Compare commits

...

211 Commits

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
30 changed files with 5952 additions and 3226 deletions

View File

@ -577,13 +577,19 @@ do -- Zones and Pathlines
-- For a rectangular polygon drawing, we have the width (y) and height (x). -- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width local w=objectData.width
local h=objectData.height 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 sinRot = math.sin(rotation)
local points={} local cosRot = math.cos(rotation)
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left local dx = h / 2
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right local dy = w / 2
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 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") --local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
@ -1112,7 +1118,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name) self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else else
self.STNS[stn] = UnitTemplate.name 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
end end
if UnitTemplate.AddPropAircraft.SADL_TN then if UnitTemplate.AddPropAircraft.SADL_TN then
@ -1121,7 +1127,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name) self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else else
self.SADL[sadl] = UnitTemplate.name 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 end
end end
@ -1382,7 +1388,7 @@ function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID return self.Templates.ClientsByName[ClientName].CoalitionID
end 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 return nil
end end
@ -1394,7 +1400,7 @@ function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID return self.Templates.ClientsByName[ClientName].CategoryID
end 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 return nil
end end
@ -1406,7 +1412,7 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID return self.Templates.ClientsByName[ClientName].CountryID
end 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 return nil
end end
@ -1699,7 +1705,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then if PlayerName then
-- Debug info. -- 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. -- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then if client == nil or (client and client:CountPlayers() == 0) then

View File

@ -1508,7 +1508,9 @@ function EVENT:onEvent( Event )
else else
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place) Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName() if Event.Place then
Event.PlaceName=Event.Place:GetName()
end
end end
end end
end end

View File

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

View File

@ -452,7 +452,7 @@ end
_MESSAGESRS = {} _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. --- 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 #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 #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies. -- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
@ -468,13 +468,13 @@ _MESSAGESRS = {}
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- 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 -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend) 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.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM _MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
@ -535,7 +535,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- 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 -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
@ -567,7 +567,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- 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 -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
-- --
@ -589,7 +589,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- 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 -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
-- --
@ -611,7 +611,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- 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 -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
-- --

View File

@ -59,6 +59,10 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange. -- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white. -- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green. -- * @{#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 -- ## 2.2) Flare
-- --
@ -773,7 +777,9 @@ do -- COORDINATE
-- @return DCS#Vec2 Vec2 -- @return DCS#Vec2 Vec2
function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius ) function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } ) self:F2( { OuterRadius, InnerRadius } )
math.random()
math.random()
math.random()
local Theta = 2 * math.pi * math.random() local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random() local Radials = math.random() + math.random()
if Radials > 1 then if Radials > 1 then
@ -833,6 +839,26 @@ do -- COORDINATE
return land.getHeight( Vec2 ) return land.getHeight( Vec2 )
end 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. --- Set the heading of the coordinate, if applicable.
-- @param #COORDINATE self -- @param #COORDINATE self
@ -1611,6 +1637,7 @@ do -- COORDINATE
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
RoutePoint.linkUnit = AirbaseID RoutePoint.linkUnit = AirbaseID
RoutePoint.helipadId = AirbaseID RoutePoint.helipadId = AirbaseID
RoutePoint.airdromeId = airbase:IsAirdrome() and AirbaseID or nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then elseif AirbaseCategory == Airbase.Category.AIRDROME then
RoutePoint.airdromeId = AirbaseID RoutePoint.airdromeId = AirbaseID
else else
@ -2124,21 +2151,32 @@ do -- COORDINATE
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min. -- @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 #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 #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 -- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name) function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay } ) self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name) self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else else
-- Create a name which is used to stop the smoke manually -- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000) self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke -- Create smoke
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename ) 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 -- Stop smoke
if Duration and Duration>0 then if Duration and Duration>0 then
@ -2148,6 +2186,72 @@ do -- COORDINATE
return self return self
end 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. --- Stops smoking the point in a color.
-- @param #COORDINATE self -- @param #COORDINATE self
@ -3716,7 +3820,26 @@ do -- COORDINATE
function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius ) function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) ) return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
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 #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 end
do do

View File

@ -175,7 +175,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Name = Info.name or "?" local Name = Info.name or "?"
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg ) env.info( "Error in timer function: " .. errmsg or "" )
if BASE.Debug ~= nil then if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() ) env.info( BASE.Debug.traceback() )
end end
@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData 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. -- 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 ) ) ) self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )

View File

@ -958,7 +958,26 @@ do -- SET_BASE
return ObjectNames return ObjectNames
end 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 end
do do
@ -1125,25 +1144,25 @@ do
end end
--- Get a *new* set that only contains alive groups. --- Get a *new* set table that only contains alive groups.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @return #SET_GROUP Set of alive groups. -- @return #table Set of alive groups.
function SET_GROUP:GetAliveSet() function SET_GROUP:GetAliveSet()
--self:F2() --self:F2()
local AliveSet = SET_GROUP:New() --local AliveSet = SET_GROUP:New()
local AliveSet = {}
-- Clean the Set before returning with only the alive Groups. -- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs( self.Set ) do for GroupName, GroupObject in pairs( self.Set ) do
local GroupObject = GroupObject -- Wrapper.Group#GROUP local GroupObject = GroupObject -- Wrapper.Group#GROUP
if GroupObject then if GroupObject then
if GroupObject:IsAlive() then if GroupObject:IsAlive() then
AliveSet:Add( GroupName, GroupObject ) AliveSet[GroupName] = GroupObject
end end
end end
end end
return AliveSet.Set or {} return AliveSet or {}
end end
--- Returns a report of of unit types. --- Returns a report of of unit types.
@ -2595,18 +2614,16 @@ do -- SET_UNIT
--- Gets the alive set. --- Gets the alive set.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #table Table of SET objects -- @return #table Table of alive UNIT objects
-- @return #SET_UNIT AliveSet -- @return #SET_UNIT AliveSet
function SET_UNIT:GetAliveSet() function SET_UNIT:GetAliveSet()
local AliveSet = SET_UNIT:New() local AliveSet = SET_UNIT:New()
-- Clean the Set before returning with only the alive Groups. -- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject) AliveSet[GroupName] = GroupObject
end end
end end
@ -4784,18 +4801,16 @@ do -- SET_CLIENT
-- @return #table Table of SET objects -- @return #table Table of SET objects
function SET_CLIENT:GetAliveSet() function SET_CLIENT:GetAliveSet()
local AliveSet = SET_CLIENT:New() local AliveSet = {}
-- Clean the Set before returning with only the alive Groups. -- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject) AliveSet[GroupName] = GroupObject
end end
end end
return AliveSet.Set or {} return AliveSet or {}
end end
--- [User] Add a custom condition function. --- [User] Add a custom condition function.
@ -6676,6 +6691,8 @@ do -- SET_ZONE
-- --
-- -- Stop watching after 1 hour -- -- Stop watching after 1 hour
-- zoneset:__TriggerStop(3600) -- 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) function SET_ZONE:Trigger(Objects)
--self:I("Added Set_Zone Trigger") --self:I("Added Set_Zone Trigger")
self:AddTransition("*","TriggerStart","TriggerRunning") self:AddTransition("*","TriggerStart","TriggerRunning")
@ -6726,6 +6743,20 @@ do -- SET_ZONE
-- @param Core.Zone#ZONE_BASE Zone The zone left. -- @param Core.Zone#ZONE_BASE Zone The zone left.
end 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 --- (Internal) Check the assigned objects for being in/out of the zone
-- @param #SET_ZONE self -- @param #SET_ZONE self
-- @param #boolean fromstart If true, do the init of the objects -- @param #boolean fromstart If true, do the init of the objects
@ -6761,8 +6792,13 @@ do -- SET_ZONE
-- has not been tagged previously - wasn't in set! -- has not been tagged previously - wasn't in set!
obj.TriggerInZone[_zone.ZoneName] = false obj.TriggerInZone[_zone.ZoneName] = false
end end
-- is obj in zone? -- is obj in this zone?
local inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) 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)) --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and not obj.TriggerInZone[_zone.ZoneName] then if inzone and not obj.TriggerInZone[_zone.ZoneName] then
-- wasn't in zone before -- wasn't in zone before
@ -7829,6 +7865,28 @@ do -- SET_OPSGROUP
return self return self
end 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. --- Finds an OPSGROUP based on the group name.
-- @param #SET_OPSGROUP self -- @param #SET_OPSGROUP self
-- @param #string GroupName Name of the group. -- @param #string GroupName Name of the group.

View File

@ -1049,6 +1049,23 @@ function SPAWN:InitSetUnitAbsolutePositions(Positions)
return self return self
end 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 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, -- 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. -- but they will all follow the same Template route and have the same prefix name.
@ -1829,7 +1846,13 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnHiddenOnMap then if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=self.SpawnHiddenOnMap SpawnTemplate.hidden=self.SpawnHiddenOnMap
end 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. -- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID

