #number Spacing (Optional) Minimum spacing between units in meters. Default is 5% of the search radius or 5 meters, whichever is larger.
function UTILS.ValidateAndRepositionGroundUnits(Positions, Anchor, MaxRadius, Spacing)
local units = Positions
Anchor = Anchor or UTILS.GetCenterPoint(units)
local gPos = { x = Anchor.x, y = Anchor.z or Anchor.y }
local maxRadius = 0
local unitCount = 0
for _, unit in pairs(units) do
local pos = { x = unit.x, y = unit.z or unit.y }
local dist = UTILS.VecDist2D(pos, gPos)
if dist > maxRadius then
maxRadius = dist
end
unitCount = unitCount + 1
end
maxRadius = MaxRadius or math.max(maxRadius * 2, 10)
local spacing = Spacing or math.max(maxRadius * 0.05, 5)
if unitCount > 0 and maxRadius > 5 then
local spots = UTILS.GetSimpleZones(UTILS.Vec2toVec3(gPos), maxRadius, spacing, 1000)
if spots and #spots > 0 then
local validSpots = {}
for _, spot in pairs(spots) do -- Disposition sometimes returns points on roads, hence this filter.
if land.getSurfaceType(spot) == land.SurfaceType.LAND then
table.insert(validSpots, spot)
end
end
spots = validSpots
end
local step = spacing
for _, unit in pairs(units) do
local pos = { x = unit.x, y = unit.z or unit.y }
local isOnLand = land.getSurfaceType(pos) == land.SurfaceType.LAND
local isValid = false
if spots and #spots > 0 then
local si = 1
local sid = 0
local closestDist = 100000000
local closestSpot
for _, spot in pairs(spots) do
local dist = UTILS.VecDist2D(pos, spot)
if dist < closestDist then
closestDist = dist
closestSpot = spot
sid = si
end
si = si + 1
end
if closestSpot then
if closestDist >= spacing then
pos = closestSpot
end
isValid = true
table.remove(spots, sid)
end
end
-- Failsafe calculation
if not isValid and not isOnLand then
local h = UTILS.HdgTo(pos, gPos)
local retries = 0
while not isValid and retries < 500 do
local dist = UTILS.VecDist2D(pos, gPos)
pos = UTILS.Vec2Translate(pos, step, h)
local skip = false
for _, unit2 in pairs(units) do
if unit ~= unit2 then
local pos2 = { x = unit2.x, y = unit2.z or unit2.y }
local dist2 = UTILS.VecDist2D(pos, pos2)
if dist2 < 12 then
isValid = false
skip = true
break
end
end
end
if not skip and dist > step and land.getSurfaceType(pos) == land.SurfaceType.LAND then
isValid = true
break
elseif dist <= step then
break
end
retries = retries + 1
end
end
if isValid then
unit.x = pos.x
if unit.z then
unit.z = pos.y
else
unit.y = pos.y
end
end
end
end
end
--- This function uses Disposition and other fallback logic to find better ground positions for statics.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
-- @param #table Positions A table of DCS#Vec2 or DCS#Vec3, can be a units table from the group template.
-- @param DCS#Vec2 Position DCS#Vec2 or DCS#Vec3 initial spawn location.
-- @param #number MaxRadius (Optional) Max radius to search for valid ground locations in meters. Default is double the max radius of the static.
-- @return DCS#Vec2 Initial Position if it's valid, else a valid spawn position. nil if no valid position found.
function UTILS.ValidateAndRepositionStatic(Country, Category, Type, Position, ShapeName, MaxRadius)
local coord = COORDINATE:NewFromVec2(Position)
local st = SPAWNSTATIC:NewFromType(Type, Category, Country)
if ShapeName then
st:InitShape(ShapeName)
end
local sName = "s-"..timer.getTime().."-"..math.random(1,10000)
local tempStatic = st:SpawnFromCoordinate(coord, 0, sName)
if tempStatic then
local sRadius = tempStatic:GetBoundingRadius(2) or 3
tempStatic:Destroy()
sRadius = sRadius * 0.5
MaxRadius = MaxRadius or math.max(sRadius * 10, 100)
local positions = UTILS.GetSimpleZones(coord:GetVec3(), MaxRadius, sRadius, 20)
if positions and #positions > 0 then
local closestSpot
local closestDist = math.huge
for _, spot in pairs(positions) do -- Disposition sometimes returns points on roads, hence this filter.
if land.getSurfaceType(spot) == land.SurfaceType.LAND then
local dist = UTILS.VecDist2D(Position, spot)
if dist < closestDist then
closestDist = dist
closestSpot = spot
end
end
end
if closestSpot then
if closestDist >= sRadius then
return closestSpot
else
return Position
end
end
end
end
return nil
end

