DCSOlympus/scripts/lua/examples/forceBubble.lua
2024-01-03 17:48:38 +01:00

112 lines
3.0 KiB
Lua

--Spawn a SAM integrated with IADS
--Spawn a normal SAM
--SAM bubble shields
forceBub = {}
forceBub.handler = {}
forceBub.missileList = {}
forceBub.missilesActive = 0
forceBub.shieldOn = false
function forceBub.notify(message, displayFor)
trigger.action.outText(message, displayFor, true)
end
function forceBub.setShield()
forceBub.notify("Shield on", 2)
end
function forceBub.stopShield()
forceBub.shieldOn = false
end
local function protectedCall(...)
local status, retval = pcall(...)
if not status then
--rf.notify("Caught error " .. retval,2)
end
end
function forceBub.handler:onEvent(event)
protectedCall(forceBub.eventHandler, event)
end
function forceBub.checkMissiles ()
local currentTime = timer.getTime()
if forceBub.missilesActive > 0 then
for index, data in pairs(forceBub.missileList) do
output = mist.utils.tableShow(forceBub.missileList[index])
if forceBub.missileList[index].exists == true then
if Object.isExist(forceBub.missileList[index].weapon) == true then
forceBub.missileList[index].pos = forceBub.missileList[index].weapon:getPosition()
local missilePosition = forceBub.missileList[index].pos.p
unit = Unit.getByName("Test")
local unitPosition = unit:getPosition().p
local distance = mist.utils.get3DDist(unitPosition , missilePosition )
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
trigger.action.explosion(missilePosition , 1) --just blows up the missile
end
else
forceBub.missileList[index] = nil
forceBub.missilesActive = forceBub.missilesActive - 1
end
else
end
end
end
timer.scheduleFunction(forceBub.checkMisProtectCall,{},currentTime + 0.01)
end
function forceBub.eventHandler (event)
--forceBub.notify(mist.utils.tableShow(event),10)
if (event.id == 1) then
--check if weapon is a missile
--rf.notify("Missile fired id " .. event.weapon.id_ ,2)
forceBub.notify(mist.utils.tableShow(Weapon.getDesc(event.weapon)),10)
if Weapon.getDesc(event.weapon).missileCategory == 2 then
local newMis = {}
newMis.id = event.weapon.id_
newMis.pos = event.weapon:getPosition()
newMis.weapon = event.weapon
newMis.exists = Object.isExist(newMis.weapon)
forceBub.missileList[event.weapon.id_] = newMis
forceBub.missilesActive = forceBub.missilesActive + 1
end
end
end
function forceBub.checkMisProtectCall()
protectedCall(forceBub.checkMissiles,{})
end
function forceBub.setShield()
forceBub.shieldOn = true
end
do
forceField = missionCommands.addSubMenu("Force Field")
missionCommands.addCommand ("Forcefield on", forceField, forceBub.setShield)
missionCommands.addCommand ("Stop Field", forceField, forceBub.stopShield)
end
do
world.addEventHandler(forceBub.handler)
end
protectedCall(forceBub.checkMissiles,{})
forceBub.notify("forceBubble.lua loaded", 2)