Merge remote-tracking branch 'refs/remotes/origin/master' into Detection

# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Mission Setup/Moose_Create.bat
#	Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz
#	Moose Test
Missions/Moose_Test_AIRBASEPOLICE/Moose_Test_AIRBASEPOLICE.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_with_Moose.miz
#	Moose Test
Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_without_Moose.miz
#	Moose Test Missions/Moose_Test_BASE/Moose_Test_BASE.miz
#	Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz
#	Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz
#	Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz
#	Moose Test
Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz
#	Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz
#	Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz
#	Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz
#	Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz
#	Moose Test
Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz
#	Moose Test
Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz
#	Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz
#	Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz
#	Moose Test
Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz
#	Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz
#	Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
This commit is contained in:
FlightControl 2016-06-22 08:54:40 +02:00
commit 08116dab2c
89 changed files with 9632 additions and 265 deletions

View File

@ -13,8 +13,30 @@
--
-- * @{#AIBALANCER.New}: Creates a new AIBALANCER object.
--
-- 1.2) AIBALANCER returns AI to Airbases:
-- ---------------------------------------
-- You can configure to have the AI to return to:
--
-- * @{#AIBALANCER.ReturnToHomeAirbase}: Returns the AI to the home @{Airbase#AIRBASE}.
-- * @{#AIBALANCER.ReturnToNearestAirbases}: Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
--
-- 1.3) AIBALANCER allows AI to patrol specific zones:
-- ---------------------------------------------------
-- Use @{AIBalancer#AIBALANCER.SetPatrolZone}() to specify a zone where the AI needs to patrol.
--
--
-- ===
--
-- CREDITS
-- =======
-- **Dutch_Baron (James)** Who you can search on the Eagle Dynamics Forums.
-- Working together with James has resulted in the creation of the AIBALANCER class.
-- James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
--
-- **SNAFU**
-- Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
-- None of the script code has been used however within the new AIBALANCER moose class.
--
-- @module AIBalancer
-- @author FlightControl
@ -22,9 +44,16 @@
-- @type AIBALANCER
-- @field Set#SET_CLIENT SetClient
-- @field Spawn#SPAWN SpawnAI
-- @field #boolean ToNearestAirbase
-- @field Set#SET_AIRBASE ReturnAirbaseSet
-- @field DCSTypes#Distance ReturnTresholdRange
-- @field #boolean ToHomeAirbase
-- @field PatrolZone#PATROLZONE PatrolZone
-- @extends Base#BASE
AIBALANCER = {
ClassName = "AIBALANCER",
PatrolZones = {},
AIGroups = {},
}
--- Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
@ -38,13 +67,64 @@ function AIBALANCER:New( SetClient, SpawnAI )
local self = BASE:Inherit( self, BASE:New() )
self.SetClient = SetClient
self.SpawnAI = SpawnAI
if type( SpawnAI ) == "table" then
if SpawnAI.ClassName and SpawnAI.ClassName == "SPAWN" then
self.SpawnAI = { SpawnAI }
else
local SpawnObjects = true
for SpawnObjectID, SpawnObject in pairs( SpawnAI ) do
if SpawnObject.ClassName and SpawnObject.ClassName == "SPAWN" then
self:E( SpawnObject.ClassName )
else
self:E( "other object" )
SpawnObjects = false
end
end
if SpawnObjects == true then
self.SpawnAI = SpawnAI
else
error( "No SPAWN object given in parameter SpawnAI, either as a single object or as a table of objects!" )
end
end
end
self.ToNearestAirbase = false
self.ReturnHomeAirbase = false
self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
return self
end
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
-- @param #AIBALANCER self
-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
function AIBALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
self.ToNearestAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Airbase#AIRBASE}.
-- @param #AIBALANCER self
-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
function AIBALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
self.ToHomeAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
end
--- Let the AI patrol a @{Zone} with a given Speed range and Altitude range.
-- @param #AIBALANCER self
-- @param PatrolZone#PATROLZONE PatrolZone The @{PatrolZone} where the AI needs to patrol.
-- @return PatrolZone#PATROLZONE self
function AIBALANCER:SetPatrolZone( PatrolZone )
self.PatrolZone = PatrolZone
end
--- @param #AIBALANCER self
function AIBALANCER:_ClientAliveMonitorScheduler()
@ -56,13 +136,100 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
if Client:IsAlive() then
if ClientAIAliveState == true then
Client:SetState( self, 'AIAlive', false )
local AIGroup = Client:GetState( self, 'AIGroup' ) -- Group#GROUP
AIGroup:Destroy()
local AIGroup = self.AIGroups[Client.UnitName] -- Group#GROUP
-- local PatrolZone = Client:GetState( self, "PatrolZone" )
-- if PatrolZone then
-- PatrolZone = nil
-- Client:ClearState( self, "PatrolZone" )
-- end
if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
AIGroup:Destroy()
else
-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
-- If there is a CLIENT, the AI stays engaged and will not return.
-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
local PlayerInRange = { Value = false }
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetPointVec2(), self.ReturnTresholdRange )
self:E( RangeZone )
_DATABASE:ForEachPlayer(
--- @param Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
self:E( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
if RangeTestUnit:IsInZone( RangeZone ) == true then
self:E( "in zone" )
if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
self:E( "in range" )
PlayerInRange.Value = true
end
end
end,
--- @param Zone#ZONE_RADIUS RangeZone
-- @param Group#GROUP AIGroup
function( RangeZone, AIGroup, PlayerInRange )
local AIGroupTemplate = AIGroup:GetTemplate()
if PlayerInRange.Value == false then
if self.ToHomeAirbase == true then
local WayPointCount = #AIGroupTemplate.route.points
local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
AIGroup:SetCommand( SwitchWayPointCommand )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
--TODO: i need to rework the POINT_VEC2 thing.
local PointVec2 = POINT_VEC2:New( AIGroup:GetPointVec2().x, AIGroup:GetPointVec2().y )
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
end
end
end
, RangeZone, AIGroup, PlayerInRange
)
end
end
else
if not ClientAIAliveState or ClientAIAliveState == false then
Client:SetState( self, 'AIAlive', true )
Client:SetState( self, 'AIGroup', self.SpawnAI:Spawn() )
-- OK, spawn a new group from the SpawnAI objects provided.
local SpawnAICount = #self.SpawnAI
local SpawnAIIndex = math.random( 1, SpawnAICount )
local AIGroup = self.SpawnAI[SpawnAIIndex]:Spawn()
AIGroup:E( "spawning new AIGroup" )
--TODO: need to rework UnitName thing ...
self.AIGroups[Client.UnitName] = AIGroup
--- Now test if the AIGroup needs to patrol a zone, otherwise let it follow its route...
if self.PatrolZone then
self.PatrolZones[#self.PatrolZones+1] = PATROLZONE:New(
self.PatrolZone.PatrolZone,
self.PatrolZone.PatrolFloorAltitude,
self.PatrolZone.PatrolCeilingAltitude,
self.PatrolZone.PatrolMinSpeed,
self.PatrolPatrolMaxSpeed
)
if self.PatrolZone.PatrolManageFuel == true then
self.PatrolZones[#self.PatrolZones]:ManageFuel( self.PatrolZone.PatrolFuelTresholdPercentage, self.PatrolZone.PatrolOutOfFuelOrbitTime )
end
self.PatrolZones[#self.PatrolZones]:SetGroup( AIGroup )
--self.PatrolZones[#self.PatrolZones+1] = PatrolZone
--Client:SetState( self, "PatrolZone", PatrolZone )
end
end
end
end

View File

@ -1,15 +1,17 @@
--- AIRBASE Class
--- This module contains the AIRBASE classes.
--
-- @{AIRBASE} class
-- ==============
-- ===
--
-- 1) @{Airbase#AIRBASE} class, extends @{Base#BASE}
-- =================================================
-- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects:
--
-- * Support all DCS Airbase APIs.
-- * Enhance with Airbase specific APIs not in the DCS Airbase API set.
--
--
-- AIRBASE reference methods
-- ======================
-- 1.1) AIRBASE reference methods
-- ------------------------------
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
@ -27,8 +29,8 @@
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
--
-- DCS AIRBASE APIs
-- =============
-- 1.2) DCS AIRBASE APIs
-- ---------------------
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSAirbase#Airbase.getName}()
@ -274,6 +276,21 @@ function AIRBASE:GetPointVec2()
return nil
end
--- Returns the DCS Airbase category as defined within the DCS Airbase Descriptor.
-- @param Airbase#AIRBASE self
-- @return DCSAirbase#Airbase.Category The DCS Airbase Category
function AIRBASE:GetCategory()
local DCSAirbase = self:GetDCSAirbase()
if DCSAirbase then
local AirbaseCategory = self:GetDesc().category
return AirbaseCategory
end
return nil
end
--- Returns the DCS Airbase category name as defined within the DCS Airbase Descriptor.
-- @param Airbase#AIRBASE self
-- @return #string The DCS Airbase Category Name
@ -288,3 +305,4 @@ function AIRBASE:GetCategoryName()
return nil
end

View File

@ -236,7 +236,6 @@ end
--- @param #CLIENT self
function CLIENT:_AliveCheckScheduler( SchedulerName )
self:E( SchedulerName )
self:F( { SchedulerName, self.ClientName, self.ClientAlive2, self.ClientBriefingShown, self.ClientCallBack } )
if self:IsAlive() then

