mirror of
https://github.com/Pax1601/DCSOlympus.git
synced 2025-10-29 16:56:34 +00:00
Reordered scripts folder
This commit is contained in:
@@ -1,47 +1,47 @@
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coal = {}
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coal = {}
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function coal.notify(message, displayFor)
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function coal.notify(message, displayFor)
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trigger.action.outText(message, displayFor)
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trigger.action.outText(message, displayFor)
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end
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end
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function coal.listRed()
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function coal.listRed()
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coal.coals = env.mission.coalitions.red --solid naming this
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coal.coals = env.mission.coalitions.red --solid naming this
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coal.notify(mist.utils.tableShow(coal.coals),5)
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coal.notify(mist.utils.tableShow(coal.coals),5)
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pickOne = math.random(#coal.coals)
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pickOne = math.random(#coal.coals)
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countryIs = country.name[coal.coals[pickOne]]
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countryIs = country.name[coal.coals[pickOne]]
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coal.notify(countryIs,10)
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coal.notify(countryIs,10)
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end
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end
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function coal.listBlue()
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function coal.listBlue()
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coal.coals = env.mission.coalitions.blue --solid naming this
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coal.coals = env.mission.coalitions.blue --solid naming this
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coal.notify(mist.utils.tableShow(coal.coals),5)
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coal.notify(mist.utils.tableShow(coal.coals),5)
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pickOne = math.random(#coal.coals)
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pickOne = math.random(#coal.coals)
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countryIs = country.name[coal.coals[pickOne]]
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countryIs = country.name[coal.coals[pickOne]]
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coal.notify(countryIs,10)
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coal.notify(countryIs,10)
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end
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end
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function coal.listNeutrals()
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function coal.listNeutrals()
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coal.coals = env.mission.coalitions.neutrals --solid naming this
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coal.coals = env.mission.coalitions.neutrals --solid naming this
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coal.notify(mist.utils.tableShow(coal.coals),5)
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coal.notify(mist.utils.tableShow(coal.coals),5)
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pickOne = math.random(#coal.coals)
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pickOne = math.random(#coal.coals)
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countryIs = country.name[coal.coals[pickOne]]
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countryIs = country.name[coal.coals[pickOne]]
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coal.notify(countryIs,10)
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coal.notify(countryIs,10)
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end
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end
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do
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do
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longRangeShots = missionCommands.addSubMenu("Coal check")
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longRangeShots = missionCommands.addSubMenu("Coal check")
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missionCommands.addCommand ("List reds", longRangeShots, coal.listRed)
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missionCommands.addCommand ("List reds", longRangeShots, coal.listRed)
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missionCommands.addCommand ("List blue", longRangeShots, coal.listBlue)
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missionCommands.addCommand ("List blue", longRangeShots, coal.listBlue)
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missionCommands.addCommand ("List neutrals", longRangeShots, coal.listNeutrals)
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missionCommands.addCommand ("List neutrals", longRangeShots, coal.listNeutrals)
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end
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end
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coal.notify("coals.lua loaded", 2)
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coal.notify("coals.lua loaded", 2)
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-- env.mission.coalitions.red
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-- env.mission.coalitions.red
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-- env.mission.coalitions.blue
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-- env.mission.coalitions.blue
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-- env.mission.coalitions.neutrals
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-- env.mission.coalitions.neutrals
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--coalition.getCountryCoalition(countryID)
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--coalition.getCountryCoalition(countryID)
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@@ -1,305 +1,305 @@
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effects = {}
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effects = {}
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effects.shooterName = "TestInfantry"
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effects.shooterName = "TestInfantry"
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effects.napalmCounter = 1
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effects.napalmCounter = 1
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effects.fireCounter = 1
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effects.fireCounter = 1
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function effects.notify(message, displayFor)
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function effects.notify(message, displayFor)
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trigger.action.outText(message, displayFor, false)
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trigger.action.outText(message, displayFor, false)
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end
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end
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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----NAPALM
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----NAPALM
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function effects.napalmSingle ()
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function effects.napalmSingle ()
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unit = Unit.getByName(effects.shooterName)
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unit = Unit.getByName(effects.shooterName)
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local unitPos = unit:getPosition().p
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local unitPos = unit:getPosition().p
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vec3 = mist.utils.makeVec3GL(unitPos)
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vec3 = mist.utils.makeVec3GL(unitPos)
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effects.spawnNapalm (vec3)
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effects.spawnNapalm (vec3)
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end
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end
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function effects.spawnNapalm (vec3)
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function effects.spawnNapalm (vec3)
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napeName = "napalmStrike" .. effects.napalmCounter
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napeName = "napalmStrike" .. effects.napalmCounter
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effects.napalmCounter = effects.napalmCounter + 1
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effects.napalmCounter = effects.napalmCounter + 1
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mist.dynAddStatic(
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mist.dynAddStatic(
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{
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{
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country = 20,
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country = 20,
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category = 'Fortifications',
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category = 'Fortifications',
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hidden = true,
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hidden = true,
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name = napeName,
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name = napeName,
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type ="Fuel tank",
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type ="Fuel tank",
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x = vec3.x,
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x = vec3.x,
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y = vec3.z,
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y = vec3.z,
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heading = 0,
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heading = 0,
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} -- end of function
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} -- end of function
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)
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)
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timer.scheduleFunction(effects.explode,vec3, timer.getTime() + 0.1)
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timer.scheduleFunction(effects.explode,vec3, timer.getTime() + 0.1)
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timer.scheduleFunction(effects.napalam_death,napeName, timer.getTime() + 0.12)
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timer.scheduleFunction(effects.napalam_death,napeName, timer.getTime() + 0.12)
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end
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end
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function effects.explode(vec3)
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function effects.explode(vec3)
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trigger.action.explosion(vec3, 10)
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trigger.action.explosion(vec3, 10)
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end
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end
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function effects.napalam_death(staticName) --yes i know bad pun, removes the fuel tank after a set time
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function effects.napalam_death(staticName) --yes i know bad pun, removes the fuel tank after a set time
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StaticObject.getByName(staticName):destroy()
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StaticObject.getByName(staticName):destroy()
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end
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end
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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----Basic smoke or fire that despawns
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----Basic smoke or fire that despawns
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function effects.smokeFire ()
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function effects.smokeFire ()
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unit = Unit.getByName(effects.shooterName)
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unit = Unit.getByName(effects.shooterName)
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local unitPos = unit:getPosition().p