View File

@ -149,6 +149,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
self.CategoryID = CategoryID self.CategoryID = CategoryID
self.CoalitionID = CoalitionID self.CoalitionID = CoalitionID
self.SpawnIndex = 0 self.SpawnIndex = 0
self.StaticCopyFrom = SpawnTemplateName
else else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" ) error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end end
@ -302,12 +303,16 @@ end
-- @param #number CallsignID Callsign ID. Default 1 (="London"). -- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz. -- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM. -- @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 -- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation) function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation, DynamicSpawns,DynamicHotStarts)
self.InitFarp=true self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1 self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5 self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0 self.InitFarpModu=Modulation or 0
self.InitFarpDynamicSpawns = DynamicSpawns
self.InitFarpDynamicHotStarts = (DynamicSpawns == true and DynamicHotStarts == true) and true or nil
return self return self
end end
@ -373,6 +378,20 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self return self
end 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. --- 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 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. -- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
@ -459,8 +478,9 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName) function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone. -- 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 return Static
end end
@ -538,6 +558,14 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- Add static to the game. -- Add static to the game.
local Static=nil --DCS#StaticObject 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 if self.InitFarp then
local TemplateGroup={} local TemplateGroup={}
@ -549,6 +577,13 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
TemplateGroup.x=Template.x TemplateGroup.x=Template.x
TemplateGroup.y=Template.y TemplateGroup.y=Template.y
TemplateGroup.name=Template.name 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("Spawning FARP")
self:T({Template=Template}) self:T({Template=Template})
@ -556,7 +591,8 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
--Static=coalition.addStaticObject(CountryID, Template)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned! -- 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 -- We create such an event. The airbase is registered in Core.Event
local 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. -- 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)) self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end 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 return mystatic
end 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 #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 Surface Type of surface. Only determined at the center of the zone!
-- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger() -- @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 -- @extends Core.Fsm#FSM
@ -534,6 +535,19 @@ function ZONE_BASE:GetZoneProbability()
return self.ZoneProbability return self.ZoneProbability
end 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. --- Get the zone taking into account the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor. -- @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 -- -- Stop watching the zone after 1 hour
-- triggerzone:__TriggerStop(3600) -- 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) function ZONE_BASE:Trigger(Objects)
--self:I("Added Zone Trigger") --self:I("Added Zone Trigger")
self:SetStartState("TriggerStopped") self:SetStartState("TriggerStopped")
@ -667,6 +683,16 @@ function ZONE_BASE:Trigger(Objects)
end 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 --- (Internal) Check the assigned objects for being in/out of the zone
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param #boolean fromstart If true, do the init of the objects -- @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 obj.TriggerInZone[self.ZoneName] = false
end end
-- is obj in zone? -- 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)) --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and obj.TriggerInZone[self.ZoneName] then if inzone and obj.TriggerInZone[self.ZoneName] then
-- just count -- just count
@ -1149,15 +1180,13 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject ) 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: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. -- Get object category.
local ObjectCategory = Object.getCategory(ZoneObject) 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 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 local Include = false
if not UnitCategories then if not UnitCategories then
-- Anything found is included. -- Anything found is included.
@ -1509,6 +1538,26 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
return InZone return InZone
end 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. --- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0. -- @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 Vec2 = self:GetVec2()
local _inner = inner or 0 local _inner = inner or 0
local _outer = outer or self:GetRadius() local _outer = outer or self:GetRadius()
math.random()
math.random()
math.random()
if surfacetypes and type(surfacetypes)~="table" then if surfacetypes and type(surfacetypes)~="table" then
surfacetypes={surfacetypes} surfacetypes={surfacetypes}
@ -1881,6 +1934,21 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
return self return self
end 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}. --- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self -- @param #ZONE_UNIT self
@ -2018,6 +2086,22 @@ function ZONE_GROUP:GetVec2()
return ZoneVec2 return ZoneVec2
end 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}. --- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self -- @param #ZONE_GROUP self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location. -- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
@ -2487,6 +2571,26 @@ function ZONE_POLYGON_BASE:Flush()
return self return self
end 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. --- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param #boolean UnBound If true, the tyres will be destroyed. -- @param #boolean UnBound If true, the tyres will be destroyed.
@ -2865,6 +2969,11 @@ end
function ZONE_POLYGON_BASE:GetRandomVec2() function ZONE_POLYGON_BASE:GetRandomVec2()
-- make sure we assign weights to the triangles based on their surface area, otherwise -- 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 -- we'll be more likely to generate random points in smaller triangles
math.random()
math.random()
math.random()
local weights = {} local weights = {}
for _, triangle in pairs(self._Triangles) do for _, triangle in pairs(self._Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
@ -3204,12 +3313,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local vectors = self:GetBoundingSquare() local vectors = self:GetBoundingSquare()
local minVec3 = {x=vectors.x1, y=0, z=vectors.y1} local ZoneRadius = UTILS.VecDist2D({x=vectors.x1, y=vectors.y1}, {x=vectors.x2, y=vectors.y2})/2
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
-- self:I("Scan Radius:" ..ZoneRadius) -- self:I("Scan Radius:" ..ZoneRadius)
local CenterVec3 = self:GetCoordinate():GetVec3() local CenterVec3 = self:GetCoordinate():GetVec3()
@ -3233,14 +3337,12 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject ) local function EvaluateZone( ZoneObject )
if ZoneObject then if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
local ObjectCategory = Object.getCategory(ZoneObject) 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 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 local Include = false
if not UnitCategories then if not UnitCategories then
-- Anything found is included. -- Anything found is included.
@ -3272,7 +3374,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
end end
-- trying with box search -- 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 SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName() local SceneryName = ZoneObject:getName()
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}

View File

@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: May 2025 -- Last Update: August 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@ -108,10 +108,15 @@
-- * Patriot -- * Patriot
-- * Rapier -- * Rapier
-- * Roland -- * Roland
-- * IRIS-T SLM
-- * Pantsir S1
-- * TOR M2
-- * C-RAM
-- * Silkworm (though strictly speaking this is a surface to ship missile) -- * 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 -- * 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 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 -- * 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" -- **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"
@ -125,10 +130,11 @@
-- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS") -- * 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-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-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-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") -- * 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") -- * 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") -- * 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. -- The other HDS types work like the rest of the known SAM systems.
-- --
@ -274,6 +280,7 @@
MANTIS = { MANTIS = {
ClassName = "MANTIS", ClassName = "MANTIS",
name = "mymantis", name = "mymantis",
version = "0.9.34",
SAM_Templates_Prefix = "", SAM_Templates_Prefix = "",
SAM_Group = nil, SAM_Group = nil,
EWR_Templates_Prefix = "", EWR_Templates_Prefix = "",
@ -382,15 +389,21 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" }, ["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" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["HEMTT_C-RAM_Phalanx"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" }, ["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 -- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"}, ["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-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"}, ["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" }, ["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" }, ["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 --- SAM data HDS
@ -406,13 +419,17 @@ MANTIS.SamDataHDS = {
-- group name MUST contain HDS to ID launcher type correctly! -- group name MUST contain HDS to ID launcher type correctly!
["SA-2 HDS"] = { Range=56, Blindspot=7, Height=30, Type="Medium", Radar="V759" }, ["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-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-10B HDS"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD
["SA-10C HDS 1"] = { 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-12 HDS 2"] = { Range=100, Blindspot=10, Height=25, Type="Long" , Radar="S-300V 9A82 l"}, ["SA-17 HDS"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17 " },
["SA-12 HDS 1"] = { Range=75, Blindspot=1, Height=25, Type="Long" , Radar="S-300V 9A83 l"}, ["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 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" }, ["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" }, ["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 --- SAM data SMA
@ -452,15 +469,15 @@ MANTIS.SamDataCH = {
-- https://www.currenthill.com/ -- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly! -- group name MUST contain CHM to ID launcher type correctly!
["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" }, ["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" }, ["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" }, ["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CHM"] = { Range=10, Blindspot=1, Height=5, Type="Short", Radar="PGL_625" }, ["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" }, ["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" }, ["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" }, ["M903PAC3 CHM"] = { Range=160, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" }, ["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" }, ["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2K", Point="true" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" }, ["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-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" }, ["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" }, ["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" },
@ -680,9 +697,6 @@ do
-- counter for SAM table updates -- counter for SAM table updates
self.checkcounter = 1 self.checkcounter = 1
-- TODO Version
-- @field #string version
self.version="0.9.30"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@ -879,7 +893,11 @@ do
self.AcceptZones = AcceptZones or {} self.AcceptZones = AcceptZones or {}
self.RejectZones = RejectZones or {} self.RejectZones = RejectZones or {}
self.ConflictZones = ConflictZones 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 self.usezones = true
end end
return self return self
@ -1271,7 +1289,8 @@ do
self:T(self.lid.."_CheckCoordinateInZones") self:T(self.lid.."_CheckCoordinateInZones")
local inzone = false local inzone = false
-- acceptzones -- 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 for _,_zone in pairs(self.AcceptZones) do
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then if zone:IsCoordinateInZone(coord) then
@ -1282,7 +1301,7 @@ do
end end
end end
-- rejectzones -- 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 for _,_zone in pairs(self.RejectZones) do
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then if zone:IsCoordinateInZone(coord) then
@ -1293,7 +1312,7 @@ do
end end
end end
-- conflictzones -- 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 for _,_zone in pairs(self.ConflictZones) do
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then if zone:IsCoordinateInZone(coord) then
@ -1359,6 +1378,7 @@ do
end end
-- check accept/reject zones -- check accept/reject zones
local zonecheck = true local zonecheck = true
self:T("self.usezones = "..tostring(self.usezones))
if self.usezones then if self.usezones then
-- DONE -- DONE
zonecheck = self:_CheckCoordinateInZones(coord) zonecheck = self:_CheckCoordinateInZones(coord)
@ -1798,7 +1818,7 @@ do
if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then
activeshorad = true activeshorad = true
end 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 if samgroup:IsAlive() then
-- switch on SAM -- switch on SAM
local switch = false local switch = false
@ -1830,7 +1850,7 @@ do
-- link in to SHORAD if available -- link in to SHORAD if available
-- DONE: Test integration fully -- DONE: Test integration fully
if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early 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 radius = self.checkradius
local ontime = self.ShoradTime local ontime = self.ShoradTime
Shorad:WakeUpShorad(name, radius, ontime) Shorad:WakeUpShorad(name, radius, ontime)
@ -2110,7 +2130,7 @@ do
if self.debug and self.verbose then if self.debug and self.verbose then
self:I(self.lid .. "Status Report") self:I(self.lid .. "Status Report")
for _name,_state in pairs(self.SamStateTracker) do 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
end end
local interval = self.detectinterval * -1 local interval = self.detectinterval * -1

File diff suppressed because it is too large Load Diff

View File

@ -320,8 +320,10 @@ function SCORING:New( GameName, SavePath, AutoSave )
-- Create the CSV file. -- Create the CSV file.
self.AutoSavePath = SavePath self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true self.AutoSave = (AutoSave == nil or AutoSave == true) and true or false
self:OpenCSV( GameName ) if self.AutoSavePath and self.AutoSave == true then
self:OpenCSV( GameName )
end
return self return self
@ -985,6 +987,7 @@ function SCORING:_EventOnHit( Event )
local TargetUnitCoalition = nil local TargetUnitCoalition = nil
local TargetUnitCategory = nil local TargetUnitCategory = nil
local TargetUnitType = nil local TargetUnitType = nil
local TargetIsScenery = false
if Event.IniDCSUnit then if Event.IniDCSUnit then
@ -1025,6 +1028,12 @@ function SCORING:_EventOnHit( Event )
TargetCategory = Event.TgtCategory TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName 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] TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory] TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType TargetUnitType = TargetType
@ -1117,17 +1126,22 @@ function SCORING:_EventOnHit( Event )
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :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. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :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 end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end end
else -- A scenery object was hit. 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 ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@ -1923,7 +1937,7 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
TargetUnitType = TargetUnitType or "" TargetUnitType = TargetUnitType or ""
TargetUnitName = TargetUnitName 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.CSVFile:write(
'"' .. self.GameName .. '"' .. ',' .. '"' .. self.GameName .. '"' .. ',' ..
'"' .. self.RunTime .. '"' .. ',' .. '"' .. self.RunTime .. '"' .. ',' ..