View File

@ -1,48 +1,41 @@
--- Manage the mission database.
--- This module contains the DATABASE class, managing the database of mission objects.
--
-- @{#DATABASE} class
-- ==================
-- ====
--
-- 1) @{Database#DATABASE} class, extends @{Base#BASE}
-- ===================================================
-- Mission designers can use the DATABASE class to refer to:
--
-- * UNITS
-- * GROUPS
-- * players
-- * alive players
-- * CLIENTS
-- * alive CLIENTS
-- * AIRPORTS
-- * PLAYERSJOINED
-- * PLAYERS
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Gruop templates as defined within the Mission Editor.
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
-- Moose will automatically create one instance of the DATABASE class into the **global** object _DATABASE.
-- Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
--
-- DATABASE iterators:
-- ===================
-- 1.1) DATABASE iterators
-- -----------------------
-- You can iterate the database with the available iterator methods.
-- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the DATABASE:
--
-- * @{#DATABASE.ForEachUnit}: Calls a function for each @{UNIT} it finds within the DATABASE.
-- * @{#DATABASE.ForEachGroup}: Calls a function for each @{GROUP} it finds within the DATABASE.
-- * @{#DATABASE.ForEachPlayer}: Calls a function for each player it finds within the DATABASE.
-- * @{#DATABASE.ForEachPlayerAlive}: Calls a function for each alive player it finds within the DATABASE.
-- * @{#DATABASE.ForEachPlayer}: Calls a function for each alive player it finds within the DATABASE.
-- * @{#DATABASE.ForEachPlayerJoined}: Calls a function for each joined player it finds within the DATABASE.
-- * @{#DATABASE.ForEachClient}: Calls a function for each @{CLIENT} it finds within the DATABASE.
-- * @{#DATABASE.ForEachClientAlive}: Calls a function for each alive @{CLIENT} it finds within the DATABASE.
--
-- ===
--
-- @module Database
-- @author FlightControl
--- DATABASE class
-- @type DATABASE
-- @extends Base#BASE
@ -58,9 +51,9 @@ DATABASE = {
STATICS = {},
GROUPS = {},
PLAYERS = {},
PLAYERSALIVE = {},
PLAYERSJOINED = {},
CLIENTS = {},
CLIENTSALIVE = {},
AIRBASES = {},
NavPoints = {},
}
@ -105,6 +98,7 @@ function DATABASE:New()
self:_RegisterClients()
self:_RegisterStatics()
self:_RegisterPlayers()
self:_RegisterAirbases()
return self
end
@ -166,6 +160,33 @@ function DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddAirbase( DCSAirbaseName )
if not self.AIRBASES[DCSAirbaseName] then
self.AIRBASES[DCSAirbaseName] = AIRBASE:Register( DCSAirbaseName )
end
end
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self
function DATABASE:DeleteAirbase( DCSAirbaseName )
--self.AIRBASES[DCSAirbaseName] = nil
end
--- Finds a AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
@ -218,9 +239,8 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then
self:E( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = PlayerName
self.PLAYERSALIVE[PlayerName] = PlayerName
self.CLIENTSALIVE[PlayerName] = self:FindClient( UnitName )
self.PLAYERS[PlayerName] = UNIT:FindByName( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
end
end
@ -230,8 +250,7 @@ function DATABASE:DeletePlayer( PlayerName )
if PlayerName then
self:E( { "Clean player:", PlayerName } )
self.PLAYERSALIVE[PlayerName] = nil
self.CLIENTSALIVE[PlayerName] = nil
self.PLAYERS[PlayerName] = nil
end
end
@ -371,6 +390,18 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CountryID
end
--- Airbase
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCoalition()
end
function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory()
end
--- Private method that registers all alive players in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
@ -439,6 +470,7 @@ function DATABASE:_RegisterClients()
return self
end
--- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
@ -459,6 +491,23 @@ function DATABASE:_RegisterStatics()
return self
end
--- @param #DATABASE self
function DATABASE:_RegisterAirbases()
local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
local DCSAirbaseName = DCSAirbase:getName()
self:E( { "Register Airbase:", DCSAirbaseName } )
self:AddAirbase( DCSAirbaseName )
end
end
return self
end
--- Events
@ -497,10 +546,10 @@ end
function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
local PlayerName = Event.IniDCSUnit:getPlayerName()
if not self.PLAYERSALIVE[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
if Event.IniUnit then
local PlayerName = Event.IniUnit:GetPlayerName()
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
end
end
@ -512,9 +561,9 @@ end
function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
local PlayerName = Event.IniDCSUnit:getPlayerName()
if self.PLAYERSALIVE[PlayerName] then
if Event.IniUnit then
local PlayerName = Event.IniUnit:GetPlayerName()
if self.PLAYERS[PlayerName] then
self:DeletePlayer( PlayerName )
end
end
@ -526,7 +575,7 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
-- @return #DATABASE self
function DATABASE:ForEach( IteratorFunction, arg, Set )
function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
self:F2( arg )
local function CoRoutine()
@ -535,19 +584,21 @@ function DATABASE:ForEach( IteratorFunction, arg, Set )
self:T2( Object )
IteratorFunction( Object, unpack( arg ) )
Count = Count + 1
if Count % 10 == 0 then
coroutine.yield( false )
end
-- if Count % 100 == 0 then
-- coroutine.yield( false )
-- end
end
return true
end
local co = coroutine.create( CoRoutine )
-- local co = coroutine.create( CoRoutine )
local co = CoRoutine
local function Schedule()
local status, res = coroutine.resume( co )
self:T2( { status, res } )
-- local status, res = coroutine.resume( co )
local status, res = co()
self:T3( { status, res } )
if status == false then
error( res )
@ -555,7 +606,9 @@ function DATABASE:ForEach( IteratorFunction, arg, Set )
if res == false then
return true -- resume next time the loop
end
if FinalizeFunction then
FinalizeFunction( unpack( arg ) )
end
return false
end
@ -569,10 +622,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachUnit( IteratorFunction, ... )
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.UNITS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.UNITS )
return self
end
@ -590,7 +643,7 @@ function DATABASE:ForEachGroup( IteratorFunction, ... )
end
--- Iterate the DATABASE and call an iterator function for each player, providing the player name and optional parameters.
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an player in the database. The function needs to accept the player name.
-- @return #DATABASE self
@ -603,14 +656,14 @@ function DATABASE:ForEachPlayer( IteratorFunction, ... )
end
--- Iterate the DATABASE and call an iterator function for each **alive** player, providing the Unit of the player and optional parameters.
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
-- @param #function IteratorFunction The function that will be called when there is was a player in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayerAlive( IteratorFunction, ... )
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.PLAYERSALIVE )
self:ForEach( IteratorFunction, arg, self.PLAYERSJOINED )
return self
end
@ -627,18 +680,6 @@ function DATABASE:ForEachClient( IteratorFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClientAlive( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CLIENTSALIVE )
return self
end
function DATABASE:_RegisterTemplates()
self:F2()

View File

@ -45,10 +45,14 @@ local _EVENTCODES = {
-- @field weapon
-- @field IniDCSUnit
-- @field IniDCSUnitName
-- @field Unit#UNIT IniUnit
-- @field #string IniUnitName
-- @field IniDCSGroup
-- @field IniDCSGroupName
-- @field TgtDCSUnit
-- @field TgtDCSUnitName
-- @field Unit#UNIT TgtUnit
-- @field #string TgtUnitName
-- @field TgtDCSGroup
-- @field TgtDCSGroupName
-- @field Weapon
@ -470,6 +474,8 @@ function EVENT:onEvent( Event )
Event.IniDCSUnit = Event.initiator
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
@ -480,6 +486,8 @@ function EVENT:onEvent( Event )
Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = UNIT:FindByName( Event.TgtDCSUnitName )
Event.TgtDCSGroupName = ""
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()

View File

@ -65,6 +65,7 @@
-- * @{#GROUP.TaskRouteToVec2}: (AIR + GROUND) Make the Group move to a given point.
-- * @{#GROUP.TaskRouteToVec3}: (AIR + GROUND) Make the Group move to a given point.
-- * @{#GROUP.TaskRouteToZone}: (AIR + GROUND) Route the group to a given zone.
-- * @{#GROUP.TaskReturnToBase}: (AIR) Route the group to an airbase.
--
-- ### 1.2.2) EnRoute task methods
--
@ -493,10 +494,15 @@ end
-- Use the method @{Group@GROUP:WayPointExecute) to start the execution of the new mission plan.
-- Note that when WayPointInitialize is called, the Mission of the group is RESTARTED!
-- @param #GROUP self
-- @param #table WayPoints If WayPoints is given, then use the route.
-- @return #GROUP
function GROUP:WayPointInitialize()
function GROUP:WayPointInitialize( WayPoints )
self.WayPoints = self:GetTaskRoute()
if WayPoints then
self.WayPoints = WayPoints
else
self.WayPoints = self:GetTaskRoute()
end
return self
end
@ -1050,6 +1056,24 @@ function GROUP:CommandSwitchWayPoint( FromWayPoint, ToWayPoint, Index )
return CommandSwitchWayPoint
end
--- Perform stop route command
-- @param #GROUP self
-- @param #boolean StopRoute
-- @return DCSTask#Task
function GROUP:CommandStopRoute( StopRoute, Index )
self:F2( { StopRoute, Index } )
local CommandStopRoute = {
id = 'StopRoute',
params = {
value = StopRoute,
},
}
self:T3( { CommandStopRoute } )
return CommandStopRoute
end
-- TASKS FOR AIR GROUPS
@ -1427,7 +1451,7 @@ function GROUP:TaskLandAtZone( Zone, Duration, RandomPoint )
local Point
if RandomPoint then
Point = Zone:GetRandomPointVec2()
Point = Zone:GetRandomVec2()
else
Point = Zone:GetPointVec2()
end
@ -2183,7 +2207,7 @@ function GROUP:TaskRouteToZone( Zone, Randomize, Speed, Formation )
local ZonePoint
if Randomize then
ZonePoint = Zone:GetRandomPointVec2()
ZonePoint = Zone:GetRandomVec2()
else
ZonePoint = Zone:GetPointVec2()
end
@ -2216,6 +2240,125 @@ function GROUP:TaskRouteToZone( Zone, Randomize, Speed, Formation )
return nil
end
--- (AIR) Return the Group to an @{Airbase#AIRBASE}
-- A speed can be given in km/h.
-- A given formation can be given.
-- @param #GROUP self
-- @param Airbase#AIRBASE ReturnAirbase The @{Airbase#AIRBASE} to return to.
-- @param #number Speed (optional) The speed.
-- @return #string The route
function GROUP:RouteReturnToAirbase( ReturnAirbase, Speed )
self:F2( { ReturnAirbase, Speed } )
-- Example
-- [4] =
-- {
-- ["alt"] = 45,
-- ["type"] = "Land",
-- ["action"] = "Landing",
-- ["alt_type"] = "BARO",
-- ["formation_template"] = "",
-- ["properties"] =
-- {
-- ["vnav"] = 1,
-- ["scale"] = 0,
-- ["angle"] = 0,
-- ["vangle"] = 0,
-- ["steer"] = 2,
-- }, -- end of ["properties"]
-- ["ETA"] = 527.81058817743,
-- ["airdromeId"] = 12,
-- ["y"] = 243127.2973737,
-- ["x"] = -5406.2803440839,
-- ["name"] = "DictKey_WptName_53",
-- ["speed"] = 138.88888888889,
-- ["ETA_locked"] = false,
-- ["task"] =
-- {
-- ["id"] = "ComboTask",
-- ["params"] =
-- {
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- }, -- end of ["params"]
-- }, -- end of ["task"]
-- ["speed_locked"] = true,
-- }, -- end of [4]
local DCSGroup = self:GetDCSGroup()
if DCSGroup then
local GroupPoint = self:GetPointVec2()
local GroupVelocity = self:GetMaxVelocity()
local PointFrom = {}
PointFrom.x = GroupPoint.x
PointFrom.y = GroupPoint.y
PointFrom.type = "Turning Point"
PointFrom.action = "Turning Point"
PointFrom.speed = GroupVelocity
local PointTo = {}
local AirbasePoint = ReturnAirbase:GetPointVec2()
PointTo.x = AirbasePoint.x
PointTo.y = AirbasePoint.y
PointTo.type = "Land"
PointTo.action = "Landing"
PointTo.airdromeId = ReturnAirbase:GetID()-- Airdrome ID
self:T(PointTo.airdromeId)
--PointTo.alt = 0
local Points = { PointFrom, PointTo }
self:T3( Points )
local Route = { points = Points, }
return Route
end
return nil
end
--- @param Group#GROUP self
function GROUP:Respawn( Template )
local Vec3 = self:GetPointVec3()
--Template.x = Vec3.x
--Template.y = Vec3.z
Template.x = nil
Template.y = nil
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetPointVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
Template.units[UnitID].alt = GroupUnitVec3.y
Template.units[UnitID].x = GroupUnitVec3.x
Template.units[UnitID].y = GroupUnitVec3.z
Template.units[UnitID].heading = GroupUnitHeading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
_DATABASE:Spawn( Template )
end
function GROUP:GetTemplate()
return _DATABASE.Templates.Groups[self:GetName()].Template
end
-- Commands
--- Do Script command
@ -2298,6 +2441,8 @@ function GROUP:CopyRoute( Begin, End, Randomize, Radius )
end
end
return Points
else
error( "Template not found for Group : " .. GroupName )
end
return nil