View File

@ -449,7 +449,6 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Al_Dumayr
-- * AIRBASE.Syria.Al_Qusayr
-- * AIRBASE.Syria.Aleppo
-- * AIRBASE.Syria.Amman
-- * AIRBASE.Syria.An_Nasiriyah
-- * AIRBASE.Syria.At_Tanf
-- * AIRBASE.Syria.Bassel_Al_Assad
@ -511,8 +510,9 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Wujah_Al_Hajar
-- * AIRBASE.Syria.Ben_Gurion
-- * AIRBASE.Syria.Hatzor
-- * AIRBASE.Syria.Palmashim
-- * AIRBASE.Syria.Palmachim
-- * AIRBASE.Syria.Tel_Nof
-- * AIRBASE.Syria.Marka
--
--@field Syria
AIRBASE.Syria={
@ -522,7 +522,6 @@ AIRBASE.Syria={
["Al_Dumayr"] = "Al-Dumayr",
["Al_Qusayr"] = "Al Qusayr",
["Aleppo"] = "Aleppo",
["Amman"] = "Amman",
["An_Nasiriyah"] = "An Nasiriyah",
["At_Tanf"] = "At Tanf",
["Bassel_Al_Assad"] = "Bassel Al-Assad",
@ -554,6 +553,7 @@ AIRBASE.Syria={
["Kuweires"] = "Kuweires",
["Lakatamia"] = "Lakatamia",
["Larnaca"] = "Larnaca",
["Marka"] = "Marka",
["Marj_Ruhayyil"] = "Marj Ruhayyil",
["Marj_as_Sultan_North"] = "Marj as Sultan North",
["Marj_as_Sultan_South"] = "Marj as Sultan South",
@ -584,7 +584,7 @@ AIRBASE.Syria={
["Wujah_Al_Hajar"] = "Wujah Al Hajar",
["Ben_Gurion"] = "Ben Gurion",
["Hatzor"] = "Hatzor",
["Palmashim"] = "Palmashim",
["Palmachim"] = "Palmachim",
["Tel_Nof"] = "Tel Nof",
}
@ -611,6 +611,35 @@ AIRBASE.MarianaIslands = {
["Tinian_Intl"] = "Tinian Intl",
}
--- Airbase of the Marianas WWII map
--
-- * AIRBASE.MarianaIslandsWWII.Agana
-- * AIRBASE.MarianaIslandsWWII.Airfield_3
-- * AIRBASE.MarianaIslandsWWII.Charon_Kanoa
-- * AIRBASE.MarianaIslandsWWII.Gurguan_Point
-- * AIRBASE.MarianaIslandsWWII.Isley
-- * AIRBASE.MarianaIslandsWWII.Kagman
-- * AIRBASE.MarianaIslandsWWII.Marpi
-- * AIRBASE.MarianaIslandsWWII.Orote
-- * AIRBASE.MarianaIslandsWWII.Pagan
-- * AIRBASE.MarianaIslandsWWII.Rota
-- * AIRBASE.MarianaIslandsWWII.Ushi
-- @field AIRBASE.MarianaIslandsWWII
AIRBASE.MarianaIslandsWWII =
{
["Agana"] = "Agana",
["Airfield_3"] = "Airfield 3",
["Charon_Kanoa"] = "Charon Kanoa",
["Gurguan_Point"] = "Gurguan Point",
["Isley"] = "Isley",
["Kagman"] = "Kagman",
["Marpi"] = "Marpi",
["Orote"] = "Orote",
["Pagan"] = "Pagan",
["Rota"] = "Rota",
["Ushi"] = "Ushi",
}
--- Airbases of the South Atlantic map:
--
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
@ -674,51 +703,56 @@ AIRBASE.SouthAtlantic={
--- Airbases of the Sinai map:
--
-- * AIRBASE.Sinai.Abu_Rudeis
-- * AIRBASE.Sinai.Abu_Suwayr
-- * AIRBASE.Sinai.Al_Bahr_al_Ahmar
-- * AIRBASE.Sinai.Al_Ismailiyah
-- * AIRBASE.Sinai.Al_Khatatbah
-- * AIRBASE.Sinai.Al_Mansurah
-- * AIRBASE.Sinai.Al_Rahmaniyah_Air_Base
-- * AIRBASE.Sinai.As_Salihiyah
-- * AIRBASE.Sinai.AzZaqaziq
-- * AIRBASE.Sinai.Baluza
-- * AIRBASE.Sinai.Ben_Gurion
-- * AIRBASE.Sinai.Beni_Suef
-- * AIRBASE.Sinai.Bilbeis_Air_Base
-- * AIRBASE.Sinai.Bir_Hasanah
-- * AIRBASE.Sinai.Birma_Air_Base
-- * AIRBASE.Sinai.Borj_El_Arab_International_Airport
-- * AIRBASE.Sinai.Cairo_International_Airport
-- * AIRBASE.Sinai.Cairo_West
-- * AIRBASE.Sinai.Difarsuwar_Airfield
-- * AIRBASE.Sinai.El_Arish
-- * AIRBASE.Sinai.El_Gora
-- * AIRBASE.Sinai.El_Minya
-- * AIRBASE.Sinai.Fayed
-- * AIRBASE.Sinai.Gebel_El_Basur_Air_Base
-- * AIRBASE.Sinai.Hatzerim
-- * AIRBASE.Sinai.Hatzor
-- * AIRBASE.Sinai.Hurghada_International_Airport
-- * AIRBASE.Sinai.Inshas_Airbase
-- * AIRBASE.Sinai.Jiyanklis_Air_Base
-- * AIRBASE.Sinai.Kedem
-- * AIRBASE.Sinai.Kibrit_Air_Base
-- * AIRBASE.Sinai.Kom_Awshim
-- * AIRBASE.Sinai.Melez
-- * AIRBASE.Sinai.Nevatim
-- * AIRBASE.Sinai.Ovda
-- * AIRBASE.Sinai.Palmachim
-- * AIRBASE.Sinai.Quwaysina
-- * AIRBASE.Sinai.Ramon_Airbase
-- * AIRBASE.Sinai.Ramon_International_Airport
-- * AIRBASE.Sinai.Sde_Dov
-- * AIRBASE.Sinai.Sharm_El_Sheikh_International_Airport
-- * AIRBASE.Sinai.St_Catherine
-- * AIRBASE.Sinai.Tel_Nof
-- * AIRBASE.Sinai.Wadi_Abu_Rish
-- * AIRBASE.Sinai.Wadi_al_Jandali
-- * AIRBASE.SinaiMap.Abu_Rudeis
-- * AIRBASE.SinaiMap.Abu_Suwayr
-- * AIRBASE.SinaiMap.Al_Bahr_al_Ahmar
-- * AIRBASE.SinaiMap.Al_Ismailiyah
-- * AIRBASE.SinaiMap.Al_Khatatbah
-- * AIRBASE.SinaiMap.Al_Mansurah
-- * AIRBASE.SinaiMap.Al_Rahmaniyah_Air_Base
-- * AIRBASE.SinaiMap.As_Salihiyah
-- * AIRBASE.SinaiMap.AzZaqaziq
-- * AIRBASE.SinaiMap.Baluza
-- * AIRBASE.SinaiMap.Ben_Gurion
-- * AIRBASE.SinaiMap.Beni_Suef
-- * AIRBASE.SinaiMap.Bilbeis_Air_Base
-- * AIRBASE.SinaiMap.Bir_Hasanah
-- * AIRBASE.SinaiMap.Birma_Air_Base
-- * AIRBASE.SinaiMap.Borg_El_Arab_International_Airport
-- * AIRBASE.SinaiMap.Cairo_International_Airport
-- * AIRBASE.SinaiMap.Cairo_West
-- * AIRBASE.SinaiMap.Damascus_Intl
-- * AIRBASE.SinaiMap.Difarsuwar_Airfield
-- * AIRBASE.SinaiMap.El_Arish
-- * AIRBASE.SinaiMap.El_Gora
-- * AIRBASE.SinaiMap.El_Minya
-- * AIRBASE.SinaiMap.Fayed
-- * AIRBASE.SinaiMap.Gebel_El_Basur_Air_Base
-- * AIRBASE.SinaiMap.Hatzerim
-- * AIRBASE.SinaiMap.Hatzor
-- * AIRBASE.SinaiMap.Hurghada_International_Airport
-- * AIRBASE.SinaiMap.Inshas_Airbase
-- * AIRBASE.SinaiMap.Jiyanklis_Air_Base
-- * AIRBASE.SinaiMap.Kedem
-- * AIRBASE.SinaiMap.Kibrit_Air_Base
-- * AIRBASE.SinaiMap.Kom_Awshim
-- * AIRBASE.SinaiMap.Melez
-- * AIRBASE.SinaiMap.Mezzeh_Air_Base
-- * AIRBASE.SinaiMap.Nevatim
-- * AIRBASE.SinaiMap.Ovda
-- * AIRBASE.SinaiMap.Palmachim
-- * AIRBASE.SinaiMap.Quwaysina
-- * AIRBASE.SinaiMap.Rafic_Hariri_Intl
-- * AIRBASE.SinaiMap.Ramat_David
-- * AIRBASE.SinaiMap.Ramon_Airbase
-- * AIRBASE.SinaiMap.Ramon_International_Airport
-- * AIRBASE.SinaiMap.Sde_Dov
-- * AIRBASE.SinaiMap.Sharm_El_Sheikh_International_Airport
-- * AIRBASE.SinaiMap.St_Catherine
-- * AIRBASE.SinaiMap.Tabuk
-- * AIRBASE.SinaiMap.Tel_Nof
-- * AIRBASE.SinaiMap.Wadi_Abu_Rish
-- * AIRBASE.SinaiMap.Wadi_al_Jandali
--
-- @field Sinai
AIRBASE.Sinai = {
@ -737,9 +771,10 @@ AIRBASE.Sinai = {
["Bilbeis_Air_Base"] = "Bilbeis Air Base",
["Bir_Hasanah"] = "Bir Hasanah",
["Birma_Air_Base"] = "Birma Air Base",
["Borj_El_Arab_International_Airport"] = "Borj El Arab International Airport",
["Borg_El_Arab_International_Airport"] = "Borg El Arab International Airport",
["Cairo_International_Airport"] = "Cairo International Airport",
["Cairo_West"] = "Cairo West",
["Damascus_Intl"] = "Damascus Intl",
["Difarsuwar_Airfield"] = "Difarsuwar Airfield",
["El_Arish"] = "El Arish",
["El_Gora"] = "El Gora",
@ -755,15 +790,19 @@ AIRBASE.Sinai = {
["Kibrit_Air_Base"] = "Kibrit Air Base",
["Kom_Awshim"] = "Kom Awshim",
["Melez"] = "Melez",
["Mezzeh_Air_Base"] = "Mezzeh Air Base",
["Nevatim"] = "Nevatim",
["Ovda"] = "Ovda",
["Palmachim"] = "Palmachim",
["Quwaysina"] = "Quwaysina",
["Rafic_Hariri_Intl"] = "Rafic Hariri Intl",
["Ramat_David"] = "Ramat David",
["Ramon_Airbase"] = "Ramon Airbase",
["Ramon_International_Airport"] = "Ramon International Airport",
["Sde_Dov"] = "Sde Dov",
["Sharm_El_Sheikh_International_Airport"] = "Sharm El Sheikh International Airport",
["St_Catherine"] = "St Catherine",
["Tabuk"] = "Tabuk",
["Tel_Nof"] = "Tel Nof",