View File

@ -3153,7 +3153,7 @@ end
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @return Core.Point#COORDINATE The coordinate of the warehouse. -- @return Core.Point#COORDINATE The coordinate of the warehouse.
function WAREHOUSE:GetCoordinate() function WAREHOUSE:GetCoordinate()
return self.warehouse:GetCoordinate() return self.warehouse:GetCoord()
end end
--- Get 3D vector of warehouse static. --- Get 3D vector of warehouse static.
@ -4247,6 +4247,16 @@ function WAREHOUSE:_AssetItemInfo(asset)
self:T3({Template=asset.template}) self:T3({Template=asset.template})
end 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. --- On after "NewAsset" event. A new asset has been added to the warehouse stock.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
@ -5965,6 +5975,10 @@ function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, late
template.y = coord.z template.y = coord.z
template.alt = coord.y template.alt = coord.y
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(template.units)
end
-- Spawn group. -- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
@ -6893,7 +6907,7 @@ function WAREHOUSE:_CheckConquered()
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT 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. -- 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 if unit:IsGround() and unit:IsAlive() and distance <= radius then

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -25,7 +25,7 @@
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update May 2025 -- Last Update Oct 2025
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -147,6 +147,7 @@ CTLD_CARGO = {
Location = ZONE:New(Location) Location = ZONE:New(Location)
end end
self.Location = Location self.Location = Location
self.NoMoveToZone = false
return self return self
end end
@ -783,6 +784,7 @@ do
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10) -- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10)
-- -- additionally, you can limit **where** the stock is available (one location only!) - this one is available in a zone called "Vehicle Store". -- -- additionally, you can limit **where** the stock is available (one location only!) - this one is available in a zone called "Vehicle Store".
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10,nil,nil,"Vehicle Store") -- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10,nil,nil,"Vehicle Store")
-- -- Tip: if you want the spawned/built group NOT to move to a MOVE zone, replace AddCratesCargo with AddCratesCargoNoMove (same parameters).
-- --
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build: -- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4) -- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
@ -867,7 +869,9 @@ do
-- my_ctld.TroopUnloadDistHoverHook = 5 -- When hovering, unload troops this far behind the Chinook -- my_ctld.TroopUnloadDistHoverHook = 5 -- When hovering, unload troops this far behind the Chinook
-- my_ctld.showstockinmenuitems = false -- When set to true, the menu lines will also show the remaining items in stock (that is, if you set any), downside is that the menu for all will be build every 30 seconds anew. -- my_ctld.showstockinmenuitems = false -- When set to true, the menu lines will also show the remaining items in stock (that is, if you set any), downside is that the menu for all will be build every 30 seconds anew.
-- my_ctld.onestepmenu = false -- When set to true, the menu will create Drop and build, Get and load, Pack and remove, Pack and load, Pack. it will be a 1 step solution. -- my_ctld.onestepmenu = false -- When set to true, the menu will create Drop and build, Get and load, Pack and remove, Pack and load, Pack. it will be a 1 step solution.
-- -- my_ctld.VehicleMoveFormation = AI.Task.VehicleFormation.VEE -- When a group moves to a MOVE zone, then it takes this formation. Can be a table of formations, which are then randomly chosen. Defaults to "Vee".
-- my_ctld.validateAndRepositionUnits = false -- Uses Disposition and other logic to find better ground positions for ground units avoiding trees, water, roads, runways, map scenery, statics and other units in the area. (Default is false)
--
-- ## 2.1 CH-47 Chinook support -- ## 2.1 CH-47 Chinook support
-- --
-- The Chinook comes with the option to use the ground crew menu to load and unload cargo into the Helicopter itself for better immersion. As well, it can sling-load cargo from ground. The cargo you can actually **create** -- The Chinook comes with the option to use the ground crew menu to load and unload cargo into the Helicopter itself for better immersion. As well, it can sling-load cargo from ground. The cargo you can actually **create**
@ -1294,6 +1298,7 @@ CTLD = {
LoadedGroupsTable = {}, LoadedGroupsTable = {},
keeploadtable = true, keeploadtable = true,
allowCATransport = false, allowCATransport = false,
VehicleMoveFormation = AI.Task.VehicleFormation.VEE,
} }
------------------------------ ------------------------------
@ -1393,6 +1398,7 @@ CTLD.UnitTypeCapabilities = {
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers. ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers.
--Actually it's longer, but the center coord is off-center of the model. --Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["UH-60L_DAP"] = {type="UH-60L_DAP", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 16, cargoweightlimit = 500}, -- UH-60L DAP is an attack helo but can do limited CSAR and CTLD
["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats ["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats ["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
@ -1414,7 +1420,7 @@ CTLD.FixedWingTypes = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.3.34" CTLD.version="1.3.38"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@ -1481,6 +1487,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event. self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event.
self:AddTransition("*", "CratesBuildStarted", "*") -- CTLD build event. self:AddTransition("*", "CratesBuildStarted", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepairStarted", "*") -- CTLD repair event. self:AddTransition("*", "CratesRepairStarted", "*") -- CTLD repair event.
self:AddTransition("*", "CratesPacked", "*") -- CTLD repack event.
self:AddTransition("*", "HelicopterLost", "*") -- CTLD lost event. self:AddTransition("*", "HelicopterLost", "*") -- CTLD lost event.
self:AddTransition("*", "Load", "*") -- CTLD load event. self:AddTransition("*", "Load", "*") -- CTLD load event.
self:AddTransition("*", "Loaded", "*") -- CTLD load event. self:AddTransition("*", "Loaded", "*") -- CTLD load event.
@ -1551,15 +1558,20 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.smokedistance = 2000 self.smokedistance = 2000
self.movetroopstowpzone = true self.movetroopstowpzone = true
self.movetroopsdistance = 5000 self.movetroopsdistance = 5000
self.returntroopstobase = true -- if set to false, troops would stay after deployment inside a load zone.
self.troopdropzoneradius = 100 self.troopdropzoneradius = 100
self.VehicleMoveFormation = AI.Task.VehicleFormation.VEE
-- added support Hercules Mod -- added support Hercules Mod
self.enableHercules = false -- deprecated self.enableHercules = false -- deprecated
self.enableFixedWing = false self.enableFixedWing = false
self.FixedMinAngels = 165 -- for troop/cargo drop via chute self.FixedMinAngels = 165 -- for troop/cargo drop via chute
self.FixedMaxAngels = 2000 -- for troop/cargo drop via chute self.FixedMaxAngels = 2000 -- for troop/cargo drop via chute
self.FixedMaxSpeed = 77 -- 280 kph or 150kn eq 77 mps self.FixedMaxSpeed = 77 -- 280 kph or 150kn eq 77 mps
self.validateAndRepositionUnits = false -- 280 kph or 150kn eq 77 mps
-- message suppression -- message suppression
self.suppressmessages = false self.suppressmessages = false
@ -1759,6 +1771,17 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param Wrapper.Unit#UNIT Unit Unit Object. -- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired. -- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
-- @return #CTLD self -- @return #CTLD self
--- FSM Function OnBeforeCratesPacked.
-- @function [parent=#CTLD] OnBeforeCratesPacked
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate that was repacked.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsRTB. --- FSM Function OnBeforeTroopsRTB.
-- @function [parent=#CTLD] OnBeforeTroopsRTB -- @function [parent=#CTLD] OnBeforeTroopsRTB
@ -1846,6 +1869,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #string To State. -- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object. -- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object. -- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param CargoName The name of the cargo being built.
-- @return #CTLD self -- @return #CTLD self
--- FSM Function OnAfterCratesRepairStarted. Info event that a repair has been started. --- FSM Function OnAfterCratesRepairStarted. Info event that a repair has been started.
@ -1888,6 +1912,17 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param Wrapper.Unit#UNIT Unit Unit Object. -- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired. -- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
-- @return #CTLD self -- @return #CTLD self
--- FSM Function OnAfterCratesPacked.
-- @function [parent=#CTLD] OnAfterCratesPacked
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate that was repacked.
-- @return #CTLD self
--- FSM Function OnAfterTroopsRTB. --- FSM Function OnAfterTroopsRTB.
-- @function [parent=#CTLD] OnAfterTroopsRTB -- @function [parent=#CTLD] OnAfterTroopsRTB
@ -2075,6 +2110,9 @@ function CTLD:_EventHandler(EventData)
local _group = event.IniGroup local _group = event.IniGroup
local _unit = event.IniUnit local _unit = event.IniUnit
self:_RefreshLoadCratesMenu(_group, _unit) self:_RefreshLoadCratesMenu(_group, _unit)
if self:IsFixedWing(_unit) and self.enableFixedWing then
self:_RefreshDropCratesMenu(_group, _unit)
end
end end
elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then
-- remove from pilot table -- remove from pilot table
@ -2824,8 +2862,12 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
if cratedistance > self.CrateDistance then cratedistance = self.CrateDistance end if cratedistance > self.CrateDistance then cratedistance = self.CrateDistance end
-- altered heading logic -- altered heading logic
-- DONE: right standard deviation? -- DONE: right standard deviation?
rheading = UTILS.RandomGaussian(0,30,-90,90,100) if self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) then
rheading = math.fmod((heading + rheading), 360) rheading = math.random(20,60)
else
rheading = UTILS.RandomGaussian(0, 30, -90, 90, 100)
end
rheading=math.fmod((heading+rheading),360)
cratecoord = position:Translate(cratedistance,rheading) cratecoord = position:Translate(cratedistance,rheading)
else else
cratedistance = (row-1)*6 cratedistance = (row-1)*6
@ -3290,6 +3332,7 @@ function CTLD:_LoadCratesNearby(Group, Unit)
self:_RefreshLoadCratesMenu(Group, Unit) self:_RefreshLoadCratesMenu(Group, Unit)
-- clean up real world crates -- clean up real world crates
self:_CleanupTrackedCrates(crateidsloaded) self:_CleanupTrackedCrates(crateidsloaded)
self:__CratesPickedUp(1, Group, Unit, loaded.Cargo)
end end
end end
return self return self
@ -3636,7 +3679,7 @@ function CTLD:_UnloadTroops(Group, Unit)
inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP) inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
end end
if inzone then if inzone then
droppingatbase = true droppingatbase = self.returntroopstobase
end end
-- check for hover unload -- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
@ -3700,6 +3743,7 @@ function CTLD:_UnloadTroops(Group, Unit)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff() :InitDelayOff()
:InitSetUnitAbsolutePositions(Positions) :InitSetUnitAbsolutePositions(Positions)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end) :OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
:SpawnFromVec2(randomcoord:GetVec2()) :SpawnFromVec2(randomcoord:GetVec2())
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type) self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
@ -3962,7 +4006,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate(),MultiDrop) local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate(),MultiDrop)
buildtimer:Start(self.buildtime) buildtimer:Start(self.buildtime)
self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group) self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group)
self:__CratesBuildStarted(1,Group,Unit) self:__CratesBuildStarted(1,Group,Unit,build.Name)
self:_RefreshDropTroopsMenu(Group,Unit) self:_RefreshDropTroopsMenu(Group,Unit)
else else
self:_BuildObjectFromCrates(Group,Unit,build,false,nil,MultiDrop) self:_BuildObjectFromCrates(Group,Unit,build,false,nil,MultiDrop)
@ -4004,6 +4048,7 @@ function CTLD:_PackCratesNearby(Group, Unit)
_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player _Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
self:_RefreshLoadCratesMenu(Group,Unit) -- call the refresher to show the crates in the menu self:_RefreshLoadCratesMenu(Group,Unit) -- call the refresher to show the crates in the menu
self:__CratesPacked(1,Group,Unit,_entry)
return true return true
end end
end end
@ -4145,11 +4190,13 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
--:InitRandomizeUnits(true,20,2) --:InitRandomizeUnits(true,20,2)
:InitDelayOff() :InitDelayOff()
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end) :OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff() :InitDelayOff()
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end) :OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
end end
@ -4165,6 +4212,17 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
return self return self
end end
--- (Internal) Function to get a vehicle formation for a moving group
-- @param #CTLD self
-- @return #string Formation
function CTLD:_GetVehicleFormation()
local VehicleMoveFormation = self.VehicleMoveFormation or AI.Task.VehicleFormation.VEE
if type(self.VehicleMoveFormation)=="table" then
VehicleMoveFormation = self.VehicleMoveFormation[math.random(1,#self.VehicleMoveFormation)]
end
return VehicleMoveFormation
end
--- (Internal) Function to move group to WP zone. --- (Internal) Function to move group to WP zone.
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Group#GROUP Group The Group to move. -- @param Wrapper.Group#GROUP Group The Group to move.
@ -4179,18 +4237,20 @@ function CTLD:_MoveGroupToZone(Group)
-- yes, we can ;) -- yes, we can ;)
local groupname = Group:GetName() local groupname = Group:GetName()
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
local coordinate = zonecoord:GetVec2() local formation = self:_GetVehicleFormation()
--local coordinate = zonecoord:GetVec2()
Group:SetAIOn() Group:SetAIOn()
Group:OptionAlarmStateAuto() Group:OptionAlarmStateAuto()
Group:OptionDisperseOnAttack(30) Group:OptionDisperseOnAttack(30)