View File

@ -1,7 +1,9 @@
--- Provides missile training functions.
--- This module contains the MISSILETRAINER class.
--
-- @{#MISSILETRAINER} class
-- ========================
-- ===
--
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
-- ===============================================================
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
-- It suports the following functionality:
@ -43,16 +45,16 @@
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
--
-- MISSILETRAINER construction methods:
-- ====================================
-- 1.1) MISSILETRAINER construction methods:
-- -----------------------------------------
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
--
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- MISSILETRAINER initialization methods:
-- ======================================
-- 1.2) MISSILETRAINER initialization methods:
-- -------------------------------------------
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
@ -66,6 +68,15 @@
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- ===
--
-- CREDITS
-- =======
-- **Stuka (Danny)** Who you can search on the Eagle Dynamics Forums.
-- Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
--
-- @module MissileTrainer
-- @author FlightControl

View File

@ -10,6 +10,7 @@ Include.File( "Unit" )
Include.File( "Zone" )
Include.File( "Client" )
Include.File( "Static" )
Include.File( "Airbase" )
Include.File( "Database" )
Include.File( "Set" )
Include.File( "Point" )
@ -35,44 +36,11 @@ Include.File( "Movement" )
Include.File( "Sead" )
Include.File( "Escort" )
Include.File( "MissileTrainer" )
Include.File( "PatrolZone" )
Include.File( "AIBalancer" )
Include.File( "AirbasePolice" )
Include.File( "Detection" )
-- The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class

View File

@ -0,0 +1,265 @@
--- This module contains the PATROLZONE class.
--
-- ===
--
-- 1) @{Patrol#PATROLZONE} class, extends @{Base#BASE}
-- ===================================================
-- The @{Patrol#PATROLZONE} class implements the core functions to patrol a @{Zone}.
--
-- 1.1) PATROLZONE constructor:
-- ----------------------------
-- @{PatrolZone#PATROLZONE.New}(): Creates a new PATROLZONE object.
--
-- 1.2) Modify the PATROLZONE parameters:
-- --------------------------------------
-- The following methods are available to modify the parameters of a PATROLZONE object:
--
-- * @{PatrolZone#PATROLZONE.SetGroup}(): Set the AI Patrol Group.
-- * @{PatrolZone#PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
-- * @{PatrolZone#PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
--
-- 1.3) Manage the out of fuel in the PATROLZONE:
-- ----------------------------------------------
-- When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the PatrolGroup will continue for a given time its patrol task in orbit, while a new PatrolGroup is targetted to the PATROLZONE.
-- Once the time is finished, the old PatrolGroup will return to the base.
-- Use the method @{PatrolZone#PATROLZONE.ManageFuel}() to have this proces in place.
--
-- ===
--
-- @module PatrolZone
-- @author FlightControl
--- PATROLZONE class
-- @type PATROLZONE
-- @field Group#GROUP PatrolGroup The @{Group} patrolling.
-- @field Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @field DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @field DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @extends Base#BASE
PATROLZONE = {
ClassName = "PATROLZONE",
}
--- Creates a new PATROLZONE object, taking a @{Group} object as a parameter. The GROUP needs to be alive.
-- @param #PATROLZONE self
-- @param Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @return #PATROLZONE self
-- @usage
-- -- Define a new PATROLZONE Object. This PatrolArea will patrol a group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolGroup = GROUP:FindByName( "Patrol Group" )
-- PatrolArea = PATROLZONE:New( PatrolGroup, PatrolZone, 3000, 6000, 600, 900 )
function PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
return self
end
--- Set the @{Group} to act as the Patroller.
-- @param #PATROLZONE self
-- @param Group#GROUP PatrolGroup The @{Group} patrolling.
-- @return #PATROLZONE self
function PATROLZONE:SetGroup( PatrolGroup )
self.PatrolGroup = PatrolGroup
self.PatrolGroupTemplateName = PatrolGroup:GetName()
self:NewPatrolRoute()
if not self.PatrolOutOfFuelMonitor then
self.PatrolOutOfFuelMonitor = SCHEDULER:New( nil, _MonitorOutOfFuelScheduled, { self }, 1, 120, 0 )
self.SpawnPatrolGroup = SPAWN:New( self.PatrolGroupTemplateName )
end
return self
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #PATROLZONE self
-- @param DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @return #PATROLZONE self
function PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #PATROLZONE self
-- @param DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #PATROLZONE self
function PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- @param Group#GROUP PatrolGroup
function _NewPatrolRoute( PatrolGroup )
PatrolGroup:T( "NewPatrolRoute" )
local PatrolZone = PatrolGroup:GetState( PatrolGroup, "PatrolZone" ) -- PatrolZone#PATROLZONE
PatrolZone:NewPatrolRoute()
end
--- Defines a new patrol route using the @{PatrolZone} parameters and settings.
-- @param #PATROLZONE self
-- @return #PATROLZONE self
function PATROLZONE:NewPatrolRoute()
self:F2()
local PatrolRoute = {}
if self.PatrolGroup:IsAlive() then
--- Determine if the PatrolGroup is within the PatrolZone.
-- If not, make a waypoint within the to that the PatrolGroup will fly at maximum speed to that point.
-- --- Calculate the current route point.
-- local CurrentVec2 = self.PatrolGroup:GetPointVec2()
-- local CurrentAltitude = self.PatrolGroup:GetUnit(1):GetAltitude()
-- local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
-- local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
-- POINT_VEC3.RoutePointAltType.BARO,
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- ToPatrolZoneSpeed,
-- true
-- )
--
-- PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
self:T2( PatrolRoute )
if self.PatrolGroup:IsNotInZone( self.PatrolZone ) then
--- Find a random 2D point in PatrolZone.
local ToPatrolZoneVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToPatrolZoneVec2 )
--- Define Speed and Altitude.
local ToPatrolZoneAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
--- Obtain a 3D @{Point} from the 2D point + altitude.
self:T2( ToPatrolZoneVec2.x )
self:T2( ToPatrolZoneVec2.y )
local ToPatrolZonePointVec3 = POINT_VEC3:New( ToPatrolZoneVec2.x, ToPatrolZoneAltitude, ToPatrolZoneVec2.y )
--- Create a route point of type air.
local ToPatrolZoneRoutePoint = ToPatrolZonePointVec3:RoutePointAir(
POINT_VEC3.RoutePointAltType.BARO,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = ToPatrolZoneRoutePoint
end
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
POINT_VEC3.RoutePointAltType.BARO,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
--ToTargetPointVec3:SmokeRed()
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the PatrolGroup...
self.PatrolGroup:WayPointInitialize( PatrolRoute )
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the PatrolGroup in a temporary variable ...
self.PatrolGroup:SetState( self.PatrolGroup, "PatrolZone", self )
self.PatrolGroup:WayPointFunction( #PatrolRoute, 1, "_NewPatrolRoute" )
--- NOW ROUTE THE GROUP!
self.PatrolGroup:WayPointExecute( 1, 2 )
end
end
--- When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the PatrolGroup will continue for a given time its patrol task in orbit, while a new PatrolGroup is targetted to the PATROLZONE.
-- Once the time is finished, the old PatrolGroup will return to the base.
-- @param #PATROLZONE self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the PatrolGroup is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel PatrolGroup will orbit before returning to the base.
-- @return #PATROLZONE self
function PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
if self.PatrolGroup then
self.PatrolOutOfFuelMonitor = SCHEDULER:New( self, self._MonitorOutOfFuelScheduled, {}, 1, 120, 0 )
self.SpawnPatrolGroup = SPAWN:New( self.PatrolGroupTemplateName )
end
return self
end
--- @param #PATROLZONE self
function _MonitorOutOfFuelScheduled( self )
self:F2( "_MonitorOutOfFuelScheduled" )
if self.PatrolGroup and self.PatrolGroup:IsAlive() then
local Fuel = self.PatrolGroup:GetUnit(1):GetFuel()
if Fuel < self.PatrolFuelTresholdPercentage then
local OldPatrolGroup = self.PatrolGroup
local PatrolGroupTemplate = self.PatrolGroup:GetTemplate()
local OrbitTask = OldPatrolGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldPatrolGroup:TaskControlled( OrbitTask, OldPatrolGroup:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
OldPatrolGroup:SetTask( TimedOrbitTask, 10 )
local NewPatrolGroup = self.SpawnPatrolGroup:Spawn()
self.PatrolGroup = NewPatrolGroup
self:NewPatrolRoute()
end
else
self.PatrolOutOfFuelMonitor:Stop()
end
end