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local unitPos = unit:getPosition().p
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vec3 = mist.utils.makeVec3GL(unitPos)
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vec3 = mist.utils.makeVec3GL(unitPos)
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effects.createFire (vec3, 2)
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effects.createFire (vec3, 2)
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-- 1 = small smoke and fire
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-- 1 = small smoke and fire
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-- 2 = medium smoke and fire
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-- 2 = medium smoke and fire
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-- 3 = large smoke and fire
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-- 3 = large smoke and fire
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-- 4 = huge smoke and fire
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-- 4 = huge smoke and fire
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-- 5 = small smoke
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-- 5 = small smoke
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-- 6 = medium smoke
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-- 6 = medium smoke
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-- 7 = large smoke
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-- 7 = large smoke
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-- 8 = huge smoke
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-- 8 = huge smoke
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end
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end
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function effects.createFire (vec3, size)
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function effects.createFire (vec3, size)
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smokeName = "smokeName" .. effects.fireCounter
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smokeName = "smokeName" .. effects.fireCounter
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effects.fireCounter = effects.fireCounter + 1
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effects.fireCounter = effects.fireCounter + 1
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trigger.action.effectSmokeBig(vec3 , size , 1, smokeName)
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trigger.action.effectSmokeBig(vec3 , size , 1, smokeName)
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trigger.action.explosion(vec3, 1) -- looks wierd to spawn in on flat land without this
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trigger.action.explosion(vec3, 1) -- looks wierd to spawn in on flat land without this
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timer.scheduleFunction(effects.removeFire,smokeName, timer.getTime() + 20) --you could set a timer, or if selected give option to despawn later
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timer.scheduleFunction(effects.removeFire,smokeName, timer.getTime() + 20) --you could set a timer, or if selected give option to despawn later
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end
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end
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function effects.removeFire (smokeName)
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function effects.removeFire (smokeName)
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trigger.action.effectSmokeStop(smokeName)
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trigger.action.effectSmokeStop(smokeName)
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end
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end
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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----White phosporus secondaries extra effect, like round cooking off
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----White phosporus secondaries extra effect, like round cooking off
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--if you up the number going pop to somewhere in the 200-400 region with a white phosporus impact it would look mental cool
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--if you up the number going pop to somewhere in the 200-400 region with a white phosporus impact it would look mental cool
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function effects.secondaries ()
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function effects.secondaries ()
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unit = Unit.getByName(effects.shooterName)
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unit = Unit.getByName(effects.shooterName)
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local unitPos = unit:getPosition().p
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local unitPos = unit:getPosition().p
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vec3 = mist.utils.makeVec3GL(unitPos)
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vec3 = mist.utils.makeVec3GL(unitPos)
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--trigger.action.smoke(vec3 , 2 )
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--trigger.action.smoke(vec3 , 2 )
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for i = 1,math.random(3,10) do
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for i = 1,math.random(3,10) do
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angle = mist.utils.toRadian((math.random(1,360)))
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angle = mist.utils.toRadian((math.random(1,360)))
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local randVec = mist.utils.makeVec3GL((mist.getRandPointInCircle(vec3 ,5 , 1 ,0 ,360)))
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local randVec = mist.utils.makeVec3GL((mist.getRandPointInCircle(vec3 ,5 , 1 ,0 ,360)))
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trigger.action.signalFlare(randVec , 2 , angle )
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trigger.action.signalFlare(randVec , 2 , angle )
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end
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end
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end
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end
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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--------------------------------------------
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----Depth Charges
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----Depth Charges
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-- these also make, on land, good dust clouds for a bomb hit in a sandy area?
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-- these also make, on land, good dust clouds for a bomb hit in a sandy area?
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-- local surface = land.getSurfaceType(mist.utils.makeVec2(unitPos)) -- optional check for water, value 3 or 2
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-- local surface = land.getSurfaceType(mist.utils.makeVec2(unitPos)) -- optional check for water, value 3 or 2
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function effects.depthCharge ()
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function effects.depthCharge ()
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local unit = Unit.getByName(effects.shooterName)
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local unit = Unit.getByName(effects.shooterName)
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local unitPos = unit:getPosition().p
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local unitPos = unit:getPosition().p
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vec3 = mist.utils.makeVec3GL(unitPos)
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vec3 = mist.utils.makeVec3GL(unitPos)
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vec3.y = vec3.y - 1000
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vec3.y = vec3.y - 1000
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bang = vec3
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bang = vec3
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distance = 20
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distance = 20
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explosionSize = 2
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explosionSize = 2
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(vec3,explosionSize)
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trigger.action.explosion(vec3,explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
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bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
trigger.action.explosion(vec3,explosionSize)
|
trigger.action.explosion(vec3,explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
bang = mist.getRandPointInCircle(vec3 , distance ,1,359,0)
|
||||||
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
trigger.action.explosion(mist.utils.makeVec3GL(bang),explosionSize)
|
||||||
timer.scheduleFunction(effects.depthChargeMain,vec3, timer.getTime() + 5)
|
timer.scheduleFunction(effects.depthChargeMain,vec3, timer.getTime() + 5)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function effects.depthChargeMain (vec3)
|
function effects.depthChargeMain (vec3)
|
||||||
explosionSize = 250
|
explosionSize = 250
|
||||||
trigger.action.explosion(vec3,explosionSize)
|
trigger.action.explosion(vec3,explosionSize)
|
||||||
trigger.action.explosion(vec3,explosionSize)
|
trigger.action.explosion(vec3,explosionSize)
|
||||||
vec3.x = vec3.x
|
vec3.x = vec3.x
|
||||||
trigger.action.explosion(vec3,explosionSize)
|
trigger.action.explosion(vec3,explosionSize)
|
||||||
vec3.x = vec3.x - 10
|
vec3.x = vec3.x - 10
|
||||||
trigger.action.explosion(vec3,explosionSize)
|
trigger.action.explosion(vec3,explosionSize)
|
||||||
vec3.z = vec3.z
|
vec3.z = vec3.z
|
||||||
trigger.action.explosion(vec3,explosionSize)
|
trigger.action.explosion(vec3,explosionSize)
|
||||||
vec3.z = vec3.z - 10
|
vec3.z = vec3.z - 10
|
||||||
end
|
end
|
||||||
|
|
||||||
--------------------------------------------
|
--------------------------------------------
|
||||||
--------------------------------------------
|
--------------------------------------------
|
||||||
--------------------------------------------
|
--------------------------------------------
|
||||||
----Normal small explosion
|
----Normal small explosion
|
||||||
|
|
||||||
function effects.normalSmallExplosion (vec3)
|
function effects.normalSmallExplosion (vec3)
|
||||||
unit = Unit.getByName(effects.shooterName)
|
unit = Unit.getByName(effects.shooterName)
|
||||||
local unitPos = unit:getPosition().p
|
local unitPos = unit:getPosition().p
|
||||||
vec3 = mist.utils.makeVec3GL(unitPos)
|
vec3 = mist.utils.makeVec3GL(unitPos)
|
||||||
trigger.action.explosion(vec3,10)
|
trigger.action.explosion(vec3,10)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
do
|
do
|
||||||
longRangeShots = missionCommands.addSubMenu("Effects")
|
longRangeShots = missionCommands.addSubMenu("Effects")
|
||||||
missionCommands.addCommand ("Napalm", longRangeShots, effects.napalmSingle)
|
missionCommands.addCommand ("Napalm", longRangeShots, effects.napalmSingle)
|
||||||
missionCommands.addCommand ("Fire or smoke", longRangeShots, effects.smokeFire)
|
missionCommands.addCommand ("Fire or smoke", longRangeShots, effects.smokeFire)
|
||||||
missionCommands.addCommand ("Secondary explosions", longRangeShots, effects.secondaries)
|
missionCommands.addCommand ("Secondary explosions", longRangeShots, effects.secondaries)
|
||||||
missionCommands.addCommand ("Depth Charge", longRangeShots, effects.depthCharge)
|
missionCommands.addCommand ("Depth Charge", longRangeShots, effects.depthCharge)
|
||||||
missionCommands.addCommand ("A regular explosion", longRangeShots, effects.normalSmallExplosion)
|
missionCommands.addCommand ("A regular explosion", longRangeShots, effects.normalSmallExplosion)
|
||||||
end
|
end
|
||||||
|
|
||||||
effects.notify("effects.lua ran", 2)
|
effects.notify("effects.lua ran", 2)
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,112 +1,112 @@
|
|||||||
--Spawn a SAM integrated with IADS
|
--Spawn a SAM integrated with IADS
|
||||||
--Spawn a normal SAM
|
--Spawn a normal SAM
|
||||||
--SAM bubble shields
|
--SAM bubble shields
|
||||||
|
|
||||||
forceBub = {}
|
forceBub = {}
|
||||||
forceBub.handler = {}
|
forceBub.handler = {}
|
||||||
forceBub.missileList = {}
|
forceBub.missileList = {}
|
||||||
forceBub.missilesActive = 0
|
forceBub.missilesActive = 0
|
||||||
forceBub.shieldOn = false
|
forceBub.shieldOn = false
|
||||||
|
|
||||||
function forceBub.notify(message, displayFor)
|
function forceBub.notify(message, displayFor)
|
||||||
trigger.action.outText(message, displayFor, true)
|
trigger.action.outText(message, displayFor, true)
|
||||||
end
|
end
|
||||||
|
|
||||||
function forceBub.setShield()
|
function forceBub.setShield()
|
||||||
forceBub.notify("Shield on", 2)
|
forceBub.notify("Shield on", 2)
|
||||||
end
|
end
|
||||||
|
|
||||||
function forceBub.stopShield()
|
function forceBub.stopShield()
|
||||||
forceBub.shieldOn = false
|
forceBub.shieldOn = false
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
local function protectedCall(...)