["Wadi_Abu_Rish"] = "Wadi Abu Rish",
["Wadi_al_Jandali"] = "Wadi al Jandali",
@ -790,9 +829,14 @@ AIRBASE.Sinai = {
-- * AIRBASE.Kola.Vidsel
-- * AIRBASE.Kola.Vuojarvi
-- * AIRBASE.Kola.Andoya
-- * AIRBASE.Kola.Alakourtti
-- * AIRBASE.Kola.Alakurtti
-- * AIRBASE.Kola.Kittila
-- * AIRBASE.Kola.Bardufoss
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
--
-- @field Kola
AIRBASE.Kola = {
@ -815,9 +859,20 @@ AIRBASE.Kola = {
["Vidsel"] = "Vidsel",
["Vuojarvi"] = "Vuojarvi",
["Andoya"] = "Andoya",
["Alakourtti"] = "Alakourtti",
["Alakurtti"] = "Alakurtti",
["Kittila"] = "Kittila",
["Bardufoss"] = "Bardufoss",
["Alta"] = "Alta",
["Sodankyla"] = "Sodankyla",
["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes",
["Hosio"] = "Hosio",
["Kilpyavr"] = "Kilpyavr",
["Afrikanda"] = "Afrikanda",
["Kalevala"] = "Kalevala",
["Koshka_Yavr"] = "Koshka Yavr",
["Poduzhemye"] = "Poduzhemye",
["Luostari_Pechenga"] = "Luostari Pechenga",
}
--- Airbases of the Afghanistan map
@ -878,37 +933,461 @@ AIRBASE.Afghanistan = {
--- Airbases of the Iraq map
--
-- * AIRBASE.Iraq.Baghdad_International_Airport
-- * AIRBASE.Iraq.Sulaimaniyah_International_Airport
-- * AIRBASE.Iraq.Al_Sahra_Airport
-- * AIRBASE.Iraq.Erbil_International_Airpor
-- * AIRBASE.Iraq.Al_Taji_Airport
-- * AIRBASE.Iraq.Al_Asad_Airbase
-- * AIRBASE.Iraq.Al_Kut_Airbase
-- * AIRBASE.Iraq.Al_Sahra_Airport
-- * AIRBASE.Iraq.Al_Salam_Airbase
-- * AIRBASE.Iraq.Balad_Airbase
-- * AIRBASE.Iraq.Kirkuk_International_Airport
-- * AIRBASE.Iraq.Bashur_Airport
-- * AIRBASE.Iraq.Al_Taji_Airport
-- * AIRBASE.Iraq.Al_Taquddum_Airport
-- * AIRBASE.Iraq.Qayyarah_Airfield_West
-- * AIRBASE.Iraq.Baghdad_International_Airport
-- * AIRBASE.Iraq.Balad_Airbase
-- * AIRBASE.Iraq.Bashur_Airport
-- * AIRBASE.Iraq.Erbil_International_Airport
-- * AIRBASE.Iraq.Sulaimaniyah_International_Airport
-- * AIRBASE.Iraq.H2_Airbase
-- * AIRBASE.Iraq.H3_Main_Airbase
-- * AIRBASE.Iraq.H3_Northwest_Airbase
-- * AIRBASE.Iraq.H3_Southwest_Airbase
-- * AIRBASE.Iraq.K1_Base
-- * AIRBASE.Iraq.Kirkuk_International_Airport
-- * AIRBASE.Iraq.Mosul_International_Airport
-- * AIRBASE.Iraq.Qayyarah_Airfield_West
-- * AIRBASE.Iraq.Sulaimaniyah_International_Airport
--
-- @field Iraq
AIRBASE.Iraq = {
["Baghdad_International_Airport"] = "Baghdad International Airport",
["Sulaimaniyah_International_Airport"] = "Sulaimaniyah International Airport",
["Al_Sahra_Airport"] = "Al-Sahra Airport",
["Erbil_International_Airport"] = "Erbil International Airport",
["Al_Taji_Airport"] = "Al-Taji Airport",
["Al_Asad_Airbase"] = "Al-Asad Airbase",
["Al_Kut_Airport"] = "Al-Kut Airport",
["Al_Sahra_Airport"] = "Al-Sahra Airport",
["Al_Salam_Airbase"] = "Al-Salam Airbase",
["Balad_Airbase"] = "Balad Airbase",
["Kirkuk_International_Airport"] = "Kirkuk International Airport",
["Bashur_Airport"] = "Bashur Airport",
["Al_Taji_Airport"] = "Al-Taji Airport",
["Al_Taquddum_Airport"] = "Al-Taquddum Airport",
["Qayyarah_Airfield_West"] = "Qayyarah Airfield West",
["Baghdad_International_Airport"] = "Baghdad International Airport",
["Balad_Airbase"] = "Balad Airbase",
["Bashur_Airport"] = "Bashur Airport",
["Erbil_International_Airport"] = "Erbil International Airport",
["H2_Airbase"] = "H-2 Airbase",
["H3_Main_Airbase"] = "H-3 Main Airbase",
["H3_Northwest_Airbase"] = "H-3 Northwest Airbase",
["H3_Southwest_Airbase"] = "H-3 Southwest Airbase",
["K1_Base"] = "K1 Base",
["Kirkuk_International_Airport"] = "Kirkuk International Airport",
["Mosul_International_Airport"] = "Mosul International Airport",
["Qayyarah_Airfield_West"] = "Qayyarah Airfield West",
["Sulaimaniyah_International_Airport"] = "Sulaimaniyah International Airport",
}
--- Airbases of the Germany Cold War map
-- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Koblenz
-- * AIRBASE.GermanyCW.Airracing_Luebeck
-- * AIRBASE.GermanyCW.Allstedt
-- * AIRBASE.GermanyCW.Altes_Lager
-- * AIRBASE.GermanyCW.Bad_Duerkheim
-- * AIRBASE.GermanyCW.Barth
-- * AIRBASE.GermanyCW.Bienenfarm
-- * AIRBASE.GermanyCW.Bindersleben
-- * AIRBASE.GermanyCW.Bitburg
-- * AIRBASE.GermanyCW.Braunschweig
-- * AIRBASE.GermanyCW.Bremen
-- * AIRBASE.GermanyCW.Briest
-- * AIRBASE.GermanyCW.Buechel
-- * AIRBASE.GermanyCW.Bueckeburg
-- * AIRBASE.GermanyCW.Celle
-- * AIRBASE.GermanyCW.Cochstedt
-- * AIRBASE.GermanyCW.Damgarten
-- * AIRBASE.GermanyCW.Dedelow
-- * AIRBASE.GermanyCW.Dessau
-- * AIRBASE.GermanyCW.Fassberg
-- * AIRBASE.GermanyCW.Finow
-- * AIRBASE.GermanyCW.Frankfurt
-- * AIRBASE.GermanyCW.Fritzlar
-- * AIRBASE.GermanyCW.Fulda
-- * AIRBASE.GermanyCW.Gardelegen
-- * AIRBASE.GermanyCW.Garz
-- * AIRBASE.GermanyCW.Gatow
-- * AIRBASE.GermanyCW.Gelnhausen
-- * AIRBASE.GermanyCW.Giebelstadt
-- * AIRBASE.GermanyCW.Glindbruchkippe
-- * AIRBASE.GermanyCW.Gross_Mohrdorf
-- * AIRBASE.GermanyCW.Grosse_Wiese
-- * AIRBASE.GermanyCW.Guetersloh
-- * AIRBASE.GermanyCW.H_FRG_01
-- * AIRBASE.GermanyCW.H_FRG_02
-- * AIRBASE.GermanyCW.H_FRG_03
-- * AIRBASE.GermanyCW.H_FRG_04
-- * AIRBASE.GermanyCW.H_FRG_05
-- * AIRBASE.GermanyCW.H_FRG_06
-- * AIRBASE.GermanyCW.H_FRG_07
-- * AIRBASE.GermanyCW.H_FRG_08
-- * AIRBASE.GermanyCW.H_FRG_09
-- * AIRBASE.GermanyCW.H_FRG_10
-- * AIRBASE.GermanyCW.H_FRG_11
-- * AIRBASE.GermanyCW.H_FRG_12
-- * AIRBASE.GermanyCW.H_FRG_13
-- * AIRBASE.GermanyCW.H_FRG_14
-- * AIRBASE.GermanyCW.H_FRG_15
-- * AIRBASE.GermanyCW.H_FRG_16
-- * AIRBASE.GermanyCW.H_FRG_17
-- * AIRBASE.GermanyCW.H_FRG_18
-- * AIRBASE.GermanyCW.H_FRG_19
-- * AIRBASE.GermanyCW.H_FRG_20
-- * AIRBASE.GermanyCW.H_FRG_21
-- * AIRBASE.GermanyCW.H_FRG_23
-- * AIRBASE.GermanyCW.H_FRG_25
-- * AIRBASE.GermanyCW.H_FRG_27
-- * AIRBASE.GermanyCW.H_FRG_30
-- * AIRBASE.GermanyCW.H_FRG_31
-- * AIRBASE.GermanyCW.H_FRG_32
-- * AIRBASE.GermanyCW.H_FRG_34
-- * AIRBASE.GermanyCW.H_FRG_38
-- * AIRBASE.GermanyCW.H_FRG_39
-- * AIRBASE.GermanyCW.H_FRG_40
-- * AIRBASE.GermanyCW.H_FRG_41
-- * AIRBASE.GermanyCW.H_FRG_42
-- * AIRBASE.GermanyCW.H_FRG_43
-- * AIRBASE.GermanyCW.H_FRG_44
-- * AIRBASE.GermanyCW.H_FRG_45
-- * AIRBASE.GermanyCW.H_FRG_46
-- * AIRBASE.GermanyCW.H_FRG_47
-- * AIRBASE.GermanyCW.H_FRG_48
-- * AIRBASE.GermanyCW.H_FRG_49
-- * AIRBASE.GermanyCW.H_FRG_50
-- * AIRBASE.GermanyCW.H_FRG_51
-- * AIRBASE.GermanyCW.H_GDR_01
-- * AIRBASE.GermanyCW.H_GDR_02
-- * AIRBASE.GermanyCW.H_GDR_03
-- * AIRBASE.GermanyCW.H_GDR_04
-- * AIRBASE.GermanyCW.H_GDR_05
-- * AIRBASE.GermanyCW.H_GDR_06
-- * AIRBASE.GermanyCW.H_GDR_07
-- * AIRBASE.GermanyCW.H_GDR_08
-- * AIRBASE.GermanyCW.H_GDR_09
-- * AIRBASE.GermanyCW.H_GDR_10
-- * AIRBASE.GermanyCW.H_GDR_11
-- * AIRBASE.GermanyCW.H_GDR_12
-- * AIRBASE.GermanyCW.H_GDR_13
-- * AIRBASE.GermanyCW.H_GDR_14
-- * AIRBASE.GermanyCW.H_GDR_15
-- * AIRBASE.GermanyCW.H_GDR_16
-- * AIRBASE.GermanyCW.H_GDR_17
-- * AIRBASE.GermanyCW.H_GDR_18
-- * AIRBASE.GermanyCW.H_GDR_19
-- * AIRBASE.GermanyCW.H_GDR_21
-- * AIRBASE.GermanyCW.H_GDR_22
-- * AIRBASE.GermanyCW.H_GDR_24