View File

@ -30,6 +30,9 @@
-- @extends Base#BASE
-- @field #POINT_VEC3.SmokeColor SmokeColor
-- @field #POINT_VEC3.FlareColor FlareColor
-- @field #POINT_VEC3.RoutePointAltType RoutePointAltType
-- @field #POINT_VEC3.RoutePointType RoutePointType
-- @field #POINT_VEC3.RoutePointAction RoutePointAction
POINT_VEC3 = {
ClassName = "POINT_VEC3",
SmokeColor = {
@ -38,14 +41,24 @@ POINT_VEC3 = {
White = trigger.smokeColor.White,
Orange = trigger.smokeColor.Orange,
Blue = trigger.smokeColor.Blue
},
},
FlareColor = {
Green = trigger.flareColor.Green,
Red = trigger.flareColor.Red,
White = trigger.flareColor.White,
Yellow = trigger.flareColor.Yellow
},
}
},
RoutePointAltType = {
BARO = "BARO",
},
RoutePointType = {
TurningPoint = "Turning Point",
},
RoutePointAction = {
TurningPoint = "Turning Point",
},
}
--- SmokeColor
-- @type POINT_VEC3.SmokeColor
@ -55,6 +68,8 @@ POINT_VEC3 = {
-- @field Orange
-- @field Blue
--- FlareColor
-- @type POINT_VEC3.FlareColor
-- @field Green
@ -62,6 +77,26 @@ POINT_VEC3 = {
-- @field White
-- @field Yellow
--- RoutePoint AltTypes
-- @type POINT_VEC3.RoutePointAltType
-- @field BARO "BARO"
--- RoutePoint Types
-- @type POINT_VEC3.RoutePointType
-- @field TurningPoint "Turning Point"
--- RoutePoint Actions
-- @type POINT_VEC3.RoutePointAction
-- @field TurningPoint "Turning Point"
-- Constructor.
--- Create a new POINT_VEC3 object.
@ -69,15 +104,68 @@ POINT_VEC3 = {
-- @param DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
-- @param DCSTypes#Distance y The y coordinate of the Vec3 point, pointing Upwards.
-- @param DCSTypes#Distance z The z coordinate of the Vec3 point, pointing to the Right.
-- @return Point#POINT_VEC3
-- @return Point#POINT_VEC3 self
function POINT_VEC3:New( x, y, z )
local self = BASE:Inherit( self, BASE:New() )
self:F2( { x, y, z } )
self.PointVec3 = { x = x, y = y, z = z }
self:F2( self.PointVec3 )
return self
end
--- Build an air type route point.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3.RoutePointAltType AltType The altitude type.
-- @param #POINT_VEC3.RoutePointType Type The route point type.
-- @param #POINT_VEC3.RoutePointAction Action The route point action.
-- @param DCSTypes#Speed Speed Airspeed in km/h.
-- @param #boolean SpeedLocked true means the speed is locked.
-- @return #table The route point.
function POINT_VEC3:RoutePointAir( AltType, Type, Action, Speed, SpeedLocked )
local RoutePoint = {}
RoutePoint.x = self.PointVec3.x
RoutePoint.y = self.PointVec3.z
RoutePoint.alt = self.PointVec3.y
RoutePoint.alt_type = AltType
RoutePoint.type = Type
RoutePoint.action = Action
RoutePoint.speed = Speed
RoutePoint.speed_locked = true
RoutePoint.properties = {
["vnav"] = 1,
["scale"] = 0,
["angle"] = 0,
["vangle"] = 0,
["steer"] = 2,
}
-- ["task"] =
-- {
-- ["id"] = "ComboTask",
-- ["params"] =
-- {
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- }, -- end of ["params"]
-- }, -- end of ["task"]
RoutePoint.task = {}
RoutePoint.task.id = "ComboTask"
RoutePoint.task.params = {}
RoutePoint.task.params.tasks = {}
return RoutePoint
end
--- Smokes the point in a color.
-- @param #POINT_VEC3 self
-- @param Point#POINT_VEC3.SmokeColor SmokeColor
@ -164,6 +252,7 @@ end
--- The POINT_VEC2 class
-- @type POINT_VEC2
-- @field DCSTypes#Vec2 PointVec2
-- @extends Point#POINT_VEC3
POINT_VEC2 = {
ClassName = "POINT_VEC2",
@ -185,7 +274,35 @@ function POINT_VEC2:New( x, y, LandHeightAdd )
local self = BASE:Inherit( self, POINT_VEC3:New( x, LandHeight, y ) )
self:F2( { x, y, LandHeightAdd } )
self.PointVec2 = { x = x, y = y }
return self
end
--- Calculate the distance from a reference @{Point#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{Point#POINT_VEC2}.
-- @return DCSTypes#Distance The distance from the reference @{Point#POINT_VEC2} in meters.
function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
local Distance = ( ( PointVec2Reference.PointVec2.x - self.PointVec2.x ) ^ 2 + ( PointVec2Reference.PointVec2.y - self.PointVec2.y ) ^2 ) ^0.5
self:T2( Distance )
return Distance
end
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
-- @param #POINT_VEC2 self
-- @param DCSTypes#Vec2 Vec2Reference The reference @{DCSTypes#Vec2}.
-- @return DCSTypes#Distance The distance from the reference @{DCSTypes#Vec2} in meters.
function POINT_VEC2:DistanceFromVec2( Vec2Reference )
self:F2( Vec2Reference )
local Distance = ( ( Vec2Reference.x - self.PointVec2.x ) ^ 2 + ( Vec2Reference.y - self.PointVec2.y ) ^2 ) ^0.5
self:T2( Distance )
return Distance
end