|
local function protectedCall(...)
|
||||||
local status, retval = pcall(...)
|
local status, retval = pcall(...)
|
||||||
if not status then
|
if not status then
|
||||||
--rf.notify("Caught error " .. retval,2)
|
--rf.notify("Caught error " .. retval,2)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function forceBub.handler:onEvent(event)
|
function forceBub.handler:onEvent(event)
|
||||||
protectedCall(forceBub.eventHandler, event)
|
protectedCall(forceBub.eventHandler, event)
|
||||||
end
|
end
|
||||||
|
|
||||||
function forceBub.checkMissiles ()
|
function forceBub.checkMissiles ()
|
||||||
local currentTime = timer.getTime()
|
local currentTime = timer.getTime()
|
||||||
if forceBub.missilesActive > 0 then
|
if forceBub.missilesActive > 0 then
|
||||||
for index, data in pairs(forceBub.missileList) do
|
for index, data in pairs(forceBub.missileList) do
|
||||||
output = mist.utils.tableShow(forceBub.missileList[index])
|
output = mist.utils.tableShow(forceBub.missileList[index])
|
||||||
if forceBub.missileList[index].exists == true then
|
if forceBub.missileList[index].exists == true then
|
||||||
if Object.isExist(forceBub.missileList[index].weapon) == true then
|
if Object.isExist(forceBub.missileList[index].weapon) == true then
|
||||||
forceBub.missileList[index].pos = forceBub.missileList[index].weapon:getPosition()
|
forceBub.missileList[index].pos = forceBub.missileList[index].weapon:getPosition()
|
||||||
|
|
||||||
|
|
||||||
local missilePosition = forceBub.missileList[index].pos.p
|
local missilePosition = forceBub.missileList[index].pos.p
|
||||||
|
|
||||||
unit = Unit.getByName("Test")
|
unit = Unit.getByName("Test")
|
||||||
local unitPosition = unit:getPosition().p
|
local unitPosition = unit:getPosition().p
|
||||||
|
|
||||||
local distance = mist.utils.get3DDist(unitPosition , missilePosition )
|
local distance = mist.utils.get3DDist(unitPosition , missilePosition )
|
||||||
forceBub.notify(distance,1)
|
forceBub.notify(distance,1)
|
||||||
|
|
||||||
if forceBub.shieldOn == true and distance < 100 then --this distance is the sweet spot any less and you probably take damage and die, less than 75 death
|
if forceBub.shieldOn == true and distance < 100 then --this distance is the sweet spot any less and you probably take damage and die, less than 75 death
|
||||||
|
|
||||||
trigger.action.explosion(missilePosition , 1) --just blows up the missile
|
trigger.action.explosion(missilePosition , 1) --just blows up the missile
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
else
|
else
|
||||||
forceBub.missileList[index] = nil
|
forceBub.missileList[index] = nil
|
||||||
forceBub.missilesActive = forceBub.missilesActive - 1
|
forceBub.missilesActive = forceBub.missilesActive - 1
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
timer.scheduleFunction(forceBub.checkMisProtectCall,{},currentTime + 0.01)
|
timer.scheduleFunction(forceBub.checkMisProtectCall,{},currentTime + 0.01)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function forceBub.eventHandler (event)
|
function forceBub.eventHandler (event)
|
||||||
--forceBub.notify(mist.utils.tableShow(event),10)
|
--forceBub.notify(mist.utils.tableShow(event),10)
|
||||||
if (event.id == 1) then
|
if (event.id == 1) then
|
||||||
--check if weapon is a missile
|
--check if weapon is a missile
|
||||||
--rf.notify("Missile fired id " .. event.weapon.id_ ,2)
|
--rf.notify("Missile fired id " .. event.weapon.id_ ,2)
|
||||||
forceBub.notify(mist.utils.tableShow(Weapon.getDesc(event.weapon)),10)
|
forceBub.notify(mist.utils.tableShow(Weapon.getDesc(event.weapon)),10)
|
||||||
if Weapon.getDesc(event.weapon).missileCategory == 2 then
|
if Weapon.getDesc(event.weapon).missileCategory == 2 then
|
||||||
local newMis = {}
|
local newMis = {}
|
||||||
newMis.id = event.weapon.id_
|
newMis.id = event.weapon.id_
|
||||||
newMis.pos = event.weapon:getPosition()
|
newMis.pos = event.weapon:getPosition()
|
||||||
newMis.weapon = event.weapon
|
newMis.weapon = event.weapon
|
||||||
newMis.exists = Object.isExist(newMis.weapon)
|
newMis.exists = Object.isExist(newMis.weapon)
|
||||||
forceBub.missileList[event.weapon.id_] = newMis
|
forceBub.missileList[event.weapon.id_] = newMis
|
||||||
forceBub.missilesActive = forceBub.missilesActive + 1
|
forceBub.missilesActive = forceBub.missilesActive + 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function forceBub.checkMisProtectCall()
|
function forceBub.checkMisProtectCall()
|
||||||
protectedCall(forceBub.checkMissiles,{})
|
protectedCall(forceBub.checkMissiles,{})
|
||||||
end
|
end
|
||||||
|
|
||||||
function forceBub.setShield()
|
function forceBub.setShield()
|
||||||
forceBub.shieldOn = true
|
forceBub.shieldOn = true
|
||||||
end
|
end
|
||||||
|
|
||||||
do
|
do
|
||||||
forceField = missionCommands.addSubMenu("Force Field")
|
forceField = missionCommands.addSubMenu("Force Field")
|
||||||
missionCommands.addCommand ("Forcefield on", forceField, forceBub.setShield)
|
missionCommands.addCommand ("Forcefield on", forceField, forceBub.setShield)
|
||||||
missionCommands.addCommand ("Stop Field", forceField, forceBub.stopShield)
|
missionCommands.addCommand ("Stop Field", forceField, forceBub.stopShield)
|
||||||
end
|
end
|
||||||
|
|
||||||
do
|
do
|
||||||
world.addEventHandler(forceBub.handler)
|
world.addEventHandler(forceBub.handler)
|
||||||
end
|
end
|
||||||
|
|
||||||
protectedCall(forceBub.checkMissiles,{})
|
protectedCall(forceBub.checkMissiles,{})
|
||||||
forceBub.notify("forceBubble.lua loaded", 2)
|
forceBub.notify("forceBubble.lua loaded", 2)
|
||||||
@@ -1,21 +1,21 @@
|
|||||||
lddl = {}
|
lddl = {}
|
||||||
lddl.refreshRate = 1
|
lddl.refreshRate = 1
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function lddl.pointer ()
|
function lddl.pointer ()
|
||||||
origin = Unit.getByName("Laser")
|
origin = Unit.getByName("Laser")
|
||||||
originPos = origin:getPosition().p
|
originPos = origin:getPosition().p
|
||||||
targetPos = Unit.getByName("LaserTGT"):getPosition().p
|
targetPos = Unit.getByName("LaserTGT"):getPosition().p
|
||||||
laser = Spot.createInfraRed(origin , originPos, targetPos)
|
laser = Spot.createInfraRed(origin , originPos, targetPos)
|
||||||
timer.scheduleFunction(lddl.removePointer,laser, timer.getTime() + lddl.refreshRate)
|
timer.scheduleFunction(lddl.removePointer,laser, timer.getTime() + lddl.refreshRate)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function lddl.removePointer(laser)
|
function lddl.removePointer(laser)
|
||||||
Spot.destroy(laser)
|
Spot.destroy(laser)
|
||||||
timer.scheduleFunction(lddl.pointer,{}, timer.getTime() + lddl.refreshRate)
|
timer.scheduleFunction(lddl.pointer,{}, timer.getTime() + lddl.refreshRate)