-- * AIRBASE.GermanyCW.H_GDR_25
-- * AIRBASE.GermanyCW.H_GDR_26
-- * AIRBASE.GermanyCW.H_GDR_30
-- * AIRBASE.GermanyCW.H_GDR_31
-- * AIRBASE.GermanyCW.H_GDR_32
-- * AIRBASE.GermanyCW.H_GDR_33
-- * AIRBASE.GermanyCW.H_GDR_34
-- * AIRBASE.GermanyCW.H_Med_FRG_01
-- * AIRBASE.GermanyCW.H_Med_FRG_02
-- * AIRBASE.GermanyCW.H_Med_FRG_04
-- * AIRBASE.GermanyCW.H_Med_FRG_06
-- * AIRBASE.GermanyCW.H_Med_FRG_11
-- * AIRBASE.GermanyCW.H_Med_FRG_12
-- * AIRBASE.GermanyCW.H_Med_FRG_13
-- * AIRBASE.GermanyCW.H_Med_FRG_14
-- * AIRBASE.GermanyCW.H_Med_FRG_15
-- * AIRBASE.GermanyCW.H_Med_FRG_16
-- * AIRBASE.GermanyCW.H_Med_FRG_17
-- * AIRBASE.GermanyCW.H_Med_FRG_21
-- * AIRBASE.GermanyCW.H_Med_FRG_24
-- * AIRBASE.GermanyCW.H_Med_FRG_26
-- * AIRBASE.GermanyCW.H_Med_FRG_27
-- * AIRBASE.GermanyCW.H_Med_FRG_29
-- * AIRBASE.GermanyCW.H_Med_GDR_01
-- * AIRBASE.GermanyCW.H_Med_GDR_02
-- * AIRBASE.GermanyCW.H_Med_GDR_03
-- * AIRBASE.GermanyCW.H_Med_GDR_08
-- * AIRBASE.GermanyCW.H_Med_GDR_09
-- * AIRBASE.GermanyCW.H_Med_GDR_10
-- * AIRBASE.GermanyCW.H_Med_GDR_11
-- * AIRBASE.GermanyCW.H_Med_GDR_12
-- * AIRBASE.GermanyCW.H_Med_GDR_13
-- * AIRBASE.GermanyCW.H_Med_GDR_14
-- * AIRBASE.GermanyCW.H_Med_GDR_16
-- * AIRBASE.GermanyCW.H_Radar_FRG_02
-- * AIRBASE.GermanyCW.H_Radar_GDR_01
-- * AIRBASE.GermanyCW.H_Radar_GDR_02
-- * AIRBASE.GermanyCW.H_Radar_GDR_03
-- * AIRBASE.GermanyCW.H_Radar_GDR_04
-- * AIRBASE.GermanyCW.H_Radar_GDR_05
-- * AIRBASE.GermanyCW.H_Radar_GDR_06
-- * AIRBASE.GermanyCW.H_Radar_GDR_07
-- * AIRBASE.GermanyCW.H_Radar_GDR_08
-- * AIRBASE.GermanyCW.H_Radar_GDR_09
-- * AIRBASE.GermanyCW.Hahn
-- * AIRBASE.GermanyCW.Haina
-- * AIRBASE.GermanyCW.Hamburg
-- * AIRBASE.GermanyCW.Hamburg_Finkenwerder
-- * AIRBASE.GermanyCW.Hannover
-- * AIRBASE.GermanyCW.Hasselfelde
-- * AIRBASE.GermanyCW.Herrenteich
-- * AIRBASE.GermanyCW.Hildesheim
-- * AIRBASE.GermanyCW.Hockenheim
-- * AIRBASE.GermanyCW.Holzdorf
-- * AIRBASE.GermanyCW.Kammermark
-- * AIRBASE.GermanyCW.Koethen
-- * AIRBASE.GermanyCW.Laage
-- * AIRBASE.GermanyCW.Langenselbold
-- * AIRBASE.GermanyCW.Laerz
-- * AIRBASE.GermanyCW.Leipzig_Halle
-- * AIRBASE.GermanyCW.Leipzig_Mockau
-- * AIRBASE.GermanyCW.Luebeck
-- * AIRBASE.GermanyCW.Lueneburg
-- * AIRBASE.GermanyCW.Mahlwinkel
-- * AIRBASE.GermanyCW.Mendig
-- * AIRBASE.GermanyCW.Merseburg
-- * AIRBASE.GermanyCW.Neubrandenburg
-- * AIRBASE.GermanyCW.Neuruppin
-- * AIRBASE.GermanyCW.Northeim
-- * AIRBASE.GermanyCW.Ober_Moerlen
-- * AIRBASE.GermanyCW.Obermehler_Schlotheim
-- * AIRBASE.GermanyCW.Parchim
-- * AIRBASE.GermanyCW.Peenemuende
-- * AIRBASE.GermanyCW.Pferdsfeld
-- * AIRBASE.GermanyCW.Pinnow
-- * AIRBASE.GermanyCW.Pottschutthoehe
-- * AIRBASE.GermanyCW.Ramstein
-- * AIRBASE.GermanyCW.Rinteln
-- * AIRBASE.GermanyCW.Schoenefeld
-- * AIRBASE.GermanyCW.Schweinfurt
-- * AIRBASE.GermanyCW.Sembach
-- * AIRBASE.GermanyCW.Spangdahlem
-- * AIRBASE.GermanyCW.Sperenberg
-- * AIRBASE.GermanyCW.Stendal
-- * AIRBASE.GermanyCW.Tegel
-- * AIRBASE.GermanyCW.Tempelhof
-- * AIRBASE.GermanyCW.Templin
-- * AIRBASE.GermanyCW.Tutow
-- * AIRBASE.GermanyCW.Uelzen
-- * AIRBASE.GermanyCW.Uetersen
-- * AIRBASE.GermanyCW.Ummern
-- * AIRBASE.GermanyCW.Verden_Scharnhorst
-- * AIRBASE.GermanyCW.Walldorf
-- * AIRBASE.GermanyCW.Waren_Vielist
-- * AIRBASE.GermanyCW.Werneuchen
-- * AIRBASE.GermanyCW.Weser_Wuemme
-- * AIRBASE.GermanyCW.Wiesbaden
-- * AIRBASE.GermanyCW.Wismar
-- * AIRBASE.GermanyCW.Wittstock
-- * AIRBASE.GermanyCW.Worms
-- * AIRBASE.GermanyCW.Wunstorf
-- * AIRBASE.GermanyCW.Zerbst
-- * AIRBASE.GermanyCW.Zweibruecken
--
-- @field GermanyCW
AIRBASE.GermanyCW = {
["Airracing_Frankfurt"] = "Airracing Frankfurt",
["Airracing_Koblenz"] = "Airracing Koblenz",
["Airracing_Luebeck"] = "Airracing Lubeck",
["Allstedt"] = "Allstedt",
["Altes_Lager"] = "Altes Lager",
["Bad_Duerkheim"] = "Bad Durkheim",
["Barth"] = "Barth",
["Bienenfarm"] = "Bienenfarm",
["Bindersleben"] = "Bindersleben",
["Bitburg"] = "Bitburg",
["Braunschweig"] = "Braunschweig",
["Bremen"] = "Bremen",
["Briest"] = "Briest",
["Buechel"] = "Buchel",
["Bueckeburg"] = "Buckeburg",
["Celle"] = "Celle",
["Cochstedt"] = "Cochstedt",
["Damgarten"] = "Damgarten",
["Dedelow"] = "Dedelow",
["Dessau"] = "Dessau",
["Fassberg"] = "Fassberg",
["Finow"] = "Finow",
["Frankfurt"] = "Frankfurt",
["Fritzlar"] = "Fritzlar",
["Fulda"] = "Fulda",
["Gardelegen"] = "Gardelegen",
["Garz"] = "Garz",
["Gatow"] = "Gatow",
["Gelnhausen"] = "Gelnhausen",
["Giebelstadt"] = "Giebelstadt",
["Glindbruchkippe"] = "Glindbruchkippe ",
["Gross_Mohrdorf"] = "Gross Mohrdorf",
["Grosse_Wiese"] = "Grosse Wiese",
["Guetersloh"] = "Gutersloh",
["H_FRG_01"] = "H FRG 01",
["H_FRG_02"] = "H FRG 02",
["H_FRG_03"] = "H FRG 03",
["H_FRG_04"] = "H FRG 04",
["H_FRG_05"] = "H FRG 05",
["H_FRG_06"] = "H FRG 06",
["H_FRG_07"] = "H FRG 07",
["H_FRG_08"] = "H FRG 08",
["H_FRG_09"] = "H FRG 09",
["H_FRG_10"] = "H FRG 10",
["H_FRG_11"] = "H FRG 11",
["H_FRG_12"] = "H FRG 12",
["H_FRG_13"] = "H FRG 13",
["H_FRG_14"] = "H FRG 14",
["H_FRG_15"] = "H FRG 15",
["H_FRG_16"] = "H FRG 16",
["H_FRG_17"] = "H FRG 17",
["H_FRG_18"] = "H FRG 18",
["H_FRG_19"] = "H FRG 19",
["H_FRG_20"] = "H FRG 20",
["H_FRG_21"] = "H FRG 21",
["H_FRG_23"] = "H FRG 23",
["H_FRG_25"] = "H FRG 25",
["H_FRG_27"] = "H FRG 27",
["H_FRG_30"] = "H FRG 30",
["H_FRG_31"] = "H FRG 31",
["H_FRG_32"] = "H FRG 32",
["H_FRG_34"] = "H FRG 34",
["H_FRG_38"] = "H FRG 38",
["H_FRG_39"] = "H FRG 39",
["H_FRG_40"] = "H FRG 40",
["H_FRG_41"] = "H FRG 41",
["H_FRG_42"] = "H FRG 42",
["H_FRG_43"] = "H FRG 43",
["H_FRG_44"] = "H FRG 44",
["H_FRG_45"] = "H FRG 45",
["H_FRG_46"] = "H FRG 46",
["H_FRG_47"] = "H FRG 47",
["H_FRG_48"] = "H FRG 48",
["H_FRG_49"] = "H FRG 49",
["H_FRG_50"] = "H FRG 50",
["H_FRG_51"] = "H FRG 51",
["H_GDR_01"] = "H GDR 01",
["H_GDR_02"] = "H GDR 02",
["H_GDR_03"] = "H GDR 03",
["H_GDR_04"] = "H GDR 04",
["H_GDR_05"] = "H GDR 05",
["H_GDR_06"] = "H GDR 06",
["H_GDR_07"] = "H GDR 07",
["H_GDR_08"] = "H GDR 08",
["H_GDR_09"] = "H GDR 09",
["H_GDR_10"] = "H GDR 10",
["H_GDR_11"] = "H GDR 11",
["H_GDR_12"] = "H GDR 12",
["H_GDR_13"] = "H GDR 13",
["H_GDR_14"] = "H GDR 14",
["H_GDR_15"] = "H GDR 15",
["H_GDR_16"] = "H GDR 16",
["H_GDR_17"] = "H GDR 17",
["H_GDR_18"] = "H GDR 18",
["H_GDR_19"] = "H GDR 19",
["H_GDR_21"] = "H GDR 21",
["H_GDR_22"] = "H GDR 22",
["H_GDR_24"] = "H GDR 24",
["H_GDR_25"] = "H GDR 25",
["H_GDR_26"] = "H GDR 26",
["H_GDR_30"] = "H GDR 30",
["H_GDR_31"] = "H GDR 31",
["H_GDR_32"] = "H GDR 32",
["H_GDR_33"] = "H GDR 33",
["H_GDR_34"] = "H GDR 34",
["H_Med_FRG_01"] = "H Med FRG 01",
["H_Med_FRG_02"] = "H Med FRG 02",
["H_Med_FRG_04"] = "H Med FRG 04",
["H_Med_FRG_06"] = "H Med FRG 06",
["H_Med_FRG_11"] = "H Med FRG 11",
["H_Med_FRG_12"] = "H Med FRG 12",
["H_Med_FRG_13"] = "H Med FRG 13",
["H_Med_FRG_14"] = "H Med FRG 14",
["H_Med_FRG_15"] = "H Med FRG 15",
["H_Med_FRG_16"] = "H Med FRG 16",