View File

@ -3,7 +3,7 @@
-- ===
--
-- 1) @{Set#SET_BASE} class, extends @{Base#BASE}
-- ================================================
-- ==============================================
-- The @{Set#SET_BASE} class defines the core functions that define a collection of objects.
-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
-- In this way, large loops can be done while not blocking the simulator main processing loop.
@ -14,15 +14,15 @@
-- ---------------------------------------
-- Some key core functions are @{Set#SET_BASE.Add} and @{Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
--
-- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**.
-- -------------------------------------------------------------------------------------
-- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**
-- -----------------------------------------------------------------------------
-- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method.
-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
--
-- ===
--
-- 2) @{Set#SET_GROUP} class, extends @{Set#SET_BASE}
-- ====================================================
-- ==================================================
-- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain:
--
-- * Coalitions
@ -128,6 +128,8 @@
-- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function.
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function.
--
-- ===
--
-- 4) @{Set#SET_CLIENT} class, extends @{Set#SET_BASE}
-- ===================================================
-- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain:
@ -178,9 +180,48 @@
--
-- ====
--
-- 5) @{Set#SET_AIRBASE} class, extends @{Set#SET_BASE}
-- ====================================================
-- Mission designers can use the @{Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
--
-- * Coalitions
--
-- 5.1) SET_AIRBASE construction
-- -----------------------------
-- Create a new SET_AIRBASE object with the @{#SET_AIRBASE.New} method:
--
-- * @{#SET_AIRBASE.New}: Creates a new SET_AIRBASE object.
--
-- 5.2) Add or Remove AIRBASEs from SET_AIRBASE
-- --------------------------------------------
-- AIRBASEs can be added and removed using the @{Set#SET_AIRBASE.AddAirbasesByName} and @{Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
-- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
--
-- 5.3) SET_AIRBASE filter criteria
-- --------------------------------
-- You can set filter criteria to define the set of clients within the SET_AIRBASE.
-- Filter criteria are defined by:
--
-- * @{#SET_AIRBASE.FilterCoalitions}: Builds the SET_AIRBASE with the airbases belonging to the coalition(s).
--
-- Once the filter criteria have been set for the SET_AIRBASE, you can start filtering using:
--
-- * @{#SET_AIRBASE.FilterStart}: Starts the filtering of the airbases within the SET_AIRBASE.
--
-- 5.4) SET_AIRBASE iterators:
-- ---------------------------
-- Once the filters have been defined and the SET_AIRBASE has been built, you can iterate the SET_AIRBASE with the available iterator methods.
-- The iterator methods will walk the SET_AIRBASE set, and call for each airbase within the set a function that you provide.
-- The following iterator methods are currently available within the SET_AIRBASE:
--
-- * @{#SET_AIRBASE.ForEachAirbase}: Calls a function for each airbase it finds within the SET_AIRBASE.
--
-- ====
--
-- @module Set
-- @author FlightControl
--- SET_BASE class
-- @type SET_BASE
-- @extends Base#BASE
@ -277,6 +318,32 @@ function SET_BASE:_FilterStart()
return self
end
--- Iterate the SET_BASE while identifying the nearest object from a @{Point#POINT_VEC2}.
-- @param #SET_BASE self
-- @param Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set.
-- @return Base#BASE The closest object.
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
self:F2( PointVec2 )
local NearestObject = nil
local ClosestDistance = nil
for ObjectID, ObjectData in pairs( self.Set ) do
if NearestObject == nil then
NearestObject = ObjectData
ClosestDistance = PointVec2:DistanceFromVec2( ObjectData:GetPointVec2() )
else
local Distance = PointVec2:DistanceFromVec2( ObjectData:GetPointVec2() )
if Distance < ClosestDistance then
NearestObject = ObjectData
ClosestDistance = Distance
end
end
end
return NearestObject
end
----- Private method that registers all alive players in the mission.
@ -388,18 +455,20 @@ function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArgumen
IteratorFunction( Object, unpack( arg ) )
end
Count = Count + 1
if Count % self.YieldInterval == 0 then
coroutine.yield( false )
end
-- if Count % self.YieldInterval == 0 then
-- coroutine.yield( false )
-- end
end
return true
end
local co = coroutine.create( CoRoutine )
-- local co = coroutine.create( CoRoutine )
local co = CoRoutine
local function Schedule()
local status, res = coroutine.resume( co )
-- local status, res = coroutine.resume( co )
local status, res = co()
self:T3( { status, res } )
if status == false then
@ -418,7 +487,7 @@ function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArgumen
end
----- Interate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
----- Iterate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
---- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET_BASE. The function needs to accept a UNIT parameter.
---- @return #SET_BASE self
@ -430,7 +499,7 @@ end
-- return self
--end
--
----- Interate the SET_BASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
----- Iterate the SET_BASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
---- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a UNIT parameter.
---- @return #SET_BASE self
@ -443,7 +512,7 @@ end
--end
--
--
----- Interate the SET_BASE and call an interator function for each client, providing the Client to the function and optional parameters.
----- Iterate the SET_BASE and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a CLIENT parameter.
---- @return #SET_BASE self
@ -765,7 +834,7 @@ function SET_GROUP:ForEachGroupNotInZone( ZoneObject, IteratorFunction, ... )
end
----- Interate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters.
----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters.
---- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter.
---- @return #SET_GROUP self
@ -778,7 +847,7 @@ end
--end
--
--
----- Interate the SET_GROUP and call an interator function for each client, providing the Client to the function and optional parameters.
----- Iterate the SET_GROUP and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a CLIENT parameter.
---- @return #SET_GROUP self
@ -1085,7 +1154,7 @@ function SET_UNIT:FindInDatabase( Event )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Interate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
--- Iterate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #SET_UNIT self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter.
-- @return #SET_UNIT self
@ -1143,7 +1212,7 @@ end
----- Interate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
----- Iterate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
---- @param #SET_UNIT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a UNIT parameter.
---- @return #SET_UNIT self
@ -1156,7 +1225,7 @@ end
--end
--
--
----- Interate the SET_UNIT and call an interator function for each client, providing the Client to the function and optional parameters.
----- Iterate the SET_UNIT and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_UNIT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a CLIENT parameter.
---- @return #SET_UNIT self
@ -1458,7 +1527,7 @@ function SET_CLIENT:FindInDatabase( Event )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Interate the SET_CLIENT and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters.
--- Iterate the SET_CLIENT and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters.
-- @param #SET_CLIENT self
-- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter.
-- @return #SET_CLIENT self
@ -1594,3 +1663,226 @@ function SET_CLIENT:IsIncludeObject( MClient )
return MClientInclude
end
--- SET_AIRBASE
--- SET_AIRBASE class
-- @type SET_AIRBASE
-- @extends Set#SET_BASE
SET_AIRBASE = {
ClassName = "SET_AIRBASE",
Airbases = {},
Filter = {
Coalitions = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
Categories = {
airdrome = Airbase.Category.AIRDROME,
helipad = Airbase.Category.HELIPAD,
ship = Airbase.Category.SHIP,
},
},
}
--- Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories.
-- @param #SET_AIRBASE self
-- @return #SET_AIRBASE self
-- @usage
-- -- Define a new SET_AIRBASE Object. The DatabaseSet will contain a reference to all Airbases.
-- DatabaseSet = SET_AIRBASE:New()
function SET_AIRBASE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.AIRBASES ) )
return self
end
--- Add AIRBASEs to SET_AIRBASE.
-- @param Set#SET_AIRBASE self
-- @param #string AddAirbaseNames A single name or an array of AIRBASE names.
-- @return self
function SET_AIRBASE:AddAirbasesByName( AddAirbaseNames )
local AddAirbaseNamesArray = ( type( AddAirbaseNames ) == "table" ) and AddAirbaseNames or { AddAirbaseNames }
for AddAirbaseID, AddAirbaseName in pairs( AddAirbaseNamesArray ) do
self:Add( AddAirbaseName, AIRBASE:FindByName( AddAirbaseName ) )
end
return self
end
--- Remove AIRBASEs from SET_AIRBASE.
-- @param Set#SET_AIRBASE self
-- @param Airbase#AIRBASE RemoveAirbaseNames A single name or an array of AIRBASE names.
-- @return self
function SET_AIRBASE:RemoveAirbasesByName( RemoveAirbaseNames )
local RemoveAirbaseNamesArray = ( type( RemoveAirbaseNames ) == "table" ) and RemoveAirbaseNames or { RemoveAirbaseNames }
for RemoveAirbaseID, RemoveAirbaseName in pairs( RemoveAirbaseNamesArray ) do
self:Remove( RemoveAirbaseName.AirbaseName )
end
return self
end
--- Finds a Airbase based on the Airbase Name.
-- @param #SET_AIRBASE self
-- @param #string AirbaseName
-- @return Airbase#AIRBASE The found Airbase.
function SET_AIRBASE:FindAirbase( AirbaseName )
local AirbaseFound = self.Set[AirbaseName]
return AirbaseFound
end
--- Builds a set of airbases of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_AIRBASE self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET_AIRBASE self
function SET_AIRBASE:FilterCoalitions( Coalitions )
if not self.Filter.Coalitions then
self.Filter.Coalitions = {}
end
if type( Coalitions ) ~= "table" then
Coalitions = { Coalitions }
end
for CoalitionID, Coalition in pairs( Coalitions ) do
self.Filter.Coalitions[Coalition] = Coalition
end
return self
end
--- Builds a set of airbases out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
-- @param #SET_AIRBASE self
-- @param #string Categories Can take the following values: "airdrome", "helipad", "ship".
-- @return #SET_AIRBASE self
function SET_AIRBASE:FilterCategories( Categories )
if not self.Filter.Categories then
self.Filter.Categories = {}
end
if type( Categories ) ~= "table" then
Categories = { Categories }
end
for CategoryID, Category in pairs( Categories ) do
self.Filter.Categories[Category] = Category
end
return self
end
--- Starts the filtering.
-- @param #SET_AIRBASE self
-- @return #SET_AIRBASE self
function SET_AIRBASE:FilterStart()
if _DATABASE then
self:_FilterStart()
end
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_AIRBASE self
-- @param Event#EVENTDATA Event
-- @return #string The name of the AIRBASE
-- @return #table The AIRBASE
function SET_AIRBASE:AddInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_AIRBASE self
-- @param Event#EVENTDATA Event
-- @return #string The name of the AIRBASE
-- @return #table The AIRBASE
function SET_AIRBASE:FindInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.
-- @param #SET_AIRBASE self
-- @param #function IteratorFunction The function that will be called when there is an alive AIRBASE in the SET_AIRBASE. The function needs to accept a AIRBASE parameter.
-- @return #SET_AIRBASE self
function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set )
return self
end
--- Iterate the SET_AIRBASE while identifying the nearest @{Airbase#AIRBASE} from a @{Point#POINT_VEC2}.
-- @param #SET_AIRBASE self
-- @param Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Airbase#AIRBASE}.
-- @return Airbase#AIRBASE The closest @{Airbase#AIRBASE}.
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
self:F2( PointVec2 )
local NearestAirbase = self:FindNearestObjectFromPointVec2( PointVec2 )
return NearestAirbase
end
---
-- @param #SET_AIRBASE self
-- @param Airbase#AIRBASE MAirbase
-- @return #SET_AIRBASE self
function SET_AIRBASE:IsIncludeObject( MAirbase )
self:F2( MAirbase )
local MAirbaseInclude = true
if MAirbase then
local MAirbaseName = MAirbase:GetName()
if self.Filter.Coalitions then
local MAirbaseCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local AirbaseCoalitionID = _DATABASE:GetCoalitionFromAirbase( MAirbaseName )
self:T3( { "Coalition:", AirbaseCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == AirbaseCoalitionID then
MAirbaseCoalition = true
end
end
self:T( { "Evaluated Coalition", MAirbaseCoalition } )
MAirbaseInclude = MAirbaseInclude and MAirbaseCoalition
end
if self.Filter.Categories then
local MAirbaseCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local AirbaseCategoryID = _DATABASE:GetCategoryFromAirbase( MAirbaseName )
self:T3( { "Category:", AirbaseCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == AirbaseCategoryID then
MAirbaseCategory = true
end
end
self:T( { "Evaluated Category", MAirbaseCategory } )
MAirbaseInclude = MAirbaseInclude and MAirbaseCategory
end
end
self:T2( MAirbaseInclude )
return MAirbaseInclude
end

View File

@ -644,7 +644,7 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
local ZonePoint
if ZoneRandomize == true then
ZonePoint = Zone:GetRandomPointVec2()
ZonePoint = Zone:GetRandomVec2()
else
ZonePoint = Zone:GetPointVec2()
end
@ -654,7 +654,7 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local ZonePointUnit = Zone:GetRandomPointVec2()
local ZonePointUnit = Zone:GetRandomVec2()
SpawnTemplate.units[UnitID].x = ZonePointUnit.x
SpawnTemplate.units[UnitID].y = ZonePointUnit.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )

View File

@ -736,6 +736,29 @@ function UNIT:GetCategoryName()
return nil
end
--- Returns the DCS Unit heading.
-- @param Unit#UNIT self
-- @return #number The DCS Unit heading
function UNIT:GetHeading()
local DCSUnit = self:GetDCSUnit()
if DCSUnit then
local UnitPosition = DCSUnit:getPosition()
if UnitPosition then
local UnitHeading = math.atan2( UnitPosition.x.z, UnitPosition.x.x )
if UnitHeading < 0 then
UnitHeading = UnitHeading + 2 * math.pi
end
self:T2( UnitHeading )
return UnitHeading
end
end
return nil
end
--- Signal a flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:Flare( FlareColor )

View File

@ -77,6 +77,15 @@ ZONE_BASE = {
ClassName = "ZONE_BASE",
}
--- The ZONE_BASE.BoundingSquare
-- @type ZONE_BASE.BoundingSquare
-- @field DCSTypes#Distance x1 The lower x coordinate (left down)
-- @field DCSTypes#Distance y1 The lower y coordinate (left down)
-- @field DCSTypes#Distance x2 The higher x coordinate (right up)
-- @field DCSTypes#Distance y2 The higher y coordinate (right up)
--- ZONE_BASE constructor
-- @param #ZONE_BASE self
-- @param #string ZoneName Name of the zone.
@ -91,7 +100,7 @@ function ZONE_BASE:New( ZoneName )
end
--- Returns if a location is within the zone.
-- @param #ZONE_RADIUS self
-- @param #ZONE_BASE self
-- @param DCSTypes#Vec2 PointVec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
@ -101,7 +110,7 @@ function ZONE_BASE:IsPointVec2InZone( PointVec2 )
end
--- Returns if a point is within the zone.
-- @param #ZONE_RADIUS self
-- @param #ZONE_BASE self
-- @param DCSTypes#Vec3 PointVec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
@ -112,6 +121,21 @@ function ZONE_BASE:IsPointVec3InZone( PointVec3 )
return InZone
end
--- Define a random @{DCSTypes#Vec2} within the zone.
-- @param #ZONE_BASE self
-- @return DCSTypes#Vec2 The Vec2 coordinates.
function ZONE_BASE:GetRandomVec2()
return { x = 0, y = 0 }
end
--- Get the bounding square the zone.
-- @param #ZONE_BASE self
-- @return #ZONE_BASE.BoundingSquare The bounding square.
function ZONE_BASE:GetBoundingSquare()
return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_BASE self
-- @param SmokeColor The smoke color.
@ -297,7 +321,7 @@ end
--- Returns a random location within the zone.
-- @param #ZONE_RADIUS self
-- @return DCSTypes#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomPointVec2()
function ZONE_RADIUS:GetRandomVec2()
self:F( self.ZoneName )
local Point = {}
@ -495,6 +519,55 @@ function ZONE_POLYGON_BASE:IsPointVec2InZone( PointVec2 )
return c
end
--- Define a random @{DCSTypes#Vec2} within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return DCSTypes#Vec2 The Vec2 coordinate.
function ZONE_POLYGON_BASE:GetRandomVec2()
self:F2()
--- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way...
local Vec2Found = false
local Vec2
local BS = self:GetBoundingSquare()
self:T2( BS )
while Vec2Found == false do
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
self:T2( Vec2 )
if self:IsPointVec2InZone( Vec2 ) then
Vec2Found = true
end
end
self:T2( Vec2 )
return Vec2
end
--- Get the bounding square the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
function ZONE_POLYGON_BASE:GetBoundingSquare()
local x1 = self.Polygon[1].x
local y1 = self.Polygon[1].y
local x2 = self.Polygon[1].x
local y2 = self.Polygon[1].y
for i = 2, #self.Polygon do
self:T2( { self.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self.Polygon[i].x ) and self.Polygon[i].x or x1
x2 = ( x2 < self.Polygon[i].x ) and self.Polygon[i].x or x2
y1 = ( y1 > self.Polygon[i].y ) and self.Polygon[i].y or y1
y2 = ( y2 < self.Polygon[i].y ) and self.Polygon[i].y or y2
end
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
end