Group:OptionROEOpenFirePossible() Group:OptionROEOpenFire()
Group:RouteToVec2(coordinate,5) Group:RouteGroundTo(zonecoord,25,formation)
end end
return self return self
end end
--- (Internal) Housekeeping - Cleanup crates when build --- (Internal) Housekeeping - Cleanup crates when build
-- @param #CTLD self -- @param #CTLD self
--
-- @param #table Crates Table of #CTLD_CARGO objects near the unit. -- @param #table Crates Table of #CTLD_CARGO objects near the unit.
-- @param #CTLD.Buildable Build Table build object. -- @param #CTLD.Buildable Build Table build object.
-- @param #number Number Number of objects in Crates (found) to limit search. -- @param #number Number Number of objects in Crates (found) to limit search.
@ -4456,7 +4516,8 @@ function CTLD:_RefreshF10Menus()
end end
for _,cargoObj in pairs(self.Cargo_Crates) do for _,cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4467,7 +4528,8 @@ function CTLD:_RefreshF10Menus()
end end
for _,cargoObj in pairs(self.Cargo_Statics) do for _,cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4479,7 +4541,8 @@ function CTLD:_RefreshF10Menus()
else else
for _,cargoObj in pairs(self.Cargo_Crates) do for _,cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4490,7 +4553,8 @@ function CTLD:_RefreshF10Menus()
end end
for _,cargoObj in pairs(self.Cargo_Statics) do for _,cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4502,14 +4566,15 @@ function CTLD:_RefreshF10Menus()
end end
end end
else else
if self.usesubcats then if self.usesubcats == true then
local subcatmenus = {} local subcatmenus = {}
for catName, _ in pairs(self.subcats) do for catName, _ in pairs(self.subcats) do
subcatmenus[catName] = MENU_GROUP:New(_group, catName, cratesmenu) -- fixed variable case subcatmenus[catName] = MENU_GROUP:New(_group, catName, cratesmenu) -- fixed variable case
end end
for _, cargoObj in pairs(self.Cargo_Crates) do for _, cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4518,7 +4583,8 @@ function CTLD:_RefreshF10Menus()
end end
for _, cargoObj in pairs(self.Cargo_Statics) do for _, cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4528,7 +4594,8 @@ function CTLD:_RefreshF10Menus()
else else
for _, cargoObj in pairs(self.Cargo_Crates) do for _, cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4537,7 +4604,8 @@ function CTLD:_RefreshF10Menus()
end end
for _, cargoObj in pairs(self.Cargo_Statics) do for _, cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0) local needed = cargoObj:GetCratesNeeded() or 1
local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock() local stock = cargoObj:GetStock()
if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
@ -4888,7 +4956,17 @@ function CTLD:_UnloadSingleCrateSet(Group, Unit, setIndex)
cObj:SetWasDropped(true) cObj:SetWasDropped(true)
cObj:SetHasMoved(true) cObj:SetHasMoved(true)
end end
local cname = crateObj:GetName() or "Unknown"
local count = #chunk
if needed > 1 then
if count == needed then
self:_SendMessage(string.format("Dropped %d %s.", 1, cname), 10, false, Group)
else
self:_SendMessage(string.format("Dropped %d/%d crate(s) of %s.", count, needed, cname), 15, false, Group)
end
else
self:_SendMessage(string.format("Dropped %d %s(s).", count, cname), 10, false, Group)
end
-- Rebuild the cargo list to remove the dropped crates -- Rebuild the cargo list to remove the dropped crates
local loadedData = self.Loaded_Cargo[unitName] local loadedData = self.Loaded_Cargo[unitName]
if loadedData and loadedData.Cargo then if loadedData and loadedData.Cargo then
@ -5007,8 +5085,10 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
-------------------------------------------------------------------- --------------------------------------------------------------------
local mAll=MENU_GROUP:New(Group,"Drop ALL crates",dropCratesMenu) local mAll=MENU_GROUP:New(Group,"Drop ALL crates",dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mAll,self._UnloadCrates,self,Group,Unit) MENU_GROUP_COMMAND:New(Group,"Drop",mAll,self._UnloadCrates,self,Group,Unit)
MENU_GROUP_COMMAND:New(Group,"Drop and build",mAll,self._DropAndBuild,self,Group,Unit) if not ( self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) ) then
MENU_GROUP_COMMAND:New(Group,"Drop and build",mAll,self._DropAndBuild,self,Group,Unit)
end
self.CrateGroupList=self.CrateGroupList or{} self.CrateGroupList=self.CrateGroupList or{}
self.CrateGroupList[Unit:GetName()]={} self.CrateGroupList[Unit:GetName()]={}
@ -5029,7 +5109,9 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
local setIndex=#self.CrateGroupList[Unit:GetName()] local setIndex=#self.CrateGroupList[Unit:GetName()]
local mSet=MENU_GROUP:New(Group,label,dropCratesMenu) local mSet=MENU_GROUP:New(Group,label,dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mSet,self._UnloadSingleCrateSet,self,Group,Unit,setIndex) MENU_GROUP_COMMAND:New(Group,"Drop",mSet,self._UnloadSingleCrateSet,self,Group,Unit,setIndex)
if not ( self:IsUnitInAir(Unit) and self:IsFixedWing(Unit) ) then
MENU_GROUP_COMMAND:New(Group,"Drop and build",mSet,self._DropSingleAndBuild,self,Group,Unit,setIndex) MENU_GROUP_COMMAND:New(Group,"Drop and build",mSet,self._DropSingleAndBuild,self,Group,Unit,setIndex)
end
i=i+needed i=i+needed
else else
local chunk={} local chunk={}
@ -5063,7 +5145,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
inzone, zonename, zone, distance = self:IsUnitInZone(Unit, CTLD.CargoZoneType.SHIP) inzone, zonename, zone, distance = self:IsUnitInZone(Unit, CTLD.CargoZoneType.SHIP)
end end
if inzone then if inzone then
droppingatbase = true droppingatbase = self.returntroopstobase
end end
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
@ -5148,6 +5230,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template, alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template, alias)
:InitDelayOff() :InitDelayOff()
:InitSetUnitAbsolutePositions(Positions) :InitSetUnitAbsolutePositions(Positions)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end) :OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
:SpawnFromVec2(randomcoord:GetVec2()) :SpawnFromVec2(randomcoord:GetVec2())
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter], cType) self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter], cType)
@ -5156,6 +5239,8 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
foundCargo:SetWasDropped(true) foundCargo:SetWasDropped(true)
if cType == CTLD_CARGO.Enum.ENGINEERS then if cType == CTLD_CARGO.Enum.ENGINEERS then
self.Engineers = self.Engineers + 1 self.Engineers = self.Engineers + 1
local grpname = self.DroppedTroops[self.TroopCounter]:GetName()
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
self:_SendMessage(string.format("Dropped Engineers %s into action!", name), 10, false, Group) self:_SendMessage(string.format("Dropped Engineers %s into action!", name), 10, false, Group)
else else
self:_SendMessage(string.format("Dropped Troops %s into action!", name), 10, false, Group) self:_SendMessage(string.format("Dropped Troops %s into action!", name), 10, false, Group)
@ -5352,6 +5437,52 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,Sub
return self return self
end end
--- Identical to AddCratesCargo, but registers the cargo so the spawned/built group does not move to MOVE zones.
--- User function - Add *generic* crate-type loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
-- @param #CTLD self
-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo.
-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.
-- @param #number NoCrates Number of crates needed to build this cargo.
-- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of buildable groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
-- @param #string UnitTypes Unit type names (optional). If set, only these unit types can pick up the cargo, e.g. "UH-1H" or {"UH-1H","OH58D"}.
-- @param #string Category Static category name (optional). If set, spawn cargo crate with an alternate category type, e.g. "Cargos".
-- @param #string TypeName Static type name (optional). If set, spawn cargo crate with an alternate type shape, e.g. "iso_container".
-- @param #string ShapeName Static shape name (optional). If set, spawn cargo crate with an alternate type sub-shape, e.g. "iso_container_cargo".
-- @return #CTLD self
function CTLD:AddCratesCargoNoMove(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location,UnitTypes,Category,TypeName,ShapeName)
self:T(self.lid .. " AddCratesCargoNoMove")
if not self:_CheckTemplates(Templates) then
self:E(self.lid .. "Crates Cargo for " .. Name .. " has missing template(s)!" )
return self
end
self.CargoCounter = self.CargoCounter + 1
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
cargo.NoMoveToZone = true
if UnitTypes then
cargo:AddUnitTypeName(UnitTypes)
end
cargo:SetStaticTypeAndShape("Cargos",self.basetype)
if TypeName then
cargo:SetStaticTypeAndShape(Category,TypeName,ShapeName)
end
table.insert(self.Cargo_Crates,cargo)
self.templateToCargoName = self.templateToCargoName or {}
if type(Templates)=="table" then
for _,t in pairs(Templates) do self.templateToCargoName[t] = Name end
else
self.templateToCargoName[Templates] = Name
end
self.nomovetozone_names = self.nomovetozone_names or {}
self.nomovetozone_names[Name] = true
if SubCategory and self.usesubcats ~= true then self.usesubcats=true end
return self
end
--- User function - Add *generic* static-type loadable as cargo. This type will create cargo that needs to be loaded, moved and dropped. --- User function - Add *generic* static-type loadable as cargo. This type will create cargo that needs to be loaded, moved and dropped.
-- @param #CTLD self -- @param #CTLD self
-- @param #string Name Unique name of this type of cargo as set in the mission editor (note: UNIT name!), e.g. "Ammunition-1". -- @param #string Name Unique name of this type of cargo as set in the mission editor (note: UNIT name!), e.g. "Ammunition-1".
@ -5596,8 +5727,14 @@ function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon, Shiplength, Ship
return self return self
end end
end end
local ctldzone = {} -- #CTLD.CargoZone local exists = true
local ctldzone = self:GetCTLDZone(Name, Type) -- #CTLD.CargoZone
if not ctldzone then
exists = false
ctldzone = {}
end
ctldzone.active = Active or false ctldzone.active = Active or false
ctldzone.color = Color or SMOKECOLOR.Red ctldzone.color = Color or SMOKECOLOR.Red
ctldzone.name = Name or "NONE" ctldzone.name = Name or "NONE"
@ -5623,11 +5760,56 @@ function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon, Shiplength, Ship
ctldzone.shiplength = Shiplength or 100 ctldzone.shiplength = Shiplength or 100
ctldzone.shipwidth = Shipwidth or 10 ctldzone.shipwidth = Shipwidth or 10
end end
self:AddZone(ctldzone) if not exists then
self:AddZone(ctldzone)
end
return self return self
end end
--- User function - find #CTLD.CargoZone zone by name.
-- @param #CTLD self
-- @param #string Name Name of this zone.
-- @param #string Type Type of this zone, #CTLD.CargoZoneType
-- @return #CTLD.CargoZone self
function CTLD:GetCTLDZone(Name, Type)
if Type == CTLD.CargoZoneType.LOAD then
for _, z in pairs(self.pickupZones) do
if z.name == Name then
return z
end
end
elseif Type == CTLD.CargoZoneType.DROP then
for _, z in pairs(self.dropOffZones) do
if z.name == Name then
return z
end
end
elseif Type == CTLD.CargoZoneType.SHIP then
for _, z in pairs(self.shipZones) do
if z.name == Name then
return z
end
end
elseif Type == CTLD.CargoZoneType.BEACON then
for _, z in pairs(self.droppedBeacons) do
if z.name == Name then
return z
end
end
else
for _, z in pairs(self.wpZones) do
if z.name == Name then
return z
end
end
end
return nil
end
--- User function - Creates and adds a #CTLD.CargoZone zone for this CTLD instance from an Airbase or FARP name. --- User function - Creates and adds a #CTLD.CargoZone zone for this CTLD instance from an Airbase or FARP name.
-- Zones of type LOAD: Players load crates and troops here. -- Zones of type LOAD: Players load crates and troops here.
-- Zones of type DROP: Players can drop crates here. Note that troops can be unloaded anywhere. -- Zones of type DROP: Players can drop crates here. Note that troops can be unloaded anywhere.
@ -5971,16 +6153,22 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
for index,cargozone in pairs(zones[i]) do for index,cargozone in pairs(zones[i]) do
local CZone = cargozone --#CTLD.CargoZone local CZone = cargozone --#CTLD.CargoZone
local zonename = CZone.name local zonename = CZone.name
local zone = nil local zone = nil -- Core.Zone#ZONE_RADIUS
local airbasezone = false
if i == 4 then if i == 4 then
zone = UNIT:FindByName(zonename) zone = UNIT:FindByName(zonename)
else else
zone = ZONE:FindByName(zonename) zone = ZONE:FindByName(zonename)
if not zone then if not zone then
zone = AIRBASE:FindByName(zonename):GetZone() zone = AIRBASE:FindByName(zonename):GetZone()
airbasezone = true
end end
end end
local zonecoord = zone:GetCoordinate() local zonecoord = zone:GetCoordinate()
-- Avoid smoke/flares on runways
if (i==1 or 1==3) and airbasezone==true and zone:IsInstanceOf("ZONE_BASE") then
zonecoord = zone:GetRandomCoordinate(inner,outer,{land.SurfaceType.LAND})
end
if zonecoord then if zonecoord then
local active = CZone.active local active = CZone.active
local color = CZone.color local color = CZone.color
@ -6852,6 +7040,7 @@ end
local alias = string.format("%s-%d", _template, math.random(1,100000)) local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(randompositions,20,2) :InitRandomizeUnits(randompositions,20,2)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:InitDelayOff() :InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
@ -7005,12 +7194,14 @@ end
if canmove then if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2) :InitRandomizeUnits(true,20,2)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:InitDelayOff() :InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff() :InitDelayOff()
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
end end
@ -7080,6 +7271,16 @@ end
local filepath = self.filepath local filepath = self.filepath
self:__Save(interval,filepath,filename) self:__Save(interval,filepath,filename)
end end
if type(self.VehicleMoveFormation) == "table" then
local Formations = {}
for _,_formation in pairs(self.VehicleMoveFormation) do
table.insert(Formations,_formation)
end
self.VehicleMoveFormation = nil
self.VehicleMoveFormation = Formations
end
return self return self
end end
@ -7350,8 +7551,11 @@ end
-- @return #CTLD self -- @return #CTLD self
function CTLD:onafterCratesBuild(From, Event, To, Group, Unit, Vehicle) function CTLD:onafterCratesBuild(From, Event, To, Group, Unit, Vehicle)
self:T({From, Event, To}) self:T({From, Event, To})
if self.movetroopstowpzone then if self.movetroopstowpzone and Vehicle then
self:_MoveGroupToZone(Vehicle) local cg = self:GetGenericCargoObjectFromGroupName(Vehicle:GetName())
if not (cg and (cg.NoMoveToZone or (self.nomovetozone_names and self.nomovetozone_names[cg:GetName()]))) then
self:_MoveGroupToZone(Vehicle)
end
end end
return self return self
end end