["H_Med_FRG_17"] = "H Med FRG 17",
["H_Med_FRG_21"] = "H Med FRG 21",
["H_Med_FRG_24"] = "H Med FRG 24",
["H_Med_FRG_26"] = "H Med FRG 26",
["H_Med_FRG_27"] = "H Med FRG 27",
["H_Med_FRG_29"] = "H Med FRG 29",
["H_Med_GDR_01"] = "H Med GDR 01",
["H_Med_GDR_02"] = "H Med GDR 02",
["H_Med_GDR_03"] = "H Med GDR 03",
["H_Med_GDR_08"] = "H Med GDR 08",
["H_Med_GDR_09"] = "H Med GDR 09",
["H_Med_GDR_10"] = "H Med GDR 10",
["H_Med_GDR_11"] = "H Med GDR 11",
["H_Med_GDR_12"] = "H Med GDR 12",
["H_Med_GDR_13"] = "H Med GDR 13",
["H_Med_GDR_14"] = "H Med GDR 14",
["H_Med_GDR_16"] = "H Med GDR 16",
["H_Radar_FRG_02"] = "H Radar FRG 02",
["H_Radar_GDR_01"] = "H Radar GDR 01",
["H_Radar_GDR_02"] = "H Radar GDR 02",
["H_Radar_GDR_03"] = "H Radar GDR 03",
["H_Radar_GDR_04"] = "H Radar GDR 04",
["H_Radar_GDR_05"] = "H Radar GDR 05",
["H_Radar_GDR_06"] = "H Radar GDR 06",
["H_Radar_GDR_07"] = "H Radar GDR 07",
["H_Radar_GDR_08"] = "H Radar GDR 08",
["H_Radar_GDR_09"] = "H Radar GDR 09",
["Hahn"] = "Hahn",
["Haina"] = "Haina",
["Hamburg"] = "Hamburg",
["Hamburg_Finkenwerder"] = "Hamburg Finkenwerder",
["Hannover"] = "Hannover",
["Hasselfelde"] = "Hasselfelde",
["Herrenteich"] = "Herrenteich",
["Hildesheim"] = "Hildesheim",
["Hockenheim"] = "Hockenheim",
["Holzdorf"] = "Holzdorf",
["Kammermark"] = "Kammermark",
["Koethen"] = "Kothen",
["Laage"] = "Laage",
["Langenselbold"] = "Langenselbold",
["Laerz"] = "Larz",
["Leipzig_Halle"] = "Leipzig Halle",
["Leipzig_Mockau"] = "Leipzig Mockau",
["Luebeck"] = "Lubeck",
["Lueneburg"] = "Luneburg",
["Mahlwinkel"] = "Mahlwinkel",
["Mendig"] = "Mendig",
["Merseburg"] = "Merseburg",
["Neubrandenburg"] = "Neubrandenburg",
["Neuruppin"] = "Neuruppin",
["Northeim"] = "Northeim",
["Ober_Moerlen"] = "Ober-Morlen",
["Obermehler_Schlotheim"] = "Obermehler Schlotheim",
["Parchim"] = "Parchim",
["Peenemuende"] = "Peenemunde",
["Pferdsfeld"] = "Pferdsfeld",
["Pinnow"] = "Pinnow",
["Pottschutthoehe"] = "Pottschutthohe",
["Ramstein"] = "Ramstein",
["Rinteln"] = "Rinteln",
["Schoenefeld"] = "Schonefeld",
["Schweinfurt"] = "Schweinfurt",
["Sembach"] = "Sembach",
["Spangdahlem"] = "Spangdahlem",
["Sperenberg"] = "Sperenberg",
["Stendal"] = "Stendal",
["Tegel"] = "Tegel",
["Tempelhof"] = "Tempelhof",
["Templin"] = "Templin",
["Tutow"] = "Tutow",
["Uelzen"] = "Uelzen",
["Uetersen"] = "Uetersen",
["Ummern"] = "Ummern",
["Verden_Scharnhorst"] = "Verden-Scharnhorst",
["Walldorf"] = "Walldorf",
["Waren_Vielist"] = "Waren Vielist",
["Werneuchen"] = "Werneuchen",
["Weser_Wuemme"] = "Weser Wumme",
["Wiesbaden"] = "Wiesbaden",
["Wismar"] = "Wismar",
["Wittstock"] = "Wittstock",
["Worms"] = "Worms",
["Wunstorf"] = "Wunstorf",
["Zerbst"] = "Zerbst",
["Zweibruecken"] = "Zweibrucken",
}
--- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy".
-- @type AIRBASE.ParkingSpot
-- @field Core.Point#COORDINATE Coordinate Coordinate of the parking spot.
@ -1012,7 +1491,7 @@ function AIRBASE:Register(AirbaseName)
self.descriptors=self:GetDesc()
-- Debug info.
--self:I({airbase=AirbaseName, descriptors=self.descriptors})
--self:T({airbase=AirbaseName, descriptors=self.descriptors})
-- Category.
self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
@ -1095,6 +1574,17 @@ end
return self
end
--- Get the true airbase center as seen in the ME. The position returned by the dcs object is is wrong and often at the start of the runway.
-- @return DCS#Vec2 The center of the true center of the airbase if it contains runways, otherwise the default DCS object position.
function AIRBASE:GetVec2()
local runways = self:GetRunways()
if runways and #runways > 0 then
return runways[1].center:GetVec2()
end
return self:GetCoordinate():GetVec2()
end
--- Get the category of this airbase. This is only a debug function because DCS 2.9 incorrectly returns heliports as airdromes.
-- @param #AIRBASE self
function AIRBASE:_GetCategory()
@ -2131,7 +2621,7 @@ function AIRBASE:GetRunwayByName(Name)
-- Name including L or R, e.g. "31L".
local name=self:GetRunwayName(runway)
self:T("Check Runway Name: "..name)
if name==Name:upper() then
return runway
end
@ -2158,7 +2648,7 @@ function AIRBASE:_InitRunways(IncludeInverse)
--- Function to create a runway data table.
local function _createRunway(name, course, width, length, center)
self:T("Create Runway: name = "..name)
-- Bearing in rad.
local bearing=-1*course
@ -2174,10 +2664,12 @@ function AIRBASE:_InitRunways(IncludeInverse)
runway.name=string.format("%02d", tonumber(namefromheading))
else
runway.name=string.format("%02d", tonumber(name))
--self:I("RunwayName: "..runway.name)
end
--runway.name=string.format("%02d", tonumber(name))
runway.magheading=tonumber(runway.name)*10
runway.idx=runway.magheading
runway.heading=heading
runway.width=width or 0
runway.length=length or 0
@ -2490,12 +2982,13 @@ function AIRBASE:GetRunwayData(magvar, mark)
local runway={} --#AIRBASE.Runway
runway.heading=hdg
runway.idx=idx
runway.magheading=idx
runway.length=c1:Get2DDistance(c2)
runway.position=c1
runway.endpoint=c2
-- Debug info.
--self:I(string.format("Airbase %s: Adding runway id=%s, heading=%03d, length=%d m i=%d j=%d", self:GetName(), runway.idx, runway.heading, runway.length, i, j))
self:T(string.format("Airbase %s: Adding runway id=%s, heading=%03d, length=%d m i=%d j=%d", self:GetName(), runway.idx, runway.heading, runway.length, i, j))
-- Debug mark
if mark then
@ -2505,6 +2998,57 @@ function AIRBASE:GetRunwayData(magvar, mark)
-- Add runway.
table.insert(runways, runway)
end
-- Look for identical (parallel) runways, e.g. 03L and 03R at Nellis.
local rpairs={}
for i,_ri in pairs(runways) do
local ri=_ri --#AIRBASE.Runway
for j,_rj in pairs(runways) do
local rj=_rj --#AIRBASE.Runway
if i<j then
if ri.name==rj.name then
rpairs[i]=j
end
end
end
end
local function isLeft(a, b, c)
--return ((b.x - a.x)*(c.z - a.z) - (b.z - a.z)*(c.x - a.x)) > 0
return ((b.z - a.z)*(c.x - a.x) - (b.x - a.x)*(c.z - a.z)) > 0
end
for i,j in pairs(rpairs) do
local ri=runways[i] --#AIRBASE.Runway
local rj=runways[j] --#AIRBASE.Runway
-- Draw arrow.
--ri.center:ArrowToAll(rj.center)
local c0=ri.position
-- Vector in the direction of the runway.
local a=UTILS.VecTranslate(c0, 1000, ri.heading)
-- Vector from runway i to runway j.
local b=UTILS.VecSubstract(rj.position, ri.position)
b=UTILS.VecAdd(ri.position, b)
-- Check if rj is left of ri.
local left=isLeft(c0, a, b)
--env.info(string.format("Found pair %s: i=%d, j=%d, left==%s", ri.name, i, j, tostring(left)))
if left then
ri.isLeft=false
rj.isLeft=true
else
ri.isLeft=true
rj.isLeft=false
end
--break
end
return runways
@ -2622,8 +3166,8 @@ function AIRBASE:GetRunwayIntoWind(PreferLeft)
-- Loop over runways.
local dotmin=nil
for i,_runway in pairs(runways) do
local runway=_runway --#AIRBASE.Runway
for i ,_runway in pairs(runways) do
local runway=_runway --#AIRBASE.Runway
if PreferLeft==nil or PreferLeft==runway.isLeft then