View File

@ -1,8 +1,24 @@
local US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterStart()
local US_PlanesSpawn = SPAWN:New( "AI US" )
local RU_AIBalancer = AIBALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
local US_PlanesSpawn1 = SPAWN:New( "AI US 1" )
local US_PlanesSpawn2 = SPAWN:New( "AI US 2" )
local US_AIBalancer = AIBALANCER:New( US_PlanesClientSet, { US_PlanesSpawn1, US_PlanesSpawn2 } )
local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" ):FilterStart()
local RU_PlanesSpawn = SPAWN:New( "AI RU" )
local RU_AIBalancer = AIBALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
local RU_AirbasesSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterStart()
RU_AirbasesSet:Flush()
RU_AIBalancer:ReturnToNearestAirbases( 10000, RU_AirbasesSet )
--RU_AIBalancer:ReturnToHomeAirbase( 10000 )
local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone Blue" )
local PatrolZoneBlue = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
local PatrolZoneB = PATROLZONE:New( PatrolZoneBlue, 3000, 6000, 900, 1100 ):ManageFuel( 0.2, 180 )
US_AIBalancer:SetPatrolZone( PatrolZoneB )
local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone Red" )
local PatrolZoneRed = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
local PatrolZoneR = PATROLZONE:New( PatrolZoneRed, 3000, 6000, 900, 1100 ):ManageFuel( 0.2, 180 )
RU_AIBalancer:SetPatrolZone( PatrolZoneR )

View File

@ -0,0 +1,209 @@
-- View scripts
-- Copyright (C) 2004, Eagle Dynamics.
DisableCombatViews = false -- F5 & Ctrl-F5
ExternalObjectsLockDistance = 10000.0
ShowTargetInfo = false
CameraTerrainRestriction = true
hAngleRearDefault = 180
vAngleRearDefault = -8.0
vAngleRearMin = -90 -- -8.0
vAngleRearMax = 90.0
dbg_shell = "weapons.shells.PKT_7_62_T" -- 23mm shell
-- dbg_shell = "weapons.shells.2A64_152" -- 152mm shell
dbg_shell_v0 = -1 -- Muzzle speed m/s (-1 - speed from shall database)
dbg_shell_fire_rate = 60
--reformatted per-unit data to be mod system friendly
--this file is no longer should be edited for adding new flyable aircraft , DCS automatically check core database (i.e. where you define your aircraft in aircraft table just define ViewSettings and SnapViews tables)
function default_fighter_player(t)
local res = {
CameraViewAngleLimits = {20.000000,140.000000},
CameraAngleRestriction = {false ,90.000000,0.500000},
EyePoint = {0.05 ,0.000000 ,0.000000},
limits_6DOF = {x = {-0.050000,0.4500000},y ={-0.300000,0.100000},z = {-0.220000,0.220000},roll = 90.000000},
Allow360rotation = false,
CameraAngleLimits = {200,-80.000000,110.000000},
ShoulderSize = 0.2, -- move body when azimuth value more then 90 degrees
}
if t then
for i,o in pairs(t) do
res[i] = o
end
end
return res
end
function fulcrum()
return {
Cockpit = {
default_fighter_player({CockpitLocalPoint = {4.71,1.28,0.000000}})
},
Chase = {
LocalPoint = {1.220000,3.750000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-15.080000,6.350000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
end
ViewSettings = {}
ViewSettings["A-10A"] = {
Cockpit = {
[1] = default_fighter_player({CockpitLocalPoint = {4.300000,1.282000,0.000000},
EyePoint = {0.000000,0.000000,0.000000},
limits_6DOF = {x = {-0.050000,0.600000},
y = {-0.300000,0.100000},
z = {-0.250000,0.250000},
roll = 90.000000}}),
}, -- Cockpit
Chase = {
LocalPoint = {0.600000,3.682000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-27.000000,12.000000,0.000000},
AnglesDefault = {0.000000,-12.000000},
}, -- Arcade
}
ViewSettings["A-10C"] = {
Cockpit = {
[1] = default_fighter_player({CockpitLocalPoint = {4.300000,1.282000,0.000000},
EyePoint = {0.000000,0.000000,0.000000},
limits_6DOF = {x = {-0.050000,0.600000},
y = {-0.300000,0.100000},
z = {-0.250000,0.250000},
roll = 90.000000}}),
}, -- Cockpit
Chase = {
LocalPoint = {0.600000,3.682000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-27.000000,12.000000,0.000000},
AnglesDefault = {0.000000,-12.000000},
}, -- Arcade
}
ViewSettings["F-15C"] = {
Cockpit = {
[1] = default_fighter_player({CockpitLocalPoint = {6.210000,1.204000,0.000000}})-- player slot 1
}, -- Cockpit
Chase = {
LocalPoint = {2.510000,3.604000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-13.790000,6.204000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
ViewSettings["Ka-50"] = {
Cockpit = {
[1] = {-- player slot 1
CockpitLocalPoint = {3.188000,0.390000,0.000000},
CameraViewAngleLimits = {20.000000,120.000000},
CameraAngleRestriction = {false,60.000000,0.400000},
CameraAngleLimits = {140.000000,-65.000000,90.000000},
EyePoint = {0.090000,0.000000,0.000000},
limits_6DOF = {x = {-0.020000,0.350000},y ={-0.150000,0.165000},z = {-0.170000,0.170000},roll = 90.000000},
},
}, -- Cockpit
Chase = {
LocalPoint = {-0.512000,2.790000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-16.812000,5.390000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
ViewSettings["MiG-29A"] = fulcrum()
ViewSettings["MiG-29G"] = fulcrum()
ViewSettings["MiG-29S"] = fulcrum()
ViewSettings["P-51D"] = {
Cockpit = {
[1] = {-- player slot 1
CockpitLocalPoint = {-1.500000,0.618000,0.000000},
CameraViewAngleLimits = {20.000000,120.000000},
CameraAngleRestriction = {false,90.000000,0.500000},
CameraAngleLimits = {200,-80.000000,90.000000},
EyePoint = {0.025000,0.100000,0.000000},
ShoulderSize = 0.15,
Allow360rotation = false,
limits_6DOF = {x = {-0.050000,0.450000},y ={-0.200000,0.200000},z = {-0.220000,0.220000},roll = 90.000000},
},
}, -- Cockpit
Chase = {
LocalPoint = {0.200000,-0.652000,-0.650000},
AnglesDefault = {0.000000,0.000000},
}, -- Chase
Arcade = {
LocalPoint = {-21.500000,5.618000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
ViewSettings["Su-25"] = {
Cockpit = {
[1] = default_fighter_player({CockpitLocalPoint = {3.352000,0.506000,0.000000}}),-- player slot 1
}, -- Cockpit
Chase = {
LocalPoint = {-0.348000,2.906000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-16.648001,5.506000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
ViewSettings["Su-25T"] = {
Cockpit = {
[1] = default_fighter_player({CockpitLocalPoint = {3.406000,0.466000,0.000000}}),-- player slot 1
}, -- Cockpit
Chase = {
LocalPoint = {-0.294000,2.866000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-16.594000,5.466000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
ViewSettings["Su-25TM"] = {
Cockpit = {
[1] = {-- player slot 1
CockpitLocalPoint = {4.000000,1.000000,0.000000},
CameraViewAngleLimits = {20.000000,140.000000},
CameraAngleRestriction = {true,90.000000,0.400000},
CameraAngleLimits = {160.000000,-70.000000,90.000000},
EyePoint = {0.000000,0.000000,0.000000},
limits_6DOF = {x = {-0.200000,0.200000},y ={-0.200000,0.200000},z = {-0.200000,0.200000},roll = 60.000000},
},
}, -- Cockpit
Chase = {
LocalPoint = {4.000000,2.000000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {4.000000,2.000000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Arcade
}
ViewSettings["Su-27"] = {
Cockpit = {
[1] = default_fighter_player({CockpitLocalPoint = {7.959000,1.419000,0.000000}})-- player slot 1
}, -- Cockpit
Chase = {
LocalPoint = {4.259000,3.819000,0.000000},
AnglesDefault = {180.000000,-8.000000},
}, -- Chase
Arcade = {
LocalPoint = {-12.041000,6.419000,0.000000},
AnglesDefault = {0.000000,-8.000000},
}, -- Arcade
}
ViewSettings["Su-33"] = ViewSettings["Su-27"]