View File

@ -72,7 +72,7 @@ end
--- Checks if a point is contained within the circle. --- Checks if a point is contained within the circle.
-- @param #table point The point to check -- @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) function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true return true
@ -226,6 +226,11 @@ end
--- Returns a random Vec2 within the circle. --- Returns a random Vec2 within the circle.
-- @return #table The random Vec2 -- @return #table The random Vec2
function CIRCLE:GetRandomVec2() function CIRCLE:GetRandomVec2()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x 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. --- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2 -- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder() function CIRCLE:GetRandomVec2OnBorder()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x 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. --- 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 -- @return #table The random Vec2
function POLYGON:GetRandomVec2() function POLYGON:GetRandomVec2()
local weights = {} local weights = {}
for _, triangle in pairs(self.Triangles) do for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea 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 -- @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 -- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points) function TRIANGLE:GetRandomVec2(points)
math.random()
math.random()
math.random()
points = points or self.Points points = points or self.Points
local pt = {math.random(), math.random()} local pt = {math.random(), math.random()}
table.sort(pt) table.sort(pt)

View File

@ -443,28 +443,32 @@ MSRS.Voices = {
["en_AU_Standard_B"] = 'en-AU-Standard-B', -- [2] MALE ["en_AU_Standard_B"] = 'en-AU-Standard-B', -- [2] MALE
["en_AU_Standard_C"] = 'en-AU-Standard-C', -- [3] FEMALE ["en_AU_Standard_C"] = 'en-AU-Standard-C', -- [3] FEMALE
["en_AU_Standard_D"] = 'en-AU-Standard-D', -- [4] MALE ["en_AU_Standard_D"] = 'en-AU-Standard-D', -- [4] MALE
["en_IN_Standard_A"] = 'en-IN-Standard-A', -- [5] FEMALE -- IN
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- [6] MALE ["en_IN_Standard_A"] = 'en-IN-Standard-A', -- Female
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- [7] MALE ["en_IN_Standard_B"] = 'en-IN-Standard-B', -- Male
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- [8] FEMALE ["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 -- 2025 changes
["en_GB_Standard_A"] = 'en-GB-Standard-N', -- [9] FEMALE ["en_GB_Standard_A"] = 'en-GB-Standard-A', -- Female
["en_GB_Standard_B"] = 'en-GB-Standard-O', -- [10] MALE ["en_GB_Standard_B"] = 'en-GB-Standard-B', -- Male
["en_GB_Standard_C"] = 'en-GB-Standard-N', -- [11] FEMALE ["en_GB_Standard_C"] = 'en-GB-Standard-C', -- Female
["en_GB_Standard_D"] = 'en-GB-Standard-O', -- [12] MALE ["en_GB_Standard_D"] = 'en-GB-Standard-D', -- Male
["en_GB_Standard_F"] = 'en-GB-Standard-N', -- [13] FEMALE ["en_GB_Standard_F"] = 'en-GB-Standard-F', -- Female
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- [12] MALE ["en_GB_Standard_N"] = 'en-GB-Standard-N', -- Female
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- [13] FEMALE ["en_GB_Standard_O"] = 'en-GB-Standard-O', -- Male
["en_US_Standard_A"] = 'en-US-Standard-A', -- [14] MALE -- US
["en_US_Standard_B"] = 'en-US-Standard-B', -- [15] MALE ["en_US_Standard_A"] = 'en-US-Standard-A', -- Male
["en_US_Standard_C"] = 'en-US-Standard-C', -- [16] FEMALE ["en_US_Standard_B"] = 'en-US-Standard-B', -- Male
["en_US_Standard_D"] = 'en-US-Standard-D', -- [17] MALE ["en_US_Standard_C"] = 'en-US-Standard-C', -- Female
["en_US_Standard_E"] = 'en-US-Standard-E', -- [18] FEMALE ["en_US_Standard_D"] = 'en-US-Standard-D', -- Male
["en_US_Standard_F"] = 'en-US-Standard-F', -- [19] FEMALE ["en_US_Standard_E"] = 'en-US-Standard-E', -- Female
["en_US_Standard_G"] = 'en-US-Standard-G', -- [20] FEMALE ["en_US_Standard_F"] = 'en-US-Standard-F', -- Female
["en_US_Standard_H"] = 'en-US-Standard-H', -- [21] FEMALE ["en_US_Standard_G"] = 'en-US-Standard-G', -- Female
["en_US_Standard_I"] = 'en-US-Standard-I', -- [22] MALE ["en_US_Standard_H"] = 'en-US-Standard-H', -- Female
["en_US_Standard_J"] = 'en-US-Standard-J', -- [23] MALE ["en_US_Standard_I"] = 'en-US-Standard-I', -- Male
["en_US_Standard_J"] = 'en-US-Standard-J', -- Male
-- 2025 catalog changes -- 2025 catalog changes
["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female ["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_B"] = "fr-FR-Standard-G", -- Male ["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_G"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female ["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female
-- 2025 catalog changes -- 2025 catalog changes
["de_DE_Standard_A"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_A"] = 'de-DE-Standard-A', -- Female
["de_DE_Standard_B"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_B"] = 'de-DE-Standard-B', -- Male
["de_DE_Standard_C"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_C"] = 'de-DE-Standard-C', -- Female
["de_DE_Standard_D"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_D"] = 'de-DE-Standard-D', -- Male
["de_DE_Standard_E"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_E"] = 'de-DE-Standard-E', -- Male
["de_DE_Standard_F"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_F"] = 'de-DE-Standard-F', -- Female
["de_DE_Standard_H"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_G"] = 'de-DE-Standard-G', -- 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_A"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male ["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male
["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female ["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female
@ -497,32 +502,36 @@ MSRS.Voices = {
["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male ["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male
}, },
Wavenet = { Wavenet = {
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- [1] FEMALE ["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- Female
["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- [2] MALE ["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- Male
["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- [3] FEMALE ["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- Female
["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- [4] MALE ["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- Male
["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- [5] FEMALE -- IN
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- [6] MALE ["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- Female
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- [7] MALE ["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- Male
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- [8] FEMALE ["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 -- 2025 changes
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-N', -- [9] FEMALE ["en_GB_Wavenet_A"] = 'en-GB-Wavenet-A', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-O', -- [10] MALE ["en_GB_Wavenet_B"] = 'en-GB-Wavenet-B', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-N', -- [11] FEMALE ["en_GB_Wavenet_C"] = 'en-GB-Wavenet-C', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-O', -- [12] MALE ["en_GB_Wavenet_D"] = 'en-GB-Wavenet-D', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE ["en_GB_Wavenet_F"] = 'en-GB-Wavenet-F', -- [13] FEMALE
["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE ["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE ["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_US_Wavenet_A"] = 'en-US-Wavenet-N', -- [14] MALE -- US
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE ["en_US_Wavenet_A"] = 'en-US-Wavenet-A', -- Male
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE ["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- Male
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- [17] MALE ["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- Female
["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- [18] FEMALE ["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- Male
["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- [19] FEMALE ["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- Female
["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- [20] FEMALE ["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- Female
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- [21] FEMALE ["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- Female
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- [22] MALE ["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- Female
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- [23] MALE ["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- Male
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- Male
-- 2025 catalog changes -- 2025 catalog changes
["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female ["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-G", -- Male ["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_G"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female ["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female
-- 2025 catalog changes -- 2025 catalog changes
["de_DE_Wavenet_A"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_A"] = 'de-DE-Wavenet-A', -- Female
["de_DE_Wavenet_B"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_B"] = 'de-DE-Wavenet-B', -- Male
["de_DE_Wavenet_C"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_C"] = 'de-DE-Wavenet-C', -- Female
["de_DE_Wavenet_D"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_D"] = 'de-DE-Wavenet-D', -- Male
["de_DE_Wavenet_E"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_E"] = 'de-DE-Wavenet-E', -- Male
["de_DE_Wavenet_F"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_F"] = 'de-DE-Wavenet-F', -- Female
["de_DE_Wavenet_H"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_G"] = 'de-DE-Wavenet-G', -- 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_B"] = "es-ES-Wavenet-E", -- Male
["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female ["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female
["es_ES_Wavenet_D"] = "es-ES-Wavenet-E", -- 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_E"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_F"] = "it-IT-Wavenet-F", -- Male ["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}. -- set the path to the exe file via @{#MSRS.SetPath}.
-- --
-- @param #MSRS self -- @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 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 #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`. -- @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. --- Set path to SRS install directory. More precisely, path to where the `DCS-SR-ExternalAudio.exe` is located.
-- @param #MSRS self -- @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 -- @return #MSRS self
function MSRS:SetPath(Path) function MSRS:SetPath(Path)
self:F( {Path=Path} ) self:F( {Path=Path} )
-- Set 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. -- Remove (back)slashes.
local n=1 ; local nmax=1000 local n=1 ; local nmax=1000
@ -1817,7 +1955,7 @@ end
-- --
-- -- Moose MSRS default Config -- -- Moose MSRS default Config
-- MSRS_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. -- Port = 5002, -- Port of SRS server. Default 5002.
-- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc". -- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc".
-- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries! -- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries!
@ -1837,7 +1975,7 @@ end
-- -- Google Cloud -- -- Google Cloud
-- gcloud = { -- gcloud = {
-- voice = "en-GB-Standard-A", -- The Google Cloud voice to use (see https://cloud.google.com/text-to-speech/docs/voices). -- 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) -- key="Your access Key", -- Google API access key (only for DCS-gRPC backend)
-- }, -- },
-- -- Amazon Web Service -- -- Amazon Web Service
@ -1905,7 +2043,7 @@ function MSRS:LoadConfigFile(Path,Filename)
local Self = self or MSRS --#MSRS 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.port = MSRS_Config.Port or 5002
Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE
Self.frequencies = MSRS_Config.Frequency or {127,243} Self.frequencies = MSRS_Config.Frequency or {127,243}