View File

@ -168,16 +168,25 @@
-- * @{#CONTROLLABLE.OptionAlarmStateGreen}
-- * @{#CONTROLLABLE.OptionAlarmStateRed}
--
-- ## 5.4) Jettison weapons:
-- ## 5.4) [AIR] Jettison weapons:
--
-- * @{#CONTROLLABLE.OptionAllowJettisonWeaponsOnThreat}
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat}
--
-- ## 5.5) Air-2-Air missile attack range:
-- ## 5.5) [AIR] Air-2-Air missile attack range:
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets.
--
-- # 6) [GROUND] IR Maker Beacons for GROUPs and UNITs
-- * @{#CONTROLLABLE:NewIRMarker}(): Create a blinking IR Marker on a GROUP or UNIT.
--
-- # 7) [HELICOPTER] Units prefer vertical landing and takeoffs:
-- * @{#CONTROLLABLE.OptionPreferVerticalLanding}(): Set aircraft to prefer vertical landing and takeoff.
--
-- # 8) [AIRCRAFT] Landing approach options
-- * @{#CONTROLLABLE.SetOptionLandingStraightIn}(): Landing approach straight in.
-- * @{#CONTROLLABLE.SetOptionLandingForcePair}(): Landing approach in pairs for groups > 1 unit.
-- * @{#CONTROLLABLE.SetOptionLandingRestrictPair}(): Landing approach single.
-- * @{#CONTROLLABLE.SetOptionLandingOverheadBreak}(): Landing approach overhead break.
--
-- @field #CONTROLLABLE
CONTROLLABLE = {
@ -994,6 +1003,65 @@ function CONTROLLABLE:CommandSetFrequencyForUnit(Frequency,Modulation,Power,Unit
return self
end
--- [AIR] Set smoke on or off. See [DCS command smoke on off](https://wiki.hoggitworld.com/view/DCS_command_smoke_on_off)
-- @param #CONTROLLABLE self
-- @param #boolean OnOff Set to true for on and false for off. Defaults to true.
-- @param #number Delay (Optional) Delay the command by this many seconds.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSmokeOnOff(OnOff, Delay)
local switch = (OnOff == nil) and true or OnOff
local command = {
id = 'SMOKE_ON_OFF',
params = {
value = switch
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSmokeOnOff,{self,switch},Delay)
else
self:SetCommand(command)
end
return self
end
--- [AIR] Set smoke on. See [DCS command smoke on off](https://wiki.hoggitworld.com/view/DCS_command_smoke_on_off)
-- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay the command by this many seconds.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSmokeON(Delay)
local command = {
id = 'SMOKE_ON_OFF',
params = {
value = true
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSmokeON,{self},Delay)
else
self:SetCommand(command)
end
return self
end
--- [AIR] Set smoke off. See [DCS command smoke on off](https://wiki.hoggitworld.com/view/DCS_command_smoke_on_off)
-- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay the command by this many seconds.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSmokeOFF(Delay)
local command = {
id = 'SMOKE_ON_OFF',
params = {
value = false
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSmokeOFF,{self},Delay)
else
self:SetCommand(command)
end
return self
end
--- Set EPLRS data link on/off.
-- @param #CONTROLLABLE self
-- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off.
@ -1373,7 +1441,7 @@ end
-- @param #number Speed The speed [m/s] flying when holding the position.
-- @return #CONTROLLABLE self
function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
self:F2( { self.ControllableName, Point, Altitude, Speed } )
--self:F2( { self.ControllableName, Point, Altitude, Speed } )
local DCSTask = {
id = 'Orbit',
@ -3570,6 +3638,26 @@ function CONTROLLABLE:OptionROTPassiveDefense()
return nil
end
--- Helicopter - prefer vertical landing.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionPreferVerticalLanding()
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.PREFER_VERTICAL, true )
end
return self
end
return nil
end
--- Can the CONTROLLABLE evade on enemy fire?
-- @param #CONTROLLABLE self
-- @return #boolean
@ -4075,7 +4163,7 @@ function CONTROLLABLE:OptionRestrictBurner( RestrictBurner )
end
--- Sets Controllable Option for A2A attack range for AIR FIGHTER units.
--- [AIR] Sets Controllable Option for A2A attack range for AIR FIGHTER units.
-- @param #CONTROLLABLE self
-- @param #number range Defines the range
-- @return #CONTROLLABLE self
@ -4100,6 +4188,66 @@ function CONTROLLABLE:OptionAAAttackRange( range )
return nil
end
--- [GROUND/AAA] Sets Controllable Option for Ground AAA minimum firing height.
-- @param #CONTROLLABLE self
-- @param #number meters The minimum height in meters.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAAAMinFiringHeightMeters(meters)
self:F2( { self.ControllableName } )
local meters = meters or 20
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
if self:IsGround() then
self:SetOption(27, meters)
end
end
return self
end
return nil
end
--- [GROUND/AAA] Sets Controllable Option for Ground AAA maximum firing height.
-- @param #CONTROLLABLE self
-- @param #number meters The maximum height in meters.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAAAMaxFiringHeightMeters(meters)
self:F2( { self.ControllableName } )
local meters = meters or 1000
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
if self:IsGround() then
self:SetOption(29, meters)
end
end
return self
end
return nil
end
--- [GROUND/AAA] Sets Controllable Option for Ground AAA minimum firing height.
-- @param #CONTROLLABLE self
-- @param #number feet The minimum height in feet.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAAAMinFiringHeightFeet(feet)
self:F2( { self.ControllableName } )
local feet = feet or 60
return self:OptionAAAMinFiringHeightMeters(UTILS.FeetToMeters(feet))
end
--- [GROUND/AAA] Sets Controllable Option for Ground AAA maximum firing height.
-- @param #CONTROLLABLE self
-- @param #number feet The maximum height in feet.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAAAMaxFiringHeightfeet(feet)
self:F2( { self.ControllableName } )
local feet = feet or 3000
return self:OptionAAAMaxFiringHeightMeters(UTILS.FeetToMeters(feet))
end
--- Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.
-- @param #CONTROLLABLE self
-- @param #number EngageRange Engage range limit in percent (a number between 0 and 100). Default 100.
@ -4124,6 +4272,50 @@ function CONTROLLABLE:OptionEngageRange( EngageRange )
return nil
end
--- [AIR] Set how the AI lands on an airfield. Here: Straight in.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionLandingStraightIn()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption("36","0")
end
return self
end
--- [AIR] Set how the AI lands on an airfield. Here: In pairs (if > 1 aircraft in group)
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionLandingForcePair()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption("36","1")
end
return self
end
--- [AIR] Set how the AI lands on an airfield. Here: No landing in pairs.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionLandingRestrictPair()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption("36","2")
end
return self
end
--- [AIR] Set how the AI lands on an airfield. Here: Overhead break.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionLandingOverheadBreak()
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption("36","3")
end
return self
end
--- [AIR] Set how the AI uses the onboard radar.
-- @param #CONTROLLABLE self
-- @param #number Option Options are: `NEVER = 0, FOR_ATTACK_ONLY = 1,FOR_SEARCH_IF_REQUIRED = 2, FOR_CONTINUOUS_SEARCH = 3`