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@ -0,0 +1,128 @@
-- View scripts
-- Copyright (C) 2004, Eagle Dynamics.
CockpitMouse = true --false
CockpitMouseSpeedSlow = 1.0
CockpitMouseSpeedNormal = 10.0
CockpitMouseSpeedFast = 20.0
CockpitKeyboardAccelerationSlow = 5.0
CockpitKeyboardAccelerationNormal = 30.0
CockpitKeyboardAccelerationFast = 80.0
CockpitKeyboardZoomAcceleration = 300.0
DisableSnapViewsSaving = false
UseDefaultSnapViews = true
CockpitPanStepHor = 45.0
CockpitPanStepVert = 30.0
CockpitNyMove = true
CockpitHAngleAccelerateTimeMax = 0.15
CockpitVAngleAccelerateTimeMax = 0.15
CockpitZoomAccelerateTimeMax = 0.2
function NaturalHeadMoving(tang, roll, omz)
local r = roll
if r > 90.0 then
r = 180.0 - r
elseif roll < -90.0 then
r = -180.0 - r
end
local hAngle = -0.25 * r
local vAngle = math.min(math.max(0.0, 0.4 * tang + 45.0 * omz), 90.0)
return hAngle, vAngle
end
ExternalMouse = true
ExternalMouseSpeedSlow = 1.0
ExternalMouseSpeedNormal = 5.0
ExternalMouseSpeedFast = 20.0
ExternalViewAngleMin = 3.0
ExternalViewAngleMax = 170.0
ExternalViewAngleDefault = 60.0
ExternalKeyboardZoomAcceleration = 30.0
ExternalKeyboardZoomAccelerateTimeMax = 1.0
ExplosionExpoTime = 4.0
ExternalKeyboardAccelerationSlow = 1.0
ExternalKeyboardAccelerationNormal = 10.0
ExternalKeyboardAccelerationFast = 30.0
ExternalHAngleAccelerateTimeMax = 3.0
ExternalVAngleAccelerateTimeMax = 3.0
ExternalDistAccelerateTimeMax = 3.0
ExternalHAngleLocalAccelerateTimeMax = 3.0
ExternalVAngleLocalAccelerateTimeMax = 3.0
ExternalAngleNormalDiscreteStep = 15.0/ExternalKeyboardAccelerationNormal -- When 'S' is pressed only
ChaseCameraNyMove = true
FreeCameraAngleIncrement = 3.0
FreeCameraDistanceIncrement = 200.0
FreeCameraLeftRightIncrement = 2.0
FreeCameraAltitudeIncrement = 2.0
FreeCameraScalarSpeedAcceleration = 0.1
xMinMap = -300000
xMaxMap = 500000
yMinMap = -400000
yMaxMap = 200000
dxMap = 150000
dyMap = 100000
head_roll_shaking = true
head_roll_shaking_max = 30.0
head_roll_shaking_compensation_gain = 0.3
-- CameraJiggle() and CameraFloat() functions make camera position
-- dependent on FPS so be careful in using the Shift-J command with tracks, please.
-- uncomment to use custom jiggle functions
--[[
function CameraJiggle(t,rnd1,rnd2,rnd3)
local rotX, rotY, rotZ
rotX = 0.05 * rnd1 * math.sin(37.0 * (t - 0.0))
rotY = 0.05 * rnd2 * math.sin(41.0 * (t - 1.0))
rotZ = 0.05 * rnd3 * math.sin(53.0 * (t - 2.0))
return rotX, rotY, rotZ
end
function CameraFloat(t)
local dX, dY, dZ
dX = 0.61 * math.sin(0.7 * t) + 0.047 * math.sin(1.6 * t);
dY = 0.43 * math.sin(0.6 * t) + 0.067 * math.sin(1.7 * t);
dZ = 0.53 * math.sin(1.0 * t) + 0.083 * math.sin(1.9 * t);
return dX, dY, dZ
end
--]]
--Debug keys
DEBUG_TEXT = 1
DEBUG_GEOMETRY = 2
debug_keys = {
[DEBUG_TEXT] = 1,
[DEBUG_GEOMETRY] = 1
}
function onDebugCommand(command)
if command == 10000 then
if debug_keys[DEBUG_TEXT] ~= 0 or debug_keys[DEBUG_GEOMETRY] ~= 0 then
debug_keys[DEBUG_GEOMETRY] = 0
debug_keys[DEBUG_TEXT] = 0
else
debug_keys[DEBUG_GEOMETRY] = 1
debug_keys[DEBUG_TEXT] = 1
end
elseif command == 10001 then
if debug_keys[DEBUG_TEXT] ~= 0 then
debug_keys[DEBUG_TEXT] = 0
else
debug_keys[DEBUG_TEXT] = 1
end
elseif command == 10002 then
if debug_keys[DEBUG_GEOMETRY] ~= 0 then
debug_keys[DEBUG_GEOMETRY] = 0
else
debug_keys[DEBUG_GEOMETRY] = 1
end
end
end
-- gain values for TrackIR , to unify responce on diffrent types of aircraft
TrackIR_gain_x = -0.6
TrackIR_gain_y = 0.3
TrackIR_gain_z = -0.25
TrackIR_gain_roll = -90