File diff suppressed because it is too large Load Diff

View File

@ -1586,12 +1586,12 @@ function UTILS.HdgDiff(h1, h2)
return math.abs(delta) return math.abs(delta)
end end
--- Returns the heading from one vec3 to another vec3. --- Returns the heading from one vec2/vec3 to another vec2/vec3.
-- @param DCS#Vec3 a From vec3. -- @param DCS#Vec3 a From Vec2 or Vec3.
-- @param DCS#Vec3 b To vec3. -- @param DCS#Vec3 b To Vec2 or Vec3.
-- @return #number Heading in degrees. -- @return #number Heading in degrees.
function UTILS.HdgTo(a, b) 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 dx=b.x-a.x
local heading=math.deg(math.atan2(dz, dx)) local heading=math.deg(math.atan2(dz, dx))
if heading < 0 then if heading < 0 then
@ -1913,6 +1913,13 @@ end
function UTILS.GetReportingName(Typename) function UTILS.GetReportingName(Typename)
local typename = string.lower(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 for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value) local svalue = string.lower(value)
@ -2323,6 +2330,16 @@ function UTILS.IsLoadingDoorOpen( unit_name )
return true return true
end 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 if type_name == "AH-64D_BLK_II" then
BASE:T(unit_name .. " front door(s) are open") BASE:T(unit_name .. " front door(s) are open")
return true -- no doors on this one ;) return true -- no doors on this one ;)
@ -4120,6 +4137,45 @@ function UTILS.LCGRandom()
return UTILS.lcg.seed / UTILS.lcg.m return UTILS.lcg.seed / UTILS.lcg.m
end 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. --- 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. -- 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) -- References: [DCS Forum Topic](https://forum.dcs.world/topic/282989-farp-equipment-to-run-it)
@ -4136,9 +4192,42 @@ end
-- @param #string VehicleTemplate, template name for additional vehicles. Can be nil for no additional vehicles. -- @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 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 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 #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. -- @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 -- Set Defaults
local farplocation = Coordinate local farplocation = Coordinate
@ -4152,18 +4241,81 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
local liquids = Liquids or 10 local liquids = Liquids or 10
liquids = liquids * 1000 -- tons to kg liquids = liquids * 1000 -- tons to kg
local equip = Equipment or 10 local equip = Equipment or 10
local airframes = Airframes or 10
local statictypes = ENUMS.FARPObjectTypeNamesAndShape[farptype] or {TypeName="FARP", ShapeName="FARPS"} local statictypes = ENUMS.FARPObjectTypeNamesAndShape[farptype] or {TypeName="FARP", ShapeName="FARPS"}
local STypeName = statictypes.TypeName local STypeName = statictypes.TypeName
local SShapeName = statictypes.ShapeName local SShapeName = statictypes.ShapeName
local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA) local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA)
local ReturnObjects = {} local ReturnObjects = {}
-- Spawn FARP -- many FARPs
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP" local NumberPads = NumberPads or 1
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS" local SpacingX = SpacingX or 100
newfarp:InitFARP(callsign,freq,mod) local SpacingY = SpacingY or 100
local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name) local FarpVec2 = Coordinate:GetVec2()
table.insert(ReturnObjects,spawnedfarp)
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 -- Spawn Objects
local FARPStaticObjectsNato = { local FARPStaticObjectsNato = {
["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"}, ["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"},
@ -4197,23 +4349,6 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
table.insert(ReturnObjects,spawnedvehicle) table.insert(ReturnObjects,spawnedvehicle)
end 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 local ADFName
if ADF and type(ADF) == "number" then if ADF and type(ADF) == "number" then
local ADFFreq = ADF*1000 -- KHz to Hz local ADFFreq = ADF*1000 -- KHz to Hz
@ -4224,7 +4359,150 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
trigger.action.radioTransmission(Sound, vec3, 0, true, ADFFreq, 250, ADFName) trigger.action.radioTransmission(Sound, vec3, 0, true, ADFFreq, 250, ADFName)
end 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 end
--- Converts a Vec2 to a Vec3. --- Converts a Vec2 to a Vec3.
@ -4421,3 +4699,449 @@ end
function UTILS.Weather.StopFogAnimation() function UTILS.Weather.StopFogAnimation()
return world.weather.setFogAnimation({}) return world.weather.setFogAnimation({})
end 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_Dumayr
-- * AIRBASE.Syria.Al_Qusayr -- * AIRBASE.Syria.Al_Qusayr
-- * AIRBASE.Syria.Aleppo -- * AIRBASE.Syria.Aleppo
-- * AIRBASE.Syria.Amman
-- * AIRBASE.Syria.An_Nasiriyah -- * AIRBASE.Syria.An_Nasiriyah
-- * AIRBASE.Syria.At_Tanf -- * AIRBASE.Syria.At_Tanf
-- * AIRBASE.Syria.Bassel_Al_Assad -- * AIRBASE.Syria.Bassel_Al_Assad
@ -511,7 +510,7 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Wujah_Al_Hajar -- * AIRBASE.Syria.Wujah_Al_Hajar
-- * AIRBASE.Syria.Ben_Gurion -- * AIRBASE.Syria.Ben_Gurion
-- * AIRBASE.Syria.Hatzor -- * AIRBASE.Syria.Hatzor
-- * AIRBASE.Syria.Palmashim -- * AIRBASE.Syria.Palmachim
-- * AIRBASE.Syria.Tel_Nof -- * AIRBASE.Syria.Tel_Nof
-- * AIRBASE.Syria.Marka -- * AIRBASE.Syria.Marka
-- --
@ -523,7 +522,6 @@ AIRBASE.Syria={
["Al_Dumayr"] = "Al-Dumayr", ["Al_Dumayr"] = "Al-Dumayr",
["Al_Qusayr"] = "Al Qusayr", ["Al_Qusayr"] = "Al Qusayr",
["Aleppo"] = "Aleppo", ["Aleppo"] = "Aleppo",
["Amman"] = "Amman",
["An_Nasiriyah"] = "An Nasiriyah", ["An_Nasiriyah"] = "An Nasiriyah",
["At_Tanf"] = "At Tanf", ["At_Tanf"] = "At Tanf",
["Bassel_Al_Assad"] = "Bassel Al-Assad", ["Bassel_Al_Assad"] = "Bassel Al-Assad",
@ -555,6 +553,7 @@ AIRBASE.Syria={
["Kuweires"] = "Kuweires", ["Kuweires"] = "Kuweires",
["Lakatamia"] = "Lakatamia", ["Lakatamia"] = "Lakatamia",
["Larnaca"] = "Larnaca", ["Larnaca"] = "Larnaca",
["Marka"] = "Marka",
["Marj_Ruhayyil"] = "Marj Ruhayyil", ["Marj_Ruhayyil"] = "Marj Ruhayyil",
["Marj_as_Sultan_North"] = "Marj as Sultan North", ["Marj_as_Sultan_North"] = "Marj as Sultan North",
["Marj_as_Sultan_South"] = "Marj as Sultan South", ["Marj_as_Sultan_South"] = "Marj as Sultan South",
@ -585,9 +584,8 @@ AIRBASE.Syria={
["Wujah_Al_Hajar"] = "Wujah Al Hajar", ["Wujah_Al_Hajar"] = "Wujah Al Hajar",
["Ben_Gurion"] = "Ben Gurion", ["Ben_Gurion"] = "Ben Gurion",
["Hatzor"] = "Hatzor", ["Hatzor"] = "Hatzor",
["Palmashim"] = "Palmashim", ["Palmachim"] = "Palmachim",
["Tel_Nof"] = "Tel Nof", ["Tel_Nof"] = "Tel Nof",
["Marka"] = "Marka",
} }
--- Airbases of the Mariana Islands map: --- Airbases of the Mariana Islands map:
@ -613,6 +611,35 @@ AIRBASE.MarianaIslands = {
["Tinian_Intl"] = "Tinian Intl", ["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: --- Airbases of the South Atlantic map:
-- --
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders -- * AIRBASE.SouthAtlantic.Almirante_Schroeders
@ -676,51 +703,56 @@ AIRBASE.SouthAtlantic={
--- Airbases of the Sinai map: --- Airbases of the Sinai map:
-- --
-- * AIRBASE.Sinai.Abu_Rudeis -- * AIRBASE.SinaiMap.Abu_Rudeis
-- * AIRBASE.Sinai.Abu_Suwayr -- * AIRBASE.SinaiMap.Abu_Suwayr
-- * AIRBASE.Sinai.Al_Bahr_al_Ahmar -- * AIRBASE.SinaiMap.Al_Bahr_al_Ahmar
-- * AIRBASE.Sinai.Al_Ismailiyah -- * AIRBASE.SinaiMap.Al_Ismailiyah
-- * AIRBASE.Sinai.Al_Khatatbah -- * AIRBASE.SinaiMap.Al_Khatatbah
-- * AIRBASE.Sinai.Al_Mansurah -- * AIRBASE.SinaiMap.Al_Mansurah
-- * AIRBASE.Sinai.Al_Rahmaniyah_Air_Base -- * AIRBASE.SinaiMap.Al_Rahmaniyah_Air_Base
-- * AIRBASE.Sinai.As_Salihiyah -- * AIRBASE.SinaiMap.As_Salihiyah
-- * AIRBASE.Sinai.AzZaqaziq -- * AIRBASE.SinaiMap.AzZaqaziq
-- * AIRBASE.Sinai.Baluza -- * AIRBASE.SinaiMap.Baluza
-- * AIRBASE.Sinai.Ben_Gurion -- * AIRBASE.SinaiMap.Ben_Gurion
-- * AIRBASE.Sinai.Beni_Suef -- * AIRBASE.SinaiMap.Beni_Suef