|
||||||
end
|
end
|
||||||
|
|
||||||
lddl.pointer ()
|
lddl.pointer ()
|
||||||
@@ -1,184 +1,184 @@
|
|||||||
--------------------------------THIS FIRST BIT IS THE SRS CODE BLOCK-------------------
|
--------------------------------THIS FIRST BIT IS THE SRS CODE BLOCK-------------------
|
||||||
-------------------- first 4 things need to be set correctly for the server, they are for ours, we don't do the google creds yet
|
-------------------- first 4 things need to be set correctly for the server, they are for ours, we don't do the google creds yet
|
||||||
|
|
||||||
STTS = {}
|
STTS = {}
|
||||||
-- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
|
-- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
|
||||||
STTS.DIRECTORY = "C:\\Users\\Administrator\\Desktop\\DCS\\SRS Refugees"
|
STTS.DIRECTORY = "C:\\Users\\Administrator\\Desktop\\DCS\\SRS Refugees"
|
||||||
|
|
||||||
STTS.SRS_PORT = 5002 -- LOCAL SRS PORT - DEFAULT IS 5002
|
STTS.SRS_PORT = 5002 -- LOCAL SRS PORT - DEFAULT IS 5002
|
||||||
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
|
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
|
||||||
|
|
||||||
-- DONT CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
|
-- DONT CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
|
||||||
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
|
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
|
||||||
|
|
||||||
local random = math.random
|
local random = math.random
|
||||||
function STTS.uuid()
|
function STTS.uuid()
|
||||||
local template ='yxxx-xxxxxxxxxxxx'
|
local template ='yxxx-xxxxxxxxxxxx'
|
||||||
return string.gsub(template, '[xy]', function (c)
|
return string.gsub(template, '[xy]', function (c)
|
||||||
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
|
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
|
||||||
return string.format('%x', v)
|
return string.format('%x', v)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
function STTS.round(x, n)
|
function STTS.round(x, n)
|
||||||
n = math.pow(10, n or 0)
|
n = math.pow(10, n or 0)
|
||||||
x = x * n
|
x = x * n
|
||||||
if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end
|
if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end
|
||||||
return x / n
|
return x / n
|
||||||
end
|
end
|
||||||
|
|
||||||
function STTS.getSpeechTime(length,speed,isGoogle)
|
function STTS.getSpeechTime(length,speed,isGoogle)
|
||||||
-- Function returns estimated speech time in seconds
|
-- Function returns estimated speech time in seconds
|
||||||
|
|
||||||
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word
|
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word
|
||||||
-- so 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
|
-- so 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
|
||||||
-- so lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec
|
-- so lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec
|
||||||
-- map function: (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
|
-- map function: (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
|
||||||
|
|
||||||
local maxRateRatio = 3
|
local maxRateRatio = 3
|
||||||
|
|
||||||
speed = speed or 1.0
|
speed = speed or 1.0
|
||||||
isGoogle = isGoogle or false
|
isGoogle = isGoogle or false
|
||||||
|
|
||||||
local speedFactor = 1.0
|
local speedFactor = 1.0
|
||||||
if isGoogle then
|
if isGoogle then
|
||||||
speedFactor = speed
|
speedFactor = speed
|
||||||
else
|
else
|
||||||
if speed ~= 0 then
|
if speed ~= 0 then
|
||||||
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1
|
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1
|
||||||
end
|
end
|
||||||
if speed < 0 then
|
if speed < 0 then
|
||||||
speedFactor = 1/speedFactor
|
speedFactor = 1/speedFactor
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local wpm = math.ceil(100 * speedFactor)
|
local wpm = math.ceil(100 * speedFactor)
|
||||||
local cps = math.floor((wpm * 5)/60)
|
local cps = math.floor((wpm * 5)/60)
|
||||||
|
|
||||||
if type(length) == "string" then
|
if type(length) == "string" then
|
||||||
length = string.len(length)
|
length = string.len(length)
|
||||||
end
|
end
|
||||||
|
|
||||||
return math.ceil(length/cps)
|
return math.ceil(length/cps)
|
||||||
end
|
end
|
||||||
|
|
||||||
function STTS.TextToSpeech(message,freqs,modulations, volume,name, coalition,point, speed,gender,culture,voice, googleTTS )
|
function STTS.TextToSpeech(message,freqs,modulations, volume,name, coalition,point, speed,gender,culture,voice, googleTTS )
|
||||||
if os == nil or io == nil then
|
if os == nil or io == nil then
|
||||||
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ")
|
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
speed = speed or 1
|
speed = speed or 1
|
||||||
gender = gender or "female"
|
gender = gender or "female"
|
||||||
culture = culture or ""
|
culture = culture or ""
|
||||||
voice = voice or ""
|
voice = voice or ""
|
||||||
|
|
||||||
|
|
||||||
message = message:gsub("\"","\\\"")
|
message = message:gsub("\"","\\\"")
|
||||||
|
|
||||||
local cmd = string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs, modulations, coalition,STTS.SRS_PORT, name )
|
local cmd = string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs, modulations, coalition,STTS.SRS_PORT, name )
|
||||||
|
|
||||||
if voice ~= "" then
|
if voice ~= "" then
|
||||||
cmd = cmd .. string.format(" -V \"%s\"",voice)
|
cmd = cmd .. string.format(" -V \"%s\"",voice)
|
||||||
else
|
else
|
||||||
|
|
||||||
if culture ~= "" then
|
if culture ~= "" then
|
||||||
cmd = cmd .. string.format(" -l %s",culture)
|
cmd = cmd .. string.format(" -l %s",culture)
|
||||||
end
|
end
|
||||||
|
|
||||||
if gender ~= "" then
|
if gender ~= "" then
|
||||||
cmd = cmd .. string.format(" -g %s",gender)
|
cmd = cmd .. string.format(" -g %s",gender)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if googleTTS == true then
|
if googleTTS == true then
|
||||||
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS)
|
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS)
|
||||||
end
|
end
|
||||||
|
|
||||||
if speed ~= 1 then
|
if speed ~= 1 then
|
||||||
cmd = cmd .. string.format(" -s %s",speed)
|
cmd = cmd .. string.format(" -s %s",speed)
|
||||||
end
|
end
|
||||||
|
|
||||||
if volume ~= 1.0 then
|
if volume ~= 1.0 then
|
||||||
cmd = cmd .. string.format(" -v %s",volume)
|
cmd = cmd .. string.format(" -v %s",volume)
|
||||||
end
|
end
|
||||||
|
|
||||||
if point and type(point) == "table" and point.x then
|
if point and type(point) == "table" and point.x then
|
||||||
local lat, lon, alt = coord.LOtoLL(point)
|