View File

@ -2,17 +2,17 @@
--
-- ## Main Features:
--
-- * Convenient access to DCS API functions
-- * Convenient access to Ground Crew created cargo items.
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Storage).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/).
--
-- ===
--
-- ### Author: **Applevangelist**
-- ### Author: **Applevangelist**; additional checks **Chesster**
--
-- ===
-- @module Wrapper.DynamicCargo
@ -108,6 +108,8 @@ DYNAMICCARGO.State = {
-- @type DYNAMICCARGO.AircraftTypes
DYNAMICCARGO.AircraftTypes = {
["CH-47Fbl1"] = "CH-47Fbl1",
["Mi-8MTV2"] = "CH-47Fbl1",
["Mi-8MT"] = "CH-47Fbl1",
}
--- Helo types possible.
@ -120,17 +122,30 @@ DYNAMICCARGO.AircraftDimensions = {
["length"] = 11,
["ropelength"] = 30,
},
["Mi-8MTV2"] = {
["width"] = 6,
["height"] = 6,
["length"] = 15,
["ropelength"] = 30,
},
["Mi-8MT"] = {
["width"] = 6,
["height"] = 6,
["length"] = 15,
["ropelength"] = 30,
},
}
--- DYNAMICCARGO class version.
-- @field #string version
DYNAMICCARGO.version="0.0.5"
DYNAMICCARGO.version="0.0.9"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- DONE: Added Mi-8 type and dimensions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@ -183,7 +198,7 @@ end
-- @param #DYNAMICCARGO self
-- @return DCS static object
function DYNAMICCARGO:GetDCSObject()
local DCSStatic = Unit.getByName( self.StaticName )
local DCSStatic = StaticObject.getByName( self.StaticName ) or Unit.getByName( self.StaticName )
if DCSStatic then
return DCSStatic
end
@ -227,7 +242,7 @@ end
-- @param #DYNAMICCARGO self
-- @return #boolean Outcome
function DYNAMICCARGO:IsUnloaded()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.REMOVED then
if self.CargoState and self.CargoState == DYNAMICCARGO.State.UNLOADED then
return true
else
return false
@ -238,7 +253,7 @@ end
-- @param #DYNAMICCARGO self
-- @return #boolean Outcome
function DYNAMICCARGO:IsRemoved()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.UNLOADED then
if self.CargoState and self.CargoState == DYNAMICCARGO.State.REMOVED then
return true
else
return false
@ -376,6 +391,33 @@ end
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [Internal] _Get helo hovering intel
-- @param #DYNAMICCARGO self
-- @param Wrapper.Unit#UNIT Unit The Unit to test
-- @param #number ropelength Ropelength to test
-- @return #boolean Outcome
function DYNAMICCARGO:_HeloHovering(Unit,ropelength)
local DCSUnit = Unit:GetDCSObject() --DCS#Unit
local hovering = false
local Height = 0
if DCSUnit then
local UnitInAir = DCSUnit:inAir()
local UnitCategory = DCSUnit:getDesc().category
if UnitInAir == true and UnitCategory == 1 then
local VelocityVec3 = DCSUnit:getVelocity()
local Velocity = UTILS.VecNorm(VelocityVec3)
local Coordinate = DCSUnit:getPoint()
local LandHeight = land.getHeight({ x = Coordinate.x, y = Coordinate.z })
Height = Coordinate.y - LandHeight
if Velocity < 1 and Height <= ropelength and Height > 6 then -- hover lower than ropelength but higher than the normal FARP height.
hovering = true
end
end
return hovering, Height
end
return false
end
--- [Internal] _Get Possible Player Helo Nearby
-- @param #DYNAMICCARGO self
-- @param Core.Point#COORDINATE pos
@ -393,30 +435,37 @@ function DYNAMICCARGO:_GetPossibleHeloNearby(pos,loading)
local name = helo:GetPlayerName() or _DATABASE:_FindPlayerNameByUnitName(helo:GetName()) or "None"
self:T(self.lid.." Checking: "..name)
local hpos = helo:GetCoordinate()
-- TODO Unloading via sling load?
--local inair = hpos.y-hpos:GetLandHeight() > 4.5 and true or false -- Standard FARP is 4.5m
local inair = helo:InAir()
self:T(self.lid.." InAir: AGL/InAir: "..hpos.y-hpos:GetLandHeight().."/"..tostring(inair))
-- TODO Check unloading via sling load?
local typename = helo:GetTypeName()
if hpos and typename and inair == false then
local dimensions = DYNAMICCARGO.AircraftDimensions[typename]
if dimensions then
local delta2D = hpos:Get2DDistance(pos)
local delta3D = hpos:Get3DDistance(pos)
if self.testing then
self:T(string.format("Cargo relative position: 2D %dm | 3D %dm",delta2D,delta3D))
self:T(string.format("Helo dimension: length %dm | width %dm | rope %dm",dimensions.length,dimensions.width,dimensions.ropelength))
end
if loading~=true and delta2D > dimensions.length or delta2D > dimensions.width or delta3D > dimensions.ropelength then
success = true
Helo = helo
Playername = name
end
if loading == true and delta2D < dimensions.length or delta2D < dimensions.width or delta3D < dimensions.ropelength then
success = true
Helo = helo
Playername = name
end
local dimensions = DYNAMICCARGO.AircraftDimensions[typename]
local hovering, height = self:_HeloHovering(helo,dimensions.ropelength)
local helolanded = not helo:InAir()
self:T(self.lid.." InAir: AGL/Hovering: "..hpos.y-hpos:GetLandHeight().."/"..tostring(hovering))
if hpos and typename and dimensions then
local delta2D = hpos:Get2DDistance(pos)
local delta3D = hpos:Get3DDistance(pos)
if self.testing then
self:T(string.format("Cargo relative position: 2D %dm | 3D %dm",delta2D,delta3D))
self:T(string.format("Helo dimension: length %dm | width %dm | rope %dm",dimensions.length,dimensions.width,dimensions.ropelength))
self:T(string.format("Helo hovering: %s at %dm",tostring(hovering),height))
end
-- unloading from ground
if loading~=true and (delta2D > dimensions.length or delta2D > dimensions.width) and helolanded then -- Theoretically the cargo could still be attached to the sling if landed next to the cargo. But once moved again it would go back into loaded state once lifted again.
success = true
Helo = helo
Playername = name
end
-- unloading from hover/rope
if loading~=true and delta3D > dimensions.ropelength then
success = true
Helo = helo
Playername = name
end
-- loading
if loading == true and ((delta2D < dimensions.length and delta2D < dimensions.width and helolanded) or (delta3D == dimensions.ropelength and helo:InAir())) then -- Loaded via ground or sling
success = true
Helo = helo
Playername = name
end
end
end
@ -434,20 +483,22 @@ function DYNAMICCARGO:_UpdatePosition()
self:T(string.format("Cargo position: x=%d, y=%d, z=%d",pos.x,pos.y,pos.z))
self:T(string.format("Last position: x=%d, y=%d, z=%d",self.LastPosition.x,self.LastPosition.y,self.LastPosition.z))
end
if UTILS.Round(UTILS.VecDist3D(pos,self.LastPosition),2) > 0.5 then
if UTILS.Round(UTILS.VecDist3D(pos,self.LastPosition),2) > 0.5 then -- This checks if the cargo has moved more than 0.5m since last check. If so then the cargo is loaded
---------------
-- LOAD Cargo
---------------
if self.CargoState == DYNAMICCARGO.State.NEW then
local isloaded, client, playername = self:_GetPossibleHeloNearby(pos,true)
if self.CargoState == DYNAMICCARGO.State.NEW or self.CargoState == DYNAMICCARGO.State.UNLOADED then
local isloaded, client, playername = self:_GetPossibleHeloNearby(pos,true)
self:T(self.lid.." moved! NEW -> LOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.LOADED
self.Owner = playername
_DATABASE:CreateEventDynamicCargoLoaded(self)
_DATABASE:CreateEventDynamicCargoLoaded(self)
end
---------------
-- UNLOAD Cargo
---------------
elseif self.CargoState == DYNAMICCARGO.State.LOADED then
---------------
-- If the cargo is stationary then we need to end this condition here to check whether it is unloaded or still onboard or still hooked if anyone can hover that precisly
elseif self.CargoState == DYNAMICCARGO.State.LOADED then
-- TODO add checker if we are in flight somehow
-- ensure not just the helo is moving
local count = _DYNAMICCARGO_HELOS:CountAlive()
@ -459,26 +510,19 @@ function DYNAMICCARGO:_UpdatePosition()
local isunloaded = true
local client
local playername = self.Owner
if count > 0 and (agl > 0 or self.testing) then
self:T(self.lid.." Possible alive helos: "..count or -1)
if agl ~= 0 or self.testing then
isunloaded, client, playername = self:_GetPossibleHeloNearby(pos,false)
end
if count > 0 then
self:T(self.lid.." Possible alive helos: "..count or -1)
isunloaded, client, playername = self:_GetPossibleHeloNearby(pos,false)
if isunloaded then
self:T(self.lid.." moved! LOADED -> UNLOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.UNLOADED
self.Owner = playername
_DATABASE:CreateEventDynamicCargoUnloaded(self)
end
elseif count > 0 and agl == 0 then
self:T(self.lid.." moved! LOADED -> UNLOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.UNLOADED
self.Owner = playername
_DATABASE:CreateEventDynamicCargoUnloaded(self)
end
end
end
self.LastPosition = pos
end
--end
else
---------------
-- REMOVED Cargo

View File

@ -230,6 +230,8 @@ GROUP.Attribute = {
GROUND_EWR="Ground_EWR",
GROUND_AAA="Ground_AAA",
GROUND_SAM="Ground_SAM",
GROUND_SHORAD="Ground_SHORAD",
GROUND_BALLISTICMISSILE="Ground_BallisticMissile",
GROUND_OTHER="Ground_OtherGround",
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
NAVAL_WARSHIP="Naval_WarShip",
@ -912,15 +914,18 @@ function GROUP:GetVelocityVec3()
if DCSGroup and DCSGroup:isExist() then
local GroupUnits = DCSGroup:getUnits()
local GroupCount = #GroupUnits
local GroupCount = 0
local VelocityVec3 = { x = 0, y = 0, z = 0 }
for _, DCSUnit in pairs( GroupUnits ) do
local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
if DCSUnit:isExist() and DCSUnit:isActive() then
local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
GroupCount = GroupCount + 1
end
end
VelocityVec3.x = VelocityVec3.x / GroupCount
@ -1179,9 +1184,9 @@ function GROUP:GetAverageVec3()
end
end
--- Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
--- Returns a COORDINATE object indicating the point in 2D of the first UNIT of the GROUP within the mission.
-- @param #GROUP self
-- @return Core.Point#POINT_VEC2 The 2D point vector of the first DCS Unit of the GROUP.
-- @return Core.Point#COORDINATE The 3D point vector of the first DCS Unit of the GROUP.
-- @return #nil The first UNIT is not existing or alive.
function GROUP:GetPointVec2()
--self:F2(self.GroupName)
@ -1194,7 +1199,7 @@ function GROUP:GetPointVec2()
return FirstUnitPointVec2
end
BASE:E( { "Cannot GetPointVec2", Group = self, Alive = self:IsAlive() } )
BASE:E( { "Cannot get COORDINATE", Group = self, Alive = self:IsAlive() } )
return nil
end
@ -1754,11 +1759,13 @@ function GROUP:GetMaxVelocity()
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitData:isExist() and UnitData:isActive() then
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
end
end
end
@ -1843,7 +1850,10 @@ end
-- @return #table
function GROUP:GetTemplateRoutePoints()
local GroupName = self:GetName()
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ).route.points )
local template = _DATABASE:GetGroupTemplate(GroupName)
if template and template.route and template.route.points then
return UTILS.DeepCopy(template.route.points)
end
end
@ -2093,7 +2103,7 @@ function GROUP:Respawn( Template, Reset )
GroupUnitVec3 = Zone:GetRandomVec3()
else
if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then
GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner )
GroupUnitVec3 = COORDINATE:NewFromVec3(From):GetRandomVec3InRadius(self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner)
else
GroupUnitVec3 = Zone:GetVec3()
end
@ -2144,7 +2154,7 @@ function GROUP:Respawn( Template, Reset )
GroupUnitVec3 = Zone:GetRandomVec3()
else
if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then
GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner )
GroupUnitVec3 = COORDINATE:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner )
else
GroupUnitVec3 = Zone:GetVec3()
end
@ -2222,6 +2232,10 @@ function GROUP:Respawn( Template, Reset )
--UTILS.PrintTableToLog(Template)
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(Template.units)
end
-- Spawn new group.
self:ScheduleOnce(0.1,_DATABASE.Spawn,_DATABASE,Template)
--_DATABASE:Spawn(Template)
@ -2630,6 +2644,8 @@ function GROUP:GetAttribute()
local artillery=self:HasAttribute("Artillery")
local tank=self:HasAttribute("Old Tanks") or self:HasAttribute("Modern Tanks") or self:HasAttribute("Tanks")
local aaa=self:HasAttribute("AAA") and (not self:HasAttribute("SAM elements"))
local ballisticMissile=artillery and self:HasAttribute("SS_missile")
local shorad=self:HasAttribute("SR SAM")
local ewr=self:HasAttribute("EWR")
local ifv=self:HasAttribute("IFV")
local sam=self:HasAttribute("SAM elements") or self:HasAttribute("Optical Tracker")
@ -2671,6 +2687,8 @@ function GROUP:GetAttribute()
attribute=GROUP.Attribute.GROUND_SAM
elseif aaa then
attribute=GROUP.Attribute.GROUND_AAA
elseif artillery and ballisticMissile then
attribute=GROUP.Attribute.GROUND_BALLISTICMISSILE
elseif artillery then
attribute=GROUP.Attribute.GROUND_ARTILLERY
elseif tank then
@ -3183,3 +3201,60 @@ function GROUP:IsAAA()
end
return isAAA
end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #GROUP self
-- @param #boolean Enabled Enable/disable the feature.
function GROUP:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end
--- Get the bounding box of the group combining UNIT:GetBoundingBox() units.
-- @param #GROUP self
-- @return DCS#Box3 The bounding box of the GROUP.
-- @return #nil The GROUP does not have any alive units.
function GROUP:GetBoundingBox()
local bbox = { min = { x = math.huge, y = math.huge, z = math.huge },
max = { x = -math.huge, y = -math.huge, z = -math.huge }
}
local Units = self:GetUnits() or {}
if #Units == 0 then
return nil
end
for _, unit in pairs(Units) do
if unit and unit:IsAlive() then
local ubox = unit:GetBoundingBox()
if ubox then
if ubox.min.x < bbox.min.x then
bbox.min.x = ubox.min.x
end
if ubox.min.y < bbox.min.y then
bbox.min.y = ubox.min.y
end
if ubox.min.z < bbox.min.z then
bbox.min.z = ubox.min.z
end
if ubox.max.x > bbox.max.x then
bbox.max.x = ubox.max.x
end
if ubox.max.y > bbox.max.y then
bbox.max.y = ubox.max.y
end
if ubox.max.z > bbox.max.z then
bbox.max.z = ubox.max.z
end
end
end
end
return bbox
end