-- * AIRBASE.Sinai.Bilbeis_Air_Base -- * AIRBASE.SinaiMap.Bilbeis_Air_Base
-- * AIRBASE.Sinai.Bir_Hasanah -- * AIRBASE.SinaiMap.Bir_Hasanah
-- * AIRBASE.Sinai.Birma_Air_Base -- * AIRBASE.SinaiMap.Birma_Air_Base
-- * AIRBASE.Sinai.Borj_El_Arab_International_Airport -- * AIRBASE.SinaiMap.Borg_El_Arab_International_Airport
-- * AIRBASE.Sinai.Cairo_International_Airport -- * AIRBASE.SinaiMap.Cairo_International_Airport
-- * AIRBASE.Sinai.Cairo_West -- * AIRBASE.SinaiMap.Cairo_West
-- * AIRBASE.Sinai.Difarsuwar_Airfield -- * AIRBASE.SinaiMap.Damascus_Intl
-- * AIRBASE.Sinai.El_Arish -- * AIRBASE.SinaiMap.Difarsuwar_Airfield
-- * AIRBASE.Sinai.El_Gora -- * AIRBASE.SinaiMap.El_Arish
-- * AIRBASE.Sinai.El_Minya -- * AIRBASE.SinaiMap.El_Gora
-- * AIRBASE.Sinai.Fayed -- * AIRBASE.SinaiMap.El_Minya
-- * AIRBASE.Sinai.Gebel_El_Basur_Air_Base -- * AIRBASE.SinaiMap.Fayed
-- * AIRBASE.Sinai.Hatzerim -- * AIRBASE.SinaiMap.Gebel_El_Basur_Air_Base
-- * AIRBASE.Sinai.Hatzor -- * AIRBASE.SinaiMap.Hatzerim
-- * AIRBASE.Sinai.Hurghada_International_Airport -- * AIRBASE.SinaiMap.Hatzor
-- * AIRBASE.Sinai.Inshas_Airbase -- * AIRBASE.SinaiMap.Hurghada_International_Airport
-- * AIRBASE.Sinai.Jiyanklis_Air_Base -- * AIRBASE.SinaiMap.Inshas_Airbase
-- * AIRBASE.Sinai.Kedem -- * AIRBASE.SinaiMap.Jiyanklis_Air_Base
-- * AIRBASE.Sinai.Kibrit_Air_Base -- * AIRBASE.SinaiMap.Kedem
-- * AIRBASE.Sinai.Kom_Awshim -- * AIRBASE.SinaiMap.Kibrit_Air_Base
-- * AIRBASE.Sinai.Melez -- * AIRBASE.SinaiMap.Kom_Awshim
-- * AIRBASE.Sinai.Nevatim -- * AIRBASE.SinaiMap.Melez
-- * AIRBASE.Sinai.Ovda -- * AIRBASE.SinaiMap.Mezzeh_Air_Base
-- * AIRBASE.Sinai.Palmachim -- * AIRBASE.SinaiMap.Nevatim
-- * AIRBASE.Sinai.Quwaysina -- * AIRBASE.SinaiMap.Ovda
-- * AIRBASE.Sinai.Ramon_Airbase -- * AIRBASE.SinaiMap.Palmachim
-- * AIRBASE.Sinai.Ramon_International_Airport -- * AIRBASE.SinaiMap.Quwaysina
-- * AIRBASE.Sinai.Sde_Dov -- * AIRBASE.SinaiMap.Rafic_Hariri_Intl
-- * AIRBASE.Sinai.Sharm_El_Sheikh_International_Airport -- * AIRBASE.SinaiMap.Ramat_David
-- * AIRBASE.Sinai.St_Catherine -- * AIRBASE.SinaiMap.Ramon_Airbase
-- * AIRBASE.Sinai.Tel_Nof -- * AIRBASE.SinaiMap.Ramon_International_Airport
-- * AIRBASE.Sinai.Wadi_Abu_Rish -- * AIRBASE.SinaiMap.Sde_Dov
-- * AIRBASE.Sinai.Wadi_al_Jandali -- * 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 -- @field Sinai
AIRBASE.Sinai = { AIRBASE.Sinai = {
@ -739,9 +771,10 @@ AIRBASE.Sinai = {
["Bilbeis_Air_Base"] = "Bilbeis Air Base", ["Bilbeis_Air_Base"] = "Bilbeis Air Base",
["Bir_Hasanah"] = "Bir Hasanah", ["Bir_Hasanah"] = "Bir Hasanah",
["Birma_Air_Base"] = "Birma Air Base", ["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_International_Airport"] = "Cairo International Airport",
["Cairo_West"] = "Cairo West", ["Cairo_West"] = "Cairo West",
["Damascus_Intl"] = "Damascus Intl",
["Difarsuwar_Airfield"] = "Difarsuwar Airfield", ["Difarsuwar_Airfield"] = "Difarsuwar Airfield",
["El_Arish"] = "El Arish", ["El_Arish"] = "El Arish",
["El_Gora"] = "El Gora", ["El_Gora"] = "El Gora",
@ -757,15 +790,19 @@ AIRBASE.Sinai = {
["Kibrit_Air_Base"] = "Kibrit Air Base", ["Kibrit_Air_Base"] = "Kibrit Air Base",
["Kom_Awshim"] = "Kom Awshim", ["Kom_Awshim"] = "Kom Awshim",
["Melez"] = "Melez", ["Melez"] = "Melez",
["Mezzeh_Air_Base"] = "Mezzeh Air Base",
["Nevatim"] = "Nevatim", ["Nevatim"] = "Nevatim",
["Ovda"] = "Ovda", ["Ovda"] = "Ovda",
["Palmachim"] = "Palmachim", ["Palmachim"] = "Palmachim",
["Quwaysina"] = "Quwaysina", ["Quwaysina"] = "Quwaysina",
["Rafic_Hariri_Intl"] = "Rafic Hariri Intl",
["Ramat_David"] = "Ramat David",
["Ramon_Airbase"] = "Ramon Airbase", ["Ramon_Airbase"] = "Ramon Airbase",
["Ramon_International_Airport"] = "Ramon International Airport", ["Ramon_International_Airport"] = "Ramon International Airport",
["Sde_Dov"] = "Sde Dov", ["Sde_Dov"] = "Sde Dov",
["Sharm_El_Sheikh_International_Airport"] = "Sharm El Sheikh International Airport", ["Sharm_El_Sheikh_International_Airport"] = "Sharm El Sheikh International Airport",
["St_Catherine"] = "St Catherine", ["St_Catherine"] = "St Catherine",
["Tabuk"] = "Tabuk",
["Tel_Nof"] = "Tel Nof", ["Tel_Nof"] = "Tel Nof",
["Wadi_Abu_Rish"] = "Wadi Abu Rish", ["Wadi_Abu_Rish"] = "Wadi Abu Rish",
["Wadi_al_Jandali"] = "Wadi al Jandali", ["Wadi_al_Jandali"] = "Wadi al Jandali",
@ -830,6 +867,12 @@ AIRBASE.Kola = {
["Enontekio"] = "Enontekio", ["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes", ["Evenes"] = "Evenes",
["Hosio"] = "Hosio", ["Hosio"] = "Hosio",
["Kilpyavr"] = "Kilpyavr",
["Afrikanda"] = "Afrikanda",
["Kalevala"] = "Kalevala",
["Koshka_Yavr"] = "Koshka Yavr",
["Poduzhemye"] = "Poduzhemye",
["Luostari_Pechenga"] = "Luostari Pechenga",
} }
--- Airbases of the Afghanistan map --- Airbases of the Afghanistan map
@ -890,37 +933,51 @@ AIRBASE.Afghanistan = {
--- Airbases of the Iraq map --- 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_Asad_Airbase
-- * AIRBASE.Iraq.Al_Kut_Airbase
-- * AIRBASE.Iraq.Al_Sahra_Airport
-- * AIRBASE.Iraq.Al_Salam_Airbase -- * AIRBASE.Iraq.Al_Salam_Airbase
-- * AIRBASE.Iraq.Balad_Airbase -- * AIRBASE.Iraq.Al_Taji_Airport
-- * AIRBASE.Iraq.Kirkuk_International_Airport
-- * AIRBASE.Iraq.Bashur_Airport
-- * AIRBASE.Iraq.Al_Taquddum_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.K1_Base
-- * AIRBASE.Iraq.Kirkuk_International_Airport
-- * AIRBASE.Iraq.Mosul_International_Airport
-- * AIRBASE.Iraq.Qayyarah_Airfield_West
-- * AIRBASE.Iraq.Sulaimaniyah_International_Airport
-- --
-- @field Iraq -- @field Iraq
AIRBASE.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_Asad_Airbase"] = "Al-Asad Airbase",
["Al_Kut_Airport"] = "Al-Kut Airport",
["Al_Sahra_Airport"] = "Al-Sahra Airport",
["Al_Salam_Airbase"] = "Al-Salam Airbase", ["Al_Salam_Airbase"] = "Al-Salam Airbase",
["Balad_Airbase"] = "Balad Airbase", ["Al_Taji_Airport"] = "Al-Taji Airport",
["Kirkuk_International_Airport"] = "Kirkuk International Airport",
["Bashur_Airport"] = "Bashur Airport",
["Al_Taquddum_Airport"] = "Al-Taquddum 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", ["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 --- Airbases of the Germany Cold War map
-- * AIRBASE.GermanyCW.Airracing_Frankfurt -- * AIRBASE.GermanyCW.Airracing_Frankfurt
-- * AIRBASE.GermanyCW.Airracing_Frankfurt -- * AIRBASE.GermanyCW.Airracing_Frankfurt
@ -1434,7 +1491,7 @@ function AIRBASE:Register(AirbaseName)
self.descriptors=self:GetDesc() self.descriptors=self:GetDesc()
-- Debug info. -- Debug info.
--self:I({airbase=AirbaseName, descriptors=self.descriptors}) --self:T({airbase=AirbaseName, descriptors=self.descriptors})
-- Category. -- Category.
self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
@ -1517,6 +1574,17 @@ end
return self return self
end 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. --- Get the category of this airbase. This is only a debug function because DCS 2.9 incorrectly returns heliports as airdromes.
-- @param #AIRBASE self -- @param #AIRBASE self
function AIRBASE:_GetCategory() function AIRBASE:_GetCategory()
@ -2601,6 +2669,7 @@ function AIRBASE:_InitRunways(IncludeInverse)
--runway.name=string.format("%02d", tonumber(name)) --runway.name=string.format("%02d", tonumber(name))
runway.magheading=tonumber(runway.name)*10 runway.magheading=tonumber(runway.name)*10
runway.idx=runway.magheading
runway.heading=heading runway.heading=heading
runway.width=width or 0 runway.width=width or 0
runway.length=length or 0 runway.length=length or 0
@ -2913,6 +2982,7 @@ function AIRBASE:GetRunwayData(magvar, mark)
local runway={} --#AIRBASE.Runway local runway={} --#AIRBASE.Runway
runway.heading=hdg runway.heading=hdg
runway.idx=idx runway.idx=idx
runway.magheading=idx
runway.length=c1:Get2DDistance(c2) runway.length=c1:Get2DDistance(c2)
runway.position=c1 runway.position=c1
runway.endpoint=c2 runway.endpoint=c2
@ -2928,6 +2998,57 @@ function AIRBASE:GetRunwayData(magvar, mark)
-- Add runway. -- Add runway.
table.insert(runways, 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 end
return runways return runways