local lat, lon, alt = coord.LOtoLL(point)
|
||||||
|
|
||||||
lat = STTS.round(lat,4)
|
lat = STTS.round(lat,4)
|
||||||
lon = STTS.round(lon,4)
|
lon = STTS.round(lon,4)
|
||||||
alt = math.floor(alt)
|
alt = math.floor(alt)
|
||||||
|
|
||||||
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
|
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
|
||||||
end
|
end
|
||||||
|
|
||||||
cmd = cmd ..string.format(" -t \"%s\"",message)
|
cmd = cmd ..string.format(" -t \"%s\"",message)
|
||||||
|
|
||||||
if string.len(cmd) > 255 then
|
if string.len(cmd) > 255 then
|
||||||
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
|
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
|
||||||
local script = io.open(filename,"w+")
|
local script = io.open(filename,"w+")
|
||||||
script:write(cmd .. " && exit" )
|
script:write(cmd .. " && exit" )
|
||||||
script:close()
|
script:close()
|
||||||
cmd = string.format("\"%s\"",filename)
|
cmd = string.format("\"%s\"",filename)
|
||||||
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1)
|
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1)
|
||||||
end
|
end
|
||||||
|
|
||||||
if string.len(cmd) > 255 then
|
if string.len(cmd) > 255 then
|
||||||
env.info("[DCS-STTS] - cmd string too long")
|
env.info("[DCS-STTS] - cmd string too long")
|
||||||
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n")
|
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n")
|
||||||
end
|
end
|
||||||
os.execute(cmd)
|
os.execute(cmd)
|
||||||
|
|
||||||
return STTS.getSpeechTime(message,speed,googleTTS)
|
return STTS.getSpeechTime(message,speed,googleTTS)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function STTS.PlayMP3(pathToMP3,freqs,modulations, volume,name, coalition,point )
|
function STTS.PlayMP3(pathToMP3,freqs,modulations, volume,name, coalition,point )
|
||||||
|
|
||||||
local cmd = string.format("start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs, modulations, coalition,STTS.SRS_PORT, name, volume )
|
local cmd = string.format("start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs, modulations, coalition,STTS.SRS_PORT, name, volume )
|
||||||
|
|
||||||
if point and type(point) == "table" and point.x then
|
if point and type(point) == "table" and point.x then
|
||||||
local lat, lon, alt = coord.LOtoLL(point)
|
local lat, lon, alt = coord.LOtoLL(point)
|
||||||
|
|
||||||
lat = STTS.round(lat,4)
|
lat = STTS.round(lat,4)
|
||||||
lon = STTS.round(lon,4)
|
lon = STTS.round(lon,4)
|
||||||
alt = math.floor(alt)
|
alt = math.floor(alt)
|
||||||
|
|
||||||
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
|
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt)
|
||||||
end
|
end
|
||||||
|
|
||||||
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n")
|
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n")
|
||||||
os.execute(cmd)
|
os.execute(cmd)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
------------------------THIS BIT IS THE CODE YOU'D RUN IN GAME
|
------------------------THIS BIT IS THE CODE YOU'D RUN IN GAME
|
||||||
|
|
||||||
tts = {}
|
tts = {}
|
||||||
tts.words = "All players, all players, AO update in 5 Magic to all players AO update as follows Weather over North ranges is good, recommending full up war. altimeter 3 0 decimal 1 2 , flare restrictions above 5000,in the MOA's and burnout by 100 ft in western ranges. Chaff below 20,000 for all playersAir picture is multiple groups bandits forming a north south CAP 60 miles north west of bullseye, no SAM,manpad or triple A. All units are approved to start moving into tracks for exercise start, exercise commences in 5 minutes"
|
tts.words = "All players, all players, AO update in 5 Magic to all players AO update as follows Weather over North ranges is good, recommending full up war. altimeter 3 0 decimal 1 2 , flare restrictions above 5000,in the MOA's and burnout by 100 ft in western ranges. Chaff below 20,000 for all playersAir picture is multiple groups bandits forming a north south CAP 60 miles north west of bullseye, no SAM,manpad or triple A. All units are approved to start moving into tracks for exercise start, exercise commences in 5 minutes"
|
||||||
|
|
||||||
tts.atis = "All players, all players, AO update in 5 Magic to all players AO update as follows Weather over North ranges is good, recommending full up war. altimeter 3 0 decimal 1 2 , flare restrictions above 5000,in the MOA's and burnout by 100 ft in western ranges. Chaff below 20,000 for all playersAir picture is multiple groups bandits forming a north south CAP 60 miles north west of bullseye, no SAM,manpad or triple A. All units are approved to start moving into tracks for exercise start, exercise commences in 5 minutes"
|
tts.atis = "All players, all players, AO update in 5 Magic to all players AO update as follows Weather over North ranges is good, recommending full up war. altimeter 3 0 decimal 1 2 , flare restrictions above 5000,in the MOA's and burnout by 100 ft in western ranges. Chaff below 20,000 for all playersAir picture is multiple groups bandits forming a north south CAP 60 miles north west of bullseye, no SAM,manpad or triple A. All units are approved to start moving into tracks for exercise start, exercise commences in 5 minutes"
|
||||||
|
|
||||||
function tts.notify(message, displayFor)
|
function tts.notify(message, displayFor)
|
||||||
trigger.action.outText(message, displayFor)
|
trigger.action.outText(message, displayFor)
|
||||||
end
|
end
|
||||||
|
|
||||||
function tts.normal ()
|
function tts.normal ()
|
||||||
STTS.TextToSpeech(tts.words,"251","AM","1.0","SRS",2)
|
STTS.TextToSpeech(tts.words,"251","AM","1.0","SRS",2)
|
||||||
end
|
end
|
||||||
|
|
||||||
function tts.russian ()
|
function tts.russian ()
|
||||||
STTS.TextToSpeech(tts.words,"251","AM","1.0","SRS",2,null,1,"female","ru-RU","Microsoft Irina Desktop")
|
STTS.TextToSpeech(tts.words,"251","AM","1.0","SRS",2,null,1,"female","ru-RU","Microsoft Irina Desktop")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
do
|
do
|
||||||
longRangeShots = missionCommands.addSubMenu("Crash checks")
|
longRangeShots = missionCommands.addSubMenu("Crash checks")
|
||||||
missionCommands.addCommand ("Speak", longRangeShots, tts.normal)
|
missionCommands.addCommand ("Speak", longRangeShots, tts.normal)
|
||||||
missionCommands.addCommand ("Speak russian", longRangeShots, tts.russian)
|
missionCommands.addCommand ("Speak russian", longRangeShots, tts.russian)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
tts.notify("crashTest.lua loaded", 2)
|
tts.notify("crashTest.lua loaded", 2)
|
||||||
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,319 +1,319 @@
|
|||||||