View File

@ -16,7 +16,7 @@
--- @type POSITIONABLE
-- @field Core.Point#COORDINATE coordinate Coordinate object.
-- @field Core.Point#POINT_VEC3 pointvec3 Point Vec3 object.
-- @field Core.Point#COORDINATE pointvec3 Point Vec3 object.
-- @extends Wrapper.Identifiable#IDENTIFIABLE
@ -246,18 +246,20 @@ end
function POSITIONABLE:GetVec3()
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
--local status, vec3 = pcall(
-- function()
-- local vec3 = DCSPositionable:getPoint()
-- return vec3
--end
--)
local vec3 = DCSPositionable:getPoint()
--if status then
return vec3
--else
--self:E( { "Cannot get Vec3 from DCS Object", Positionable = self, Alive = self:IsAlive() } )
--end
if not vec3 then
local pos = DCSPositionable:getPosition()
if pos and pos.p then
vec3 = pos.p
else
self:E( { "Cannot get the position from DCS Object for GetVec3", Positionable = self, Alive = self:IsAlive() } )
end
end
return vec3
end
-- ERROR!
self:E( { "Cannot get the Positionable DCS Object for GetVec3", Positionable = self, Alive = self:IsAlive() } )
@ -284,9 +286,9 @@ function POSITIONABLE:GetVec2()
return nil
end
--- Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
--- Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
-- @param #POSITIONABLE self
-- @return Core.Point#POINT_VEC2 The 2D point vector of the POSITIONABLE.
-- @return Core.Point#COORDINATE The 3D point vector of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetPointVec2()
self:F2( self.PositionableName )
@ -296,20 +298,20 @@ function POSITIONABLE:GetPointVec2()
if DCSPositionable then
local PositionableVec3 = DCSPositionable:getPosition().p
local PositionablePointVec2 = POINT_VEC2:NewFromVec3( PositionableVec3 )
local PositionablePointVec2 = COORDINATE:NewFromVec3( PositionableVec3 )
-- self:F( PositionablePointVec2 )
return PositionablePointVec2
end
self:E( { "Cannot GetPointVec2", Positionable = self, Alive = self:IsAlive() } )
self:E( { "Cannot Coordinate", Positionable = self, Alive = self:IsAlive() } )
return nil
end
--- Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
--- Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
-- @param #POSITIONABLE self
-- @return Core.Point#POINT_VEC3 The 3D point vector of the POSITIONABLE.
-- @return Core.Point#COORDINATE The 3D point vector of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetPointVec3()
@ -329,8 +331,8 @@ function POSITIONABLE:GetPointVec3()
else
-- Create a new POINT_VEC3 object.
self.pointvec3 = POINT_VEC3:NewFromVec3( PositionableVec3 )
-- Create a new COORDINATE object.
self.pointvec3 = COORDINATE:NewFromVec3( PositionableVec3 )
end
@ -359,15 +361,17 @@ function POSITIONABLE:GetCoord()
-- Get the current position.
local PositionableVec3 = self:GetVec3()
if self.coordinate then
-- Update COORDINATE from 3D vector.
self.coordinate:UpdateFromVec3( PositionableVec3 )
else
-- New COORDINATE.
self.coordinate = COORDINATE:NewFromVec3( PositionableVec3 )
end
if PositionableVec3 then
if self.coordinate then
-- Update COORDINATE from 3D vector.
self.coordinate:UpdateFromVec3( PositionableVec3 )
else
-- New COORDINATE.
self.coordinate = COORDINATE:NewFromVec3( PositionableVec3 )
end
return self.coordinate
return self.coordinate
end
end
-- Error message.
@ -388,13 +392,13 @@ function POSITIONABLE:GetCoordinate()
-- Get the current position.
local PositionableVec3 = self:GetVec3()
local coord=COORDINATE:NewFromVec3(PositionableVec3)
local heading = self:GetHeading()
coord.Heading = heading
-- Return a new coordiante object.
return coord
if PositionableVec3 then
local coord=COORDINATE:NewFromVec3(PositionableVec3)
local heading = self:GetHeading()
coord.Heading = heading
-- Return a new coordiante object.
return coord
end
end
-- Error message.
@ -1861,6 +1865,7 @@ do -- Cargo
["HL_DSHK"] = 6*POSITIONABLE.DefaultInfantryWeight,
["CCKW_353"] = 16*POSITIONABLE.DefaultInfantryWeight, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers,
["MaxxPro_MRAP"] = 7*POSITIONABLE.DefaultInfantryWeight,
["Sd_Kfz_251"] = 10*POSITIONABLE.DefaultInfantryWeight,
}
}

View File

@ -753,7 +753,7 @@ function STORAGE:LoadFromFile(Path,Filename)
end
end
else
self:E("File for Liquids could not be found: "..tostring(Path).."\\"..tostring(Filename"_Liquids.csv"))
self:E("File for Liquids could not be found: "..tostring(Path).."\\"..tostring(Filename).."_Liquids.csv")
end
end
@ -773,7 +773,7 @@ function STORAGE:LoadFromFile(Path,Filename)
end
end
else
self:E("File for Aircraft could not be found: "..tostring(Path).."\\"..tostring(Filename"_Aircraft.csv"))
self:E("File for Aircraft could not be found: "..tostring(Path).."\\"..tostring(Filename).."_Aircraft.csv")
end
end
@ -805,7 +805,7 @@ function STORAGE:LoadFromFile(Path,Filename)
end
end
else
self:E("File for Weapons could not be found: "..tostring(Path).."\\"..tostring(Filename"_Weapons.csv"))
self:E("File for Weapons could not be found: "..tostring(Path).."\\"..tostring(Filename).."_Weapons.csv")
end
end

View File

@ -377,6 +377,10 @@ function UNIT:ReSpawnAt(Coordinate, Heading)
--self:T( SpawnGroupTemplate )
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(SpawnGroupTemplate.units)
end
_DATABASE:Spawn(SpawnGroupTemplate)
end
@ -897,7 +901,7 @@ function UNIT:GetAmmunition()
nAPshells = nAPshells + Nammo
end
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName, "_HE", 1, true) then
if ammotable[w].desc.typeName and (string.find(ammotable[w].desc.typeName, "_HE", 1, true) or string.find(ammotable[w].desc.typeName, "HESH", 1, true)) then
nHEshells = nHEshells + Nammo
end
@ -1107,7 +1111,6 @@ function UNIT:GetUnits()
if DCSUnit then
Units[1] = UNIT:Find(DCSUnit)
- self:T3(Units)
return Units
end
@ -1925,3 +1928,28 @@ function UNIT:IsAAA()
end
return false
end
--- Set the relative life points of a UNIT object
-- @param #UNIT self
-- @param #number Percent Percent to set, can be 0..100.
function UNIT:SetLife(Percent)
net.dostring_in("mission",string.format("a_unit_set_life_percentage(%d, %f)", self:GetID(), Percent))
end
--- Set the carrier illumination mode. -2: OFF, -1: AUTO, 0: NAVIGATION, 1: AC LAUNCH, 2: AC RECOVERY
-- @param #UNIT self
-- @param #number Mode Illumination mode, can be -2: OFF, -1: AUTO, 0: NAVIGATION, 1: AC LAUNCH, 2: AC RECOVERY
function UNIT:SetCarrierIlluminationMode(Mode)
UTILS.SetCarrierIlluminationMode(self:GetID(), Mode)
end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #UNIT self
-- @param #boolean Enabled Enable/disable the feature.
function UNIT:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end

View File

@ -1,6 +1,7 @@
# import required module
from pathlib import Path
import os
import codecs
# assign directory
directory = '.'
@ -15,8 +16,9 @@ with open( os.path.dirname(__file__) + '/docs-header.html', 'r') as file:
# that directory
files = Path(directory).glob('*.html')
for file in files:
# print(file)
with open(file, 'r') as fileread:
#print(file)
#with open(file, 'r') as fileread:
with codecs.open(file, 'r', encoding='utf-8', errors='ignore') as fileread:
filedata = fileread.read()
# Replace the target string
filedata = filedata.replace( '<head>', newhead )

View File

@ -169,10 +169,6 @@ Defines an extensive API to manage 3D points in the DCS World 3D simulation spac
**Features:**
* Provides a COORDINATE class, which allows to manage points in 3D space and perform various operations on it.
* Provides a POINT_VEC2 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a
Lat/Lon and Altitude perspective.
* Provides a POINT_VEC3 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a
X, Z and Y vector perspective.
**The coordinate system classes are essential to understand. Learn this!**