View File

@ -168,16 +168,25 @@
-- * @{#CONTROLLABLE.OptionAlarmStateGreen} -- * @{#CONTROLLABLE.OptionAlarmStateGreen}
-- * @{#CONTROLLABLE.OptionAlarmStateRed} -- * @{#CONTROLLABLE.OptionAlarmStateRed}
-- --
-- ## 5.4) Jettison weapons: -- ## 5.4) [AIR] Jettison weapons:
-- --
-- * @{#CONTROLLABLE.OptionAllowJettisonWeaponsOnThreat} -- * @{#CONTROLLABLE.OptionAllowJettisonWeaponsOnThreat}
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat} -- * @{#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. -- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets.
-- --
-- # 6) [GROUND] IR Maker Beacons for GROUPs and UNITs -- # 6) [GROUND] IR Maker Beacons for GROUPs and UNITs
-- * @{#CONTROLLABLE:NewIRMarker}(): Create a blinking IR Marker on a GROUP or UNIT. -- * @{#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 -- @field #CONTROLLABLE
CONTROLLABLE = { CONTROLLABLE = {
@ -1432,7 +1441,7 @@ end
-- @param #number Speed The speed [m/s] flying when holding the position. -- @param #number Speed The speed [m/s] flying when holding the position.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed ) function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
self:F2( { self.ControllableName, Point, Altitude, Speed } ) --self:F2( { self.ControllableName, Point, Altitude, Speed } )
local DCSTask = { local DCSTask = {
id = 'Orbit', id = 'Orbit',
@ -3629,6 +3638,26 @@ function CONTROLLABLE:OptionROTPassiveDefense()
return nil return nil
end 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? --- Can the CONTROLLABLE evade on enemy fire?
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #boolean -- @return #boolean
@ -4134,7 +4163,7 @@ function CONTROLLABLE:OptionRestrictBurner( RestrictBurner )
end 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 #CONTROLLABLE self
-- @param #number range Defines the range -- @param #number range Defines the range
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
@ -4159,6 +4188,66 @@ function CONTROLLABLE:OptionAAAttackRange( range )
return nil return nil
end 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. --- Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number EngageRange Engage range limit in percent (a number between 0 and 100). Default 100. -- @param #number EngageRange Engage range limit in percent (a number between 0 and 100). Default 100.
@ -4183,6 +4272,50 @@ function CONTROLLABLE:OptionEngageRange( EngageRange )
return nil return nil
end 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. --- [AIR] Set how the AI uses the onboard radar.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Option Options are: `NEVER = 0, FOR_ATTACK_ONLY = 1,FOR_SEARCH_IF_REQUIRED = 2, FOR_CONTINUOUS_SEARCH = 3` -- @param #number Option Options are: `NEVER = 0, FOR_ATTACK_ONLY = 1,FOR_SEARCH_IF_REQUIRED = 2, FOR_CONTINUOUS_SEARCH = 3`

View File

@ -108,6 +108,8 @@ DYNAMICCARGO.State = {
-- @type DYNAMICCARGO.AircraftTypes -- @type DYNAMICCARGO.AircraftTypes
DYNAMICCARGO.AircraftTypes = { DYNAMICCARGO.AircraftTypes = {
["CH-47Fbl1"] = "CH-47Fbl1", ["CH-47Fbl1"] = "CH-47Fbl1",
["Mi-8MTV2"] = "CH-47Fbl1",
["Mi-8MT"] = "CH-47Fbl1",
} }
--- Helo types possible. --- Helo types possible.
@ -120,17 +122,30 @@ DYNAMICCARGO.AircraftDimensions = {
["length"] = 11, ["length"] = 11,
["ropelength"] = 30, ["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. --- DYNAMICCARGO class version.
-- @field #string version -- @field #string version
DYNAMICCARGO.version="0.0.7" DYNAMICCARGO.version="0.0.9"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot... -- TODO: A lot...
-- DONE: Added Mi-8 type and dimensions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor

View File

@ -230,6 +230,8 @@ GROUP.Attribute = {
GROUND_EWR="Ground_EWR", GROUND_EWR="Ground_EWR",
GROUND_AAA="Ground_AAA", GROUND_AAA="Ground_AAA",
GROUND_SAM="Ground_SAM", GROUND_SAM="Ground_SAM",
GROUND_SHORAD="Ground_SHORAD",
GROUND_BALLISTICMISSILE="Ground_BallisticMissile",
GROUND_OTHER="Ground_OtherGround", GROUND_OTHER="Ground_OtherGround",
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier", NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
NAVAL_WARSHIP="Naval_WarShip", NAVAL_WARSHIP="Naval_WarShip",
@ -2230,6 +2232,10 @@ function GROUP:Respawn( Template, Reset )
--UTILS.PrintTableToLog(Template) --UTILS.PrintTableToLog(Template)
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(Template.units)
end
-- Spawn new group. -- Spawn new group.
self:ScheduleOnce(0.1,_DATABASE.Spawn,_DATABASE,Template) self:ScheduleOnce(0.1,_DATABASE.Spawn,_DATABASE,Template)
--_DATABASE:Spawn(Template) --_DATABASE:Spawn(Template)
@ -2638,6 +2644,8 @@ function GROUP:GetAttribute()
local artillery=self:HasAttribute("Artillery") local artillery=self:HasAttribute("Artillery")
local tank=self:HasAttribute("Old Tanks") or self:HasAttribute("Modern Tanks") or self:HasAttribute("Tanks") 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 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 ewr=self:HasAttribute("EWR")
local ifv=self:HasAttribute("IFV") local ifv=self:HasAttribute("IFV")
local sam=self:HasAttribute("SAM elements") or self:HasAttribute("Optical Tracker") local sam=self:HasAttribute("SAM elements") or self:HasAttribute("Optical Tracker")
@ -2679,6 +2687,8 @@ function GROUP:GetAttribute()
attribute=GROUP.Attribute.GROUND_SAM attribute=GROUP.Attribute.GROUND_SAM
elseif aaa then elseif aaa then
attribute=GROUP.Attribute.GROUND_AAA attribute=GROUP.Attribute.GROUND_AAA
elseif artillery and ballisticMissile then
attribute=GROUP.Attribute.GROUND_BALLISTICMISSILE
elseif artillery then elseif artillery then
attribute=GROUP.Attribute.GROUND_ARTILLERY attribute=GROUP.Attribute.GROUND_ARTILLERY
elseif tank then elseif tank then
@ -3191,3 +3201,60 @@ function GROUP:IsAAA()
end end
return isAAA return isAAA
end 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

@ -246,18 +246,20 @@ end
function POSITIONABLE:GetVec3() function POSITIONABLE:GetVec3()
local DCSPositionable = self:GetDCSObject() local DCSPositionable = self:GetDCSObject()
if DCSPositionable then if DCSPositionable then
--local status, vec3 = pcall(
-- function()
-- local vec3 = DCSPositionable:getPoint()
-- return vec3
--end
--)
local vec3 = DCSPositionable:getPoint() local vec3 = DCSPositionable:getPoint()
--if status then
return vec3 if not vec3 then
--else local pos = DCSPositionable:getPosition()
--self:E( { "Cannot get Vec3 from DCS Object", Positionable = self, Alive = self:IsAlive() } ) if pos and pos.p then
--end 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 end
-- ERROR! -- ERROR!
self:E( { "Cannot get the Positionable DCS Object for GetVec3", Positionable = self, Alive = self:IsAlive() } ) self:E( { "Cannot get the Positionable DCS Object for GetVec3", Positionable = self, Alive = self:IsAlive() } )
@ -359,15 +361,17 @@ function POSITIONABLE:GetCoord()
-- Get the current position. -- Get the current position.
local PositionableVec3 = self:GetVec3() local PositionableVec3 = self:GetVec3()
if self.coordinate then if PositionableVec3 then
-- Update COORDINATE from 3D vector. if self.coordinate then
self.coordinate:UpdateFromVec3( PositionableVec3 ) -- Update COORDINATE from 3D vector.
else self.coordinate:UpdateFromVec3( PositionableVec3 )
-- New COORDINATE. else
self.coordinate = COORDINATE:NewFromVec3( PositionableVec3 ) -- New COORDINATE.
end self.coordinate = COORDINATE:NewFromVec3( PositionableVec3 )
end
return self.coordinate return self.coordinate
end
end end
-- Error message. -- Error message.
@ -388,13 +392,13 @@ function POSITIONABLE:GetCoordinate()
-- Get the current position. -- Get the current position.
local PositionableVec3 = self:GetVec3() local PositionableVec3 = self:GetVec3()
if PositionableVec3 then
local coord=COORDINATE:NewFromVec3(PositionableVec3) local coord=COORDINATE:NewFromVec3(PositionableVec3)
local heading = self:GetHeading() local heading = self:GetHeading()
coord.Heading = heading coord.Heading = heading
-- Return a new coordiante object. -- Return a new coordiante object.
return coord return coord
end
end end
-- Error message. -- Error message.
@ -1861,6 +1865,7 @@ do -- Cargo
["HL_DSHK"] = 6*POSITIONABLE.DefaultInfantryWeight, ["HL_DSHK"] = 6*POSITIONABLE.DefaultInfantryWeight,
["CCKW_353"] = 16*POSITIONABLE.DefaultInfantryWeight, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers, ["CCKW_353"] = 16*POSITIONABLE.DefaultInfantryWeight, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers,
["MaxxPro_MRAP"] = 7*POSITIONABLE.DefaultInfantryWeight, ["MaxxPro_MRAP"] = 7*POSITIONABLE.DefaultInfantryWeight,
["Sd_Kfz_251"] = 10*POSITIONABLE.DefaultInfantryWeight,
} }
} }

View File

@ -753,7 +753,7 @@ function STORAGE:LoadFromFile(Path,Filename)
end end
end end
else 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
end end
@ -773,7 +773,7 @@ function STORAGE:LoadFromFile(Path,Filename)
end end
end end
else 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
end end
@ -805,7 +805,7 @@ function STORAGE:LoadFromFile(Path,Filename)
end end
end end
else 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
end end

View File

@ -377,6 +377,10 @@ function UNIT:ReSpawnAt(Coordinate, Heading)
--self:T( SpawnGroupTemplate ) --self:T( SpawnGroupTemplate )
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(SpawnGroupTemplate.units)
end
_DATABASE:Spawn(SpawnGroupTemplate) _DATABASE:Spawn(SpawnGroupTemplate)
end end
@ -1924,3 +1928,28 @@ function UNIT:IsAAA()
end end
return false return false
end 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