shots = {} --https://www.youtube.com/watch?v=XNtTEibFvlQ mandatory terrible listening
|
shots = {} --https://www.youtube.com/watch?v=XNtTEibFvlQ mandatory terrible listening
|
||||||
shots.shooterName = "TestInfantry"
|
shots.shooterName = "TestInfantry"
|
||||||
shots.targetName = "TestTarget1"
|
shots.targetName = "TestTarget1"
|
||||||
|
|
||||||
function shots.notify(message, displayFor)
|
function shots.notify(message, displayFor)
|
||||||
trigger.action.outText(message, displayFor, false)
|
trigger.action.outText(message, displayFor, false)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--infantry
|
--infantry
|
||||||
|
|
||||||
function shots.set556 () --red
|
function shots.set556 () --red
|
||||||
roundVelocity = 910
|
roundVelocity = 910
|
||||||
unitBarrelHeight = 1
|
unitBarrelHeight = 1
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 4.5
|
shotDelay = 4.5
|
||||||
shots.notify("5.56 M4 Georgia", 2)
|
shots.notify("5.56 M4 Georgia", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.set556SAW () --red
|
function shots.set556SAW () --red
|
||||||
roundVelocity = 915
|
roundVelocity = 915
|
||||||
unitBarrelHeight = 0.4
|
unitBarrelHeight = 0.4
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 4.5
|
shotDelay = 4.5
|
||||||
shots.notify("5.56 M249 SAW", 2)
|
shots.notify("5.56 M249 SAW", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.setAk74() --red
|
function shots.setAk74() --red
|
||||||
roundVelocity = 900
|
roundVelocity = 900
|
||||||
unitBarrelHeight = 0.9
|
unitBarrelHeight = 0.9
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 4.5
|
shotDelay = 4.5
|
||||||
shots.notify("Ak74", 2)
|
shots.notify("Ak74", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
end
|
end
|
||||||
|
|
||||||
--technicals
|
--technicals
|
||||||
|
|
||||||
function shots.hmmwv() --red
|
function shots.hmmwv() --red
|
||||||
roundVelocity = 928
|
roundVelocity = 928
|
||||||
unitBarrelHeight = 2.6
|
unitBarrelHeight = 2.6
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 2.5
|
shotDelay = 2.5
|
||||||
shots.notify("Humm drumm Vee", 2)
|
shots.notify("Humm drumm Vee", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
shots.notify(unitBarrelHeight,2)
|
shots.notify(unitBarrelHeight,2)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.technicalDHSKA() --green
|
function shots.technicalDHSKA() --green
|
||||||
roundVelocity = 928
|
roundVelocity = 928
|
||||||
unitBarrelHeight = 2.2
|
unitBarrelHeight = 2.2
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 2.5
|
shotDelay = 2.5
|
||||||
shots.notify("technicalDHSKA", 2)
|
shots.notify("technicalDHSKA", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
shots.notify(unitBarrelHeight,2)
|
shots.notify(unitBarrelHeight,2)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.cobra() --green
|
function shots.cobra() --green
|
||||||
roundVelocity = 928
|
roundVelocity = 928
|
||||||
unitBarrelHeight = 2.85
|
unitBarrelHeight = 2.85
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 2.6
|
shotDelay = 2.6
|
||||||
shots.notify("Cobra", 2)
|
shots.notify("Cobra", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
shots.notify(unitBarrelHeight,2)
|
shots.notify(unitBarrelHeight,2)
|
||||||
|
|
||||||
end
|
end
|
||||||
--IFVs
|
--IFVs
|
||||||
|
|
||||||
function shots.setWarrior() --white
|
function shots.setWarrior() --white
|
||||||
roundVelocity = 1070
|
roundVelocity = 1070
|
||||||
unitBarrelHeight = 2.28
|
unitBarrelHeight = 2.28
|
||||||
shotsToFire = 3
|
shotsToFire = 3
|
||||||
shotDelay = 6.3
|
shotDelay = 6.3
|
||||||
shots.fire()
|
shots.fire()
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.setBMP2() --red
|
function shots.setBMP2() --red
|
||||||
roundVelocity = 970
|
roundVelocity = 970
|
||||||
unitBarrelHeight = 1.95
|
unitBarrelHeight = 1.95
|
||||||
shotsToFire = 3
|
shotsToFire = 3
|
||||||
shotDelay = 6
|
shotDelay = 6
|
||||||
shots.fire()
|
shots.fire()
|
||||||
end
|
end
|
||||||
|
|
||||||
--Tanks
|
--Tanks
|
||||||
|
|
||||||
function shots.m1a1() --red
|
function shots.m1a1() --red
|
||||||
roundVelocity = 928
|
roundVelocity = 928
|
||||||
unitBarrelHeight = 2.15
|
unitBarrelHeight = 2.15
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 3
|
shotDelay = 3
|
||||||
shots.notify("Abrams 50 cal", 2)
|
shots.notify("Abrams 50 cal", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
shots.notify(unitBarrelHeight,2)
|
shots.notify(unitBarrelHeight,2)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.t55() --red and green
|
function shots.t55() --red and green
|
||||||
roundVelocity = 928
|
roundVelocity = 928
|
||||||
unitBarrelHeight = 1.75
|
unitBarrelHeight = 1.75
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 2.6
|
shotDelay = 2.6
|
||||||
shots.notify("T-72B", 2)
|
shots.notify("T-72B", 2)
|
||||||
shots.fire()
|
shots.fire()
|
||||||
shots.notify(unitBarrelHeight,2)
|
shots.notify(unitBarrelHeight,2)
|
||||||
end
|
end
|
||||||
|
|
||||||
---aaaaaaaaaaaaaaaa
|
---aaaaaaaaaaaaaaaa
|
||||||
|
|
||||||
function shots.ZSU57() --red
|
function shots.ZSU57() --red
|
||||||
roundVelocity = 1070
|
roundVelocity = 1070
|
||||||
shotsToFire = 2
|
shotsToFire = 2
|
||||||
shotDelay = 10.5
|
shotDelay = 10.5
|
||||||
shots.notify("ZSU57", 2)
|
shots.notify("ZSU57", 2)
|
||||||
unitMaxRange = 6000
|
unitMaxRange = 6000
|
||||||
shots.fireAAA()
|
shots.fireAAA()
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.ZSU23() --red
|
function shots.ZSU23() --red
|
||||||
roundVelocity = 1050
|
roundVelocity = 1050
|
||||||
shotsToFire = 2
|
shotsToFire = 2
|
||||||
shotDelay = 12
|
shotDelay = 12
|
||||||
shots.notify("ZSU23", 2)
|
shots.notify("ZSU23", 2)
|
||||||
unitMaxRange = 2000
|
unitMaxRange = 2000
|
||||||
shots.fireAAA()
|
shots.fireAAA()
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.vulcan() --red
|
function shots.vulcan() --red
|
||||||
roundVelocity = 1030
|
roundVelocity = 1030
|
||||||
shotsToFire = 5
|
shotsToFire = 5
|
||||||
shotDelay = 5
|
shotDelay = 5
|
||||||
shots.notify("Vulcan M163", 2)
|
shots.notify("Vulcan M163", 2)
|
||||||
unitMaxRange = 1500
|
unitMaxRange = 1500
|
||||||
shots.fireAAA()
|
shots.fireAAA()
|
||||||
end
|
end
|
||||||
|
|
||||||
function shots.flak18() --red and green
|
function shots.flak18() --red and green
|
||||||
roundVelocity = 870
|
roundVelocity = 870
|
||||||
shotsToFire = 1
|
shotsToFire = 1
|
||||||
shotDelay = 10.5
|
shotDelay = 10.5
|
||||||
shots.notify("Flak 18", 2)
|
shots.notify("Flak 18", 2)
|
||||||
unitMaxRange = 4000
|
unitMaxRange = 4000
|
||||||
shots.fireAAA()
|
shots.fireAAA()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
-- This one is really obvious, however I set towards the end of this file the "parameters" of the shots.
