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https://github.com/Pax1601/DCSOlympus.git
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More work on miss on purpose
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@@ -48,15 +48,15 @@ export const emissionsCountermeasuresDescriptions: string[] = [
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];
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export const shotsScatterDescriptions: string[] = [
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"Large scatter",
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"Medium scatter",
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"Small scatter (Radar guided units will track shots when the enemy unit is close)"
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"When performing scenic shooting tasks like simulated firefights, will shoot with a large scatter",
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"When performing scenic shooting tasks like simulated firefights, will shoot with a medium scatter",
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"When performing scenic shooting tasks like simulated firefights, will shoot with a small scatter (Radar guided units will track shots when the enemy unit is close)"
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];
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export const shotsIntensityDescriptions: string[] = [
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"Low intensity",
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"Medium intensity",
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"High intensity"
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"When performing scenic shooting tasks like simulated firefights, will shoot with a low rate of fire",
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"When performing scenic shooting tasks like simulated firefights, will shoot with a medium rate of fire",
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"When performing scenic shooting tasks like simulated firefights, will shoot with a high rate of fire"
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];
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export const minSpeedValues: { [key: string]: number } = { Aircraft: 100, Helicopter: 0, NavyUnit: 0, GroundUnit: 0 };
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@@ -214,12 +214,17 @@ export interface UnitBlueprint {
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muzzleVelocity?: number;
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aimTime?: number;
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shotsToFire?: number;
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shotsBaseInterval?: number;
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shotsBaseScatter?: number;
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description?: string;
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abilities?: string;
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acquisitionRange?: number;
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engagementRange?: number;
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targetingRange?: number;
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canTargetPoint?: boolean;
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canRearm?: boolean;
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canAAA?: boolean;
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indirectFire?: boolean;
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}
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export interface UnitSpawnOptions {
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@@ -447,7 +447,6 @@ export class Unit extends CustomMarker {
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return this.getDatabase()?.getSpawnPointsByName(this.getName());
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}
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/********************** Icon *************************/
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createIcon(): void {
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/* Set the icon */
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@@ -654,6 +653,14 @@ export class Unit extends CustomMarker {
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return this.getDatabase()?.getByName(this.#name)?.canRearm === true;
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}
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canAAA() {
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return this.getDatabase()?.getByName(this.#name)?.canAAA === true;
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}
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indirectFire() {
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return this.getDatabase()?.getByName(this.#name)?.indirectFire === true;
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}
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isTanker() {
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return this.canFulfillRole("Tanker");
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}
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@@ -1462,7 +1469,7 @@ export class GroundUnit extends Unit {
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options["group-ground"] = { text: "Create group", tooltip: "Create a group from the selected units", type: "and" };
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}
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if (["AAA", "flak"].includes(this.getType())) {
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if (this.canAAA()) {
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options["scenic-aaa"] = { text: "Scenic AAA", tooltip: "Shoot AAA in the air without aiming at any target, when a enemy unit gets close enough. WARNING: works correctly only on neutral units, blue or red units will aim", type: "and" };
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options["miss-aaa"] = { text: "Miss on purpose AAA", tooltip: "Shoot AAA towards the closest enemy unit, but don't aim precisely. WARNING: works correctly only on neutral units, blue or red units will aim", type: "and" };
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}
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