|
-- This one is really obvious, however I set towards the end of this file the "parameters" of the shots.
|
||||||
function shots.fire()
|
function shots.fire()
|
||||||
unit = Unit.getByName(shots.shooterName)
|
unit = Unit.getByName(shots.shooterName)
|
||||||
target = Unit.getByName(shots.targetName)
|
target = Unit.getByName(shots.targetName)
|
||||||
local targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's
|
local targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's
|
||||||
--local targetMotionVec = nil
|
--local targetMotionVec = nil
|
||||||
local targetPos = target:getPosition().p
|
local targetPos = target:getPosition().p
|
||||||
shots.calculateAngle(roundVelocity, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVec)
|
shots.calculateAngle(roundVelocity, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVec)
|
||||||
end
|
end
|
||||||
|
|
||||||
--main bit that does the maths for simulating a "roughly level" fire fight, not to be used when aiming AAA at aircraft
|
--main bit that does the maths for simulating a "roughly level" fire fight, not to be used when aiming AAA at aircraft
|
||||||
function shots.calculateAngle(v, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVector)
|
function shots.calculateAngle(v, unit, targetPos, unitBarrelHeight, shotsToFire,shotDelay, targetMotionVector)
|
||||||
--v muzzle velocity
|
--v muzzle velocity
|
||||||
--unit is unit object you want shooting
|
--unit is unit object you want shooting
|
||||||
--targetPos is a position on the ground, doesn't have to be a targets actual location
|
--targetPos is a position on the ground, doesn't have to be a targets actual location
|
||||||
--unitBarrelHeigh is the height the gun is at when it fires
|
--unitBarrelHeigh is the height the gun is at when it fires
|
||||||
--shotsToFire is how many rounds to shoot, 5 is a nice number except for large calibre slow guns
|
--shotsToFire is how many rounds to shoot, 5 is a nice number except for large calibre slow guns
|
||||||
--shotDelay how long it on average takes to aim from scratch at something and shoot, mostly used in aiming lead
|
--shotDelay how long it on average takes to aim from scratch at something and shoot, mostly used in aiming lead
|
||||||
--targetMotionVector a vec3 of the targets motion if nil just shoots at a spot
|
--targetMotionVector a vec3 of the targets motion if nil just shoots at a spot
|
||||||
|
|
||||||
g = 9.81 -- gravity, change if on the moon veltro you comment reading prick
|
g = 9.81 -- gravity, change if on the moon veltro you comment reading prick
|
||||||
|
|
||||||
local unitPos = unit:getPosition().p
|
local unitPos = unit:getPosition().p
|
||||||
local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range
|
local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range
|
||||||
local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range
|
local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range
|
||||||
|
|
||||||
y = targetPos.y - unitPos.y
|
y = targetPos.y - unitPos.y
|
||||||
y = y - unitBarrelHeight
|
y = y - unitBarrelHeight
|
||||||
|
|
||||||
--works out some stuff for trig later, like x,y and hypoteneueussueee
|
--works out some stuff for trig later, like x,y and hypoteneueussueee
|
||||||
|
|
||||||
if targetMotionVector == nil then
|
if targetMotionVector == nil then
|
||||||
--no moving? nothing to ammend
|
--no moving? nothing to ammend
|
||||||
else --work out where target will be when the bullet arrives
|
else --work out where target will be when the bullet arrives
|
||||||
shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot
|
shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot
|
||||||
newPosition = mist.utils.tableShow(targetMotionVector)
|
newPosition = mist.utils.tableShow(targetMotionVector)
|
||||||
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
|
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
|
||||||
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
|
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
|
||||||
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
|
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
|
||||||
end
|
end
|
||||||
|
|
||||||
x = x - 10 --we actually are aiming 10m in front always so need to remove this
|
x = x - 10 --we actually are aiming 10m in front always so need to remove this
|
||||||
|
|
||||||
local inner = v^4 - g * (g * x^2 + 2 * y * v^2) -- this is the inner bit of the quadratic equation for ease of code
|
local inner = v^4 - g * (g * x^2 + 2 * y * v^2) -- this is the inner bit of the quadratic equation for ease of code
|
||||||
|
|
||||||
if inner < 0 then
|
if inner < 0 then
|
||||||
-- No solution exists for these parameters, too far away do nothing we can't hit it, saves us crashing if sqrt of negative
|
-- No solution exists for these parameters, too far away do nothing we can't hit it, saves us crashing if sqrt of negative
|
||||||
else
|
else
|
||||||
local angle2 = math.atan((v^2 - math.sqrt(inner)) / (g * x)) -- do the whole quadratic equation
|
local angle2 = math.atan((v^2 - math.sqrt(inner)) / (g * x)) -- do the whole quadratic equation
|
||||||
-- we didn't need to do the +- sqrt b^2..... bits as we care about the flat path not the one shot miles up falling down
|
-- we didn't need to do the +- sqrt b^2..... bits as we care about the flat path not the one shot miles up falling down
|
||||||
|
|
||||||
local aimUp = 10 * math.tan(angle2)*math.cos(angle2) -- we have to tell dcs to "aim up" at a point 10m ahead of it, this is distance * tan(angle) , so where the fuck has the cos come from? That is because aim correction for shooting up and down is basically modfied by cos(angle) so lazy correction and dcs can't shoot vertically up
|
local aimUp = 10 * math.tan(angle2)*math.cos(angle2) -- we have to tell dcs to "aim up" at a point 10m ahead of it, this is distance * tan(angle) , so where the fuck has the cos come from? That is because aim correction for shooting up and down is basically modfied by cos(angle) so lazy correction and dcs can't shoot vertically up
|
||||||
local xPosDifference = (targetPos.x - unitPos.x)
|
local xPosDifference = (targetPos.x - unitPos.x)
|
||||||
local zPosDifference = (targetPos.z - unitPos.z)
|
local zPosDifference = (targetPos.z - unitPos.z)
|
||||||
local hyp = math.sqrt((xPosDifference*xPosDifference) + (zPosDifference*zPosDifference))
|
local hyp = math.sqrt((xPosDifference*xPosDifference) + (zPosDifference*zPosDifference))
|
||||||
xPosDifference = (xPosDifference /hyp) * 10
|
xPosDifference = (xPosDifference /hyp) * 10
|
||||||
zPosDifference = (zPosDifference / hyp) * 10
|
zPosDifference = (zPosDifference / hyp) * 10
|
||||||
|
|
||||||
unitPos.x = unitPos.x + xPosDifference
|
unitPos.x = unitPos.x + xPosDifference
|
||||||
unitPos.z = unitPos.z + zPosDifference
|
unitPos.z = unitPos.z + zPosDifference
|
||||||
|
|
||||||
--that was all basic trig maths
|
--that was all basic trig maths
|
||||||
|
|
||||||
local controller = unit:getController()
|
local controller = unit:getController()
|
||||||
FireAtPoint = {
|
FireAtPoint = {
|
||||||
id = 'FireAtPoint',
|
id = 'FireAtPoint',
|
||||||
params = {
|
params = {
|
||||||
point = {x = unitPos.x, y = unitPos.z},
|
point = {x = unitPos.x, y = unitPos.z},
|
||||||
radius = 0.0001,
|
radius = 0.0001,
|
||||||
expendQty = shotsToFire,
|
expendQty = shotsToFire,
|
||||||
expendQtyEnabled = true,
|
expendQtyEnabled = true,
|
||||||
altitude = unitPos.y+unitBarrelHeight +aimUp, --this is a realtive to sea level shot, so we can shoot down
|
altitude = unitPos.y+unitBarrelHeight +aimUp, --this is a realtive to sea level shot, so we can shoot down
|
||||||
alt_type = 0, --0 = sea level, 1 = ground level
|
alt_type = 0, --0 = sea level, 1 = ground level
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
controller:pushTask(FireAtPoint) --FIREEEEEE
|
controller:pushTask(FireAtPoint) --FIREEEEEE
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function shots.fireAAA()
|
function shots.fireAAA()
|
||||||
unit = Unit.getByName(shots.shooterName)
|
unit = Unit.getByName(shots.shooterName)
|
||||||
target = Unit.getByName(shots.targetName)
|
target = Unit.getByName(shots.targetName)
|
||||||
targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's
|
targetMotionVec = Object.getVelocity(target) --if you don't want to do this i.e. shoot a point send a nil or a vec3 of 0's
|
||||||
--local targetMotionVec = nil
|
--local targetMotionVec = nil
|
||||||
targetPos = target:getPosition().p
|
targetPos = target:getPosition().p
|
||||||
shots.aaa(roundVelocity, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVec)
|
shots.aaa(roundVelocity, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVec)
|
||||||
end
|
end
|
||||||
|
|
||||||
--aaa fires almost straight up, no line of sight fakery needed or working out lobbing bullets onto random points
|
--aaa fires almost straight up, no line of sight fakery needed or working out lobbing bullets onto random points
|
||||||
--if in range just needs to be told to shoot where the target will be in a few seconds
|
--if in range just needs to be told to shoot where the target will be in a few seconds
|
||||||
--if out of range, we just need to extrapolate back and fire inside max range and randomise the up and down, then let it miss
|
--if out of range, we just need to extrapolate back and fire inside max range and randomise the up and down, then let it miss
|
||||||
|
|
||||||
function shots.aaa(v, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVector)
|
function shots.aaa(v, unit, unitMaxRange, targetPos, shotsToFire,shotDelay, targetMotionVector)
|
||||||
local unitPos = unit:getPosition().p
|
local unitPos = unit:getPosition().p
|
||||||
local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range
|
local x = mist.utils.get2DDist(unitPos,targetPos) -- horizontal range
|
||||||
local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range
|
local x3d = mist.utils.get3DDist(unitPos,targetPos) -- slant range
|
||||||
|
|
||||||
if x3d > unitMaxRange then
|
if x3d > unitMaxRange then
|
||||||
if targetMotionVector == nil then
|
if targetMotionVector == nil then
|
||||||
--no moving? nothing to ammend
|
--no moving? nothing to ammend
|
||||||
else --work out where target will be when the bullet arrives
|
else --work out where target will be when the bullet arrives
|
||||||
shotDelay = shotDelay + x3d/(v/2) --time taken to aim and time for bullet to fly to spot long range roughly 50% slowdown
|
shotDelay = shotDelay + x3d/(v/2) --time taken to aim and time for bullet to fly to spot long range roughly 50% slowdown
|
||||||
newPosition = mist.utils.tableShow(targetMotionVector)
|
newPosition = mist.utils.tableShow(targetMotionVector)
|
||||||
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
|
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
|
||||||
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
|
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
|
||||||
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
|
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
|
||||||
end
|
end
|
||||||
|
|
||||||
difference = mist.vec.sub(targetPos,unitPos)
|
difference = mist.vec.sub(targetPos,unitPos)
|
||||||
unitVec = mist.vec.getUnitVec(difference)
|
unitVec = mist.vec.getUnitVec(difference)
|
||||||
extendPath = mist.vec.scalar_mult(unitVec ,unitMaxRange)
|
extendPath = mist.vec.scalar_mult(unitVec ,unitMaxRange)
|
||||||
targetPos = mist.vec.add(extendPath,unitPos)
|
targetPos = mist.vec.add(extendPath,unitPos)
|
||||||
|
|
||||||
|
|
||||||
local controller = unit:getController()
|
local controller = unit:getController()
|
||||||
FireAtPoint = {
|
FireAtPoint = {
|
||||||
id = 'FireAtPoint',
|
id = 'FireAtPoint',
|
||||||
params = {
|
params = {
|
||||||
point = {x = targetPos.x, y = targetPos.z},
|
point = {x = targetPos.x, y = targetPos.z},
|
||||||
radius = 0.0001,
|
radius = 0.0001,
|
||||||
expendQty = shotsToFire,
|
expendQty = shotsToFire,
|
||||||
expendQtyEnabled = true,
|
expendQtyEnabled = true,
|
||||||
altitude = targetPos.y+math.random(1,500), --this is a realtive to sea level shot, so we can shoot down
|
altitude = targetPos.y+math.random(1,500), --this is a realtive to sea level shot, so we can shoot down
|
||||||
alt_type = 0, --0 = sea level, 1 = ground level
|
alt_type = 0, --0 = sea level, 1 = ground level
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
controller:pushTask(FireAtPoint) --FIREEEEEE
|
controller:pushTask(FireAtPoint) --FIREEEEEE
|
||||||
else
|
else
|
||||||
if targetMotionVector == nil then
|
if targetMotionVector == nil then
|
||||||
--no moving? nothing to ammend
|
--no moving? nothing to ammend
|
||||||
else --work out where target will be when the bullet arrives
|
else --work out where target will be when the bullet arrives
|
||||||
shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot
|
shotDelay = shotDelay + x3d/v --time taken to aim and time for bullet to fly to spot
|
||||||
newPosition = mist.utils.tableShow(targetMotionVector)
|
newPosition = mist.utils.tableShow(targetMotionVector)
|
||||||
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
|
targetPos.x = targetPos.x + targetMotionVector.x*shotDelay
|
||||||
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
|
targetPos.y = targetPos.y + targetMotionVector.y*shotDelay
|
||||||
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
|
targetPos.z = targetPos.z + targetMotionVector.z*shotDelay
|
||||||
end
|
end
|
||||||
|
|
||||||
local controller = unit:getController()
|
local controller = unit:getController()
|
||||||
FireAtPoint = {
|
FireAtPoint = {
|
||||||
id = 'FireAtPoint',
|
id = 'FireAtPoint',
|
||||||
params = {
|
params = {
|
||||||
point = {x = targetPos.x, y = targetPos.z},
|
point = {x = targetPos.x, y = targetPos.z},
|
||||||
radius = 0.0001,
|
radius = 0.0001,
|
||||||
expendQty = shotsToFire,
|
expendQty = shotsToFire,
|
||||||
expendQtyEnabled = true,
|
expendQtyEnabled = true,
|
||||||
altitude = targetPos.y, --this is a realtive to sea level shot, so we can shoot down
|
altitude = targetPos.y, --this is a realtive to sea level shot, so we can shoot down
|
||||||
alt_type = 0, --0 = sea level, 1 = ground level
|
alt_type = 0, --0 = sea level, 1 = ground level
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
controller:pushTask(FireAtPoint) --FIREEEEEE
|
controller:pushTask(FireAtPoint) --FIREEEEEE
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
do
|
do
|
||||||
longRangeShots = missionCommands.addSubMenu("Firefight")
|
longRangeShots = missionCommands.addSubMenu("Firefight")
|
||||||
missionCommands.addCommand ("Fire", longRangeShots, shots.vulcan)
|
missionCommands.addCommand ("Fire", longRangeShots, shots.vulcan)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
shots.notify("raisedShots.lua ran", 2)
|
shots.notify("raisedShots.lua ran", 2)
|
||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user