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@ -0,0 +1,880 @@
SAT_SYS_GLONASS = 0
SAT_SYS_GPS = 1
almanac = {}
--GPS
almanac[0] = {}
almanac[0]["System"] = SAT_SYS_GPS
almanac[0]["Number"] = 1
almanac[0]["Orbital"] = "F"
almanac[0]["Eccentricity"] = 6.294000e-003
almanac[0]["Time_of_Applicability"] = 5.898240e+005
almanac[0]["Orbital_Inclination"] = 9.885676e-001
almanac[0]["Rate_of_Right_Ascen"] = -7.862702e-009
almanac[0]["SQRT_A"] = 5.153700e+003
almanac[0]["Right_Ascen_at_Week"] = 8.096750e-001
almanac[0]["Argument_of_Perigee"] = -1.777773e+000
almanac[0]["Mean_Anom"] = -5.315745e-001
almanac[0]["week"] = 1390
almanac[1] = {}
almanac[1]["System"] = SAT_SYS_GPS
almanac[1]["Number"] = 2
almanac[1]["Orbital"] = "C"
almanac[1]["Eccentricity"] = 8.794000e-003
almanac[1]["Time_of_Applicability"] = 5.898240e+005
almanac[1]["Orbital_Inclination"] = 9.487811e-001
almanac[1]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[1]["SQRT_A"] = 5.153700e+003
almanac[1]["Right_Ascen_at_Week"] = -1.329172e+000
almanac[1]["Argument_of_Perigee"] = 2.138637e+000
almanac[1]["Mean_Anom"] = 7.311702e-001
almanac[1]["week"] = 1390
almanac[2] = {}
almanac[2]["System"] = SAT_SYS_GPS
almanac[2]["Number"] = 3
almanac[2]["Orbital"] = "F"
almanac[2]["Eccentricity"] = 8.424000e-003
almanac[2]["Time_of_Applicability"] = 5.898240e+005
almanac[2]["Orbital_Inclination"] = 9.262804e-001
almanac[2]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[2]["SQRT_A"] = 5.153600e+003
almanac[2]["Right_Ascen_at_Week"] = -2.341514e+000
almanac[2]["Argument_of_Perigee"] = 6.749357e-001
almanac[2]["Mean_Anom"] = -2.296153e-001
almanac[2]["week"] = 1389
almanac[3] = {}
almanac[3]["System"] = SAT_SYS_GPS
almanac[3]["Number"] = 4
almanac[3]["Orbital"] = "D"
almanac[3]["Eccentricity"] = 7.413000e-003
almanac[3]["Time_of_Applicability"] = 5.898240e+005
almanac[3]["Orbital_Inclination"] = 9.482889e-001
almanac[3]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[3]["SQRT_A"] = 5.153600e+003
almanac[3]["Right_Ascen_at_Week"] = -1.309589e+000
almanac[3]["Argument_of_Perigee"] = 1.623504e-001
almanac[3]["Mean_Anom"] = -3.022943e+000
almanac[3]["week"] = 1390
almanac[4] = {}
almanac[4]["System"] = SAT_SYS_GPS
almanac[4]["Number"] = 5
almanac[4]["Orbital"] = "B"
almanac[4]["Eccentricity"] = 7.432000e-003
almanac[4]["Time_of_Applicability"] = 5.898240e+005
almanac[4]["Orbital_Inclination"] = 9.387437e-001
almanac[4]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[4]["SQRT_A"] = 5.153700e+003
almanac[4]["Right_Ascen_at_Week"] = 2.779487e+000
almanac[4]["Argument_of_Perigee"] = 1.099033e+000
almanac[4]["Mean_Anom"] = 2.970984e+000
almanac[4]["week"] = 1390
almanac[5] = {}
almanac[5]["System"] = SAT_SYS_GPS
almanac[5]["Number"] = 6
almanac[5]["Orbital"] = "C"
almanac[5]["Eccentricity"] = 6.020000e-003
almanac[5]["Time_of_Applicability"] = 5.898240e+005
almanac[5]["Orbital_Inclination"] = 9.337591e-001
almanac[5]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[5]["SQRT_A"] = 5.153600e+003
almanac[5]["Right_Ascen_at_Week"] = -2.407627e+000
almanac[5]["Argument_of_Perigee"] = -1.788263e+000
almanac[5]["Mean_Anom"] = -2.149877e+000
almanac[5]["week"] = 1390
almanac[6] = {}
almanac[6]["System"] = SAT_SYS_GPS
almanac[6]["Number"] = 7
almanac[6]["Orbital"] = "C"
almanac[6]["Eccentricity"] = 1.052400e-002
almanac[6]["Time_of_Applicability"] = 5.898240e+005
almanac[6]["Orbital_Inclination"] = 9.353229e-001
almanac[6]["Rate_of_Right_Ascen"] = -8.080868e-009
almanac[6]["SQRT_A"] = 5.153700e+003
almanac[6]["Right_Ascen_at_Week"] = -2.433580e+000
almanac[6]["Argument_of_Perigee"] = -1.767301e+000
almanac[6]["Mean_Anom"] = -3.141503e+000
almanac[6]["week"] = 1390
almanac[7] = {}
almanac[7]["System"] = SAT_SYS_GPS
almanac[7]["Number"] = 8
almanac[7]["Orbital"] = "A"
almanac[7]["Eccentricity"] = 9.822000e-003
almanac[7]["Time_of_Applicability"] = 5.898240e+005
almanac[7]["Orbital_Inclination"] = 9.741390e-001
almanac[7]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[7]["SQRT_A"] = 5.153600e+003
almanac[7]["Right_Ascen_at_Week"] = 1.857849e+000
almanac[7]["Argument_of_Perigee"] = 2.674034e+000
almanac[7]["Mean_Anom"] = -2.009745e+000
almanac[7]["week"] = 1390
almanac[8] = {}
almanac[8]["System"] = SAT_SYS_GPS
almanac[8]["Number"] = 9
almanac[8]["Orbital"] = "A"
almanac[8]["Eccentricity"] = 1.839300e-002
almanac[8]["Time_of_Applicability"] = 5.898240e+005
almanac[8]["Orbital_Inclination"] = 9.617541e-001
almanac[8]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[8]["SQRT_A"] = 5.153600e+003
almanac[8]["Right_Ascen_at_Week"] = 1.777005e+000
almanac[8]["Argument_of_Perigee"] = 1.274962e+000
almanac[8]["Mean_Anom"] = -2.349578e+000
almanac[8]["week"] = 1390
almanac[9] = {}
almanac[9]["System"] = SAT_SYS_GPS
almanac[9]["Number"] = 10
almanac[9]["Orbital"] = "E"
almanac[9]["Eccentricity"] = 7.061000e-003
almanac[9]["Time_of_Applicability"] = 5.898240e+005
almanac[9]["Orbital_Inclination"] = 9.728876e-001
almanac[9]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[9]["SQRT_A"] = 5.153600e+003
almanac[9]["Right_Ascen_at_Week"] = -2.563014e-001
almanac[9]["Argument_of_Perigee"] = 4.377980e-001
almanac[9]["Mean_Anom"] = 1.210716e+000
almanac[9]["week"] = 1390
almanac[10] = {}
almanac[10]["System"] = SAT_SYS_GPS
almanac[10]["Number"] = 11
almanac[10]["Orbital"] = "D"
almanac[10]["Eccentricity"] = 5.744000e-003
almanac[10]["Time_of_Applicability"] = 5.898240e+005
almanac[10]["Orbital_Inclination"] = 8.959309e-001
almanac[10]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[10]["SQRT_A"] = 5.153600e+003
almanac[10]["Right_Ascen_at_Week"] = -1.478816e+000
almanac[10]["Argument_of_Perigee"] = 3.750011e-001
almanac[10]["Mean_Anom"] = -1.522048e+000
almanac[10]["week"] = 1390
almanac[11] = {}
almanac[11]["System"] = SAT_SYS_GPS
almanac[11]["Number"] = 13
almanac[11]["Orbital"] = "F"
almanac[11]["Eccentricity"] = 3.088000e-003
almanac[11]["Time_of_Applicability"] = 5.898240e+005
almanac[11]["Orbital_Inclination"] = 9.927564e-001
almanac[11]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[11]["SQRT_A"] = 5.153700e+003
almanac[11]["Right_Ascen_at_Week"] = 7.956600e-001
almanac[11]["Argument_of_Perigee"] = 1.279395e+000
almanac[11]["Mean_Anom"] = 1.004349e+000
almanac[11]["week"] = 1390
almanac[12] = {}
almanac[12]["System"] = SAT_SYS_GPS
almanac[12]["Number"] = 14
almanac[12]["Orbital"] = "F"
almanac[12]["Eccentricity"] = 2.591000e-003
almanac[12]["Time_of_Applicability"] = 5.898240e+005
almanac[12]["Orbital_Inclination"] = 9.868729e-001
almanac[12]["Rate_of_Right_Ascen"] = -7.885391e-009
almanac[12]["SQRT_A"] = 5.153600e+003
almanac[12]["Right_Ascen_at_Week"] = 7.819592e-001
almanac[12]["Argument_of_Perigee"] = -2.158621e+000
almanac[12]["Mean_Anom"] = 5.412611e-001
almanac[12]["week"] = 1390
almanac[13] = {}
almanac[13]["System"] = SAT_SYS_GPS
almanac[13]["Number"] = 15
almanac[13]["Orbital"] = "D"
almanac[13]["Eccentricity"] = 9.828000e-003
almanac[13]["Time_of_Applicability"] = 3.194880e+005
almanac[13]["Orbital_Inclination"] = 9.554204e-001
almanac[13]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[13]["SQRT_A"] = 5.153600e+003
almanac[13]["Right_Ascen_at_Week"] = -1.123869e+000
almanac[13]["Argument_of_Perigee"] = 2.690266e+000
almanac[13]["Mean_Anom"] = 2.220476e+000
almanac[13]["week"] = 1389
almanac[14] = {}
almanac[14]["System"] = SAT_SYS_GPS
almanac[14]["Number"] = 16
almanac[14]["Orbital"] = "B"
almanac[14]["Eccentricity"] = 3.494000e-003
almanac[14]["Time_of_Applicability"] = 5.898240e+005
almanac[14]["Orbital_Inclination"] = 9.629340e-001
almanac[14]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[14]["SQRT_A"] = 5.153700e+003
almanac[14]["Right_Ascen_at_Week"] = 2.873124e+000
almanac[14]["Argument_of_Perigee"] = -7.819243e-001
almanac[14]["Mean_Anom"] = 2.623629e+000
almanac[14]["week"] = 1390
almanac[15] = {}
almanac[15]["System"] = SAT_SYS_GPS
almanac[15]["Number"] = 17
almanac[15]["Orbital"] = "C"
almanac[15]["Eccentricity"] = 2.141000e-003
almanac[15]["Time_of_Applicability"] = 5.898240e+005
almanac[15]["Orbital_Inclination"] = 9.601170e-001
almanac[15]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[15]["SQRT_A"] = 5.153700e+003
almanac[15]["Right_Ascen_at_Week"] = -2.371499e+000
almanac[15]["Argument_of_Perigee"] = 3.087694e+000
almanac[15]["Mean_Anom"] = 1.611217e+000
almanac[15]["week"] = 1390
almanac[16] = {}
almanac[16]["System"] = SAT_SYS_GPS
almanac[16]["Number"] = 18
almanac[16]["Orbital"] = "E"
almanac[16]["Eccentricity"] = 7.636000e-003
almanac[16]["Time_of_Applicability"] = 5.898240e+005
almanac[16]["Orbital_Inclination"] = 9.569597e-001
almanac[16]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[16]["SQRT_A"] = 5.153700e+003
almanac[16]["Right_Ascen_at_Week"] = -2.359858e-001
almanac[16]["Argument_of_Perigee"] = -2.649216e+000
almanac[16]["Mean_Anom"] = 2.675029e+000
almanac[16]["week"] = 1390
almanac[17] = {}
almanac[17]["System"] = SAT_SYS_GPS
almanac[17]["Number"] = 19
almanac[17]["Orbital"] = "C"
almanac[17]["Eccentricity"] = 3.602000e-003
almanac[17]["Time_of_Applicability"] = 5.898240e+005
almanac[17]["Orbital_Inclination"] = 9.580209e-001
almanac[17]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[17]["SQRT_A"] = 5.153600e+003
almanac[17]["Right_Ascen_at_Week"] = -2.312385e+000
almanac[17]["Argument_of_Perigee"] = -1.161079e+000
almanac[17]["Mean_Anom"] = 1.310619e+000
almanac[17]["week"] = 1390
almanac[18] = {}
almanac[18]["System"] = SAT_SYS_GPS
almanac[18]["Number"] = 20
almanac[18]["Orbital"] = "E"
almanac[18]["Eccentricity"] = 2.796000e-003
almanac[18]["Time_of_Applicability"] = 5.898240e+005
almanac[18]["Orbital_Inclination"] = 9.564693e-001
almanac[18]["Rate_of_Right_Ascen"] = -7.908080e-009
almanac[18]["SQRT_A"] = 5.153600e+003
almanac[18]["Right_Ascen_at_Week"] = -2.889565e-001
almanac[18]["Argument_of_Perigee"] = 1.379612e+000
almanac[18]["Mean_Anom"] = 2.461750e+000
almanac[18]["week"] = 1390
almanac[19] = {}
almanac[19]["System"] = SAT_SYS_GPS
almanac[19]["Number"] = 21
almanac[19]["Orbital"] = "D"
almanac[19]["Eccentricity"] = 1.162900e-002
almanac[19]["Time_of_Applicability"] = 5.898240e+005
almanac[19]["Orbital_Inclination"] = 9.418592e-001
almanac[19]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[19]["SQRT_A"] = 5.153600e+003
almanac[19]["Right_Ascen_at_Week"] = -1.289972e+000
almanac[19]["Argument_of_Perigee"] = -2.923686e+000
almanac[19]["Mean_Anom"] = -2.349194e+000
almanac[19]["week"] = 1390
almanac[20] = {}
almanac[20]["System"] = SAT_SYS_GPS
almanac[20]["Number"] = 22
almanac[20]["Orbital"] = "E"
almanac[20]["Eccentricity"] = 4.893000e-003
almanac[20]["Time_of_Applicability"] = 5.898240e+005
almanac[20]["Orbital_Inclination"] = 9.545093e-001
almanac[20]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[20]["SQRT_A"] = 5.153600e+003
almanac[20]["Right_Ascen_at_Week"] = -2.280969e-001
almanac[20]["Argument_of_Perigee"] = -1.674502e+000
almanac[20]["Mean_Anom"] = 1.106852e+000
almanac[20]["week"] = 1390
almanac[21] = {}
almanac[21]["System"] = SAT_SYS_GPS
almanac[21]["Number"] = 23
almanac[21]["Orbital"] = "F"
almanac[21]["Eccentricity"] = 4.822000e-003
almanac[21]["Time_of_Applicability"] = 5.898240e+005
almanac[21]["Orbital_Inclination"] = 9.691247e-001
almanac[21]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[21]["SQRT_A"] = 5.153700e+003
almanac[21]["Right_Ascen_at_Week"] = 7.667399e-001
almanac[21]["Argument_of_Perigee"] = 2.497634e+000
almanac[21]["Mean_Anom"] = 3.184700e-001
almanac[21]["week"] = 1390
almanac[22] = {}
almanac[22]["System"] = SAT_SYS_GPS
almanac[22]["Number"] = 24
almanac[22]["Orbital"] = "D"
almanac[22]["Eccentricity"] = 9.277000e-003
almanac[22]["Time_of_Applicability"] = 5.898240e+005
almanac[22]["Orbital_Inclination"] = 9.585183e-001
almanac[22]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[22]["SQRT_A"] = 5.153900e+003
almanac[22]["Right_Ascen_at_Week"] = -1.274840e+000
almanac[22]["Argument_of_Perigee"] = -8.815651e-001
almanac[22]["Mean_Anom"] = -1.695551e+000
almanac[22]["week"] = 1390
almanac[23] = {}
almanac[23]["System"] = SAT_SYS_GPS
almanac[23]["Number"] = 25
almanac[23]["Orbital"] = "A"
almanac[23]["Eccentricity"] = 1.257400e-002
almanac[23]["Time_of_Applicability"] = 5.898240e+005
almanac[23]["Orbital_Inclination"] = 9.551027e-001
almanac[23]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[23]["SQRT_A"] = 5.153600e+003
almanac[23]["Right_Ascen_at_Week"] = 1.721853e+000
almanac[23]["Argument_of_Perigee"] = -1.329870e+000
almanac[23]["Mean_Anom"] = -1.769623e+000
almanac[23]["week"] = 1390
almanac[24] = {}
almanac[24]["System"] = SAT_SYS_GPS
almanac[24]["Number"] = 26
almanac[24]["Orbital"] = "F"
almanac[24]["Eccentricity"] = 1.745700e-002
almanac[24]["Time_of_Applicability"] = 5.898240e+005
almanac[24]["Orbital_Inclination"] = 9.908749e-001
almanac[24]["Rate_of_Right_Ascen"] = -7.840012e-009
almanac[24]["SQRT_A"] = 5.153700e+003
almanac[24]["Right_Ascen_at_Week"] = 7.961836e-001
almanac[24]["Argument_of_Perigee"] = 8.161502e-001
almanac[24]["Mean_Anom"] = -5.841961e-001
almanac[24]["week"] = 1390
almanac[25] = {}
almanac[25]["System"] = SAT_SYS_GPS
almanac[25]["Number"] = 27
almanac[25]["Orbital"] = "A"
almanac[25]["Eccentricity"] = 1.991000e-002
almanac[25]["Time_of_Applicability"] = 5.898240e+005
almanac[25]["Orbital_Inclination"] = 9.596563e-001
almanac[25]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[25]["SQRT_A"] = 5.153600e+003
almanac[25]["Right_Ascen_at_Week"] = 1.754124e+000
almanac[25]["Argument_of_Perigee"] = -1.900854e+000
almanac[25]["Mean_Anom"] = 3.046487e+000
almanac[25]["week"] = 1390
almanac[26] = {}
almanac[26]["System"] = SAT_SYS_GPS
almanac[26]["Number"] = 28
almanac[26]["Orbital"] = "B"
almanac[26]["Eccentricity"] = 1.162800e-002
almanac[26]["Time_of_Applicability"] = 5.898240e+005
almanac[26]["Orbital_Inclination"] = 9.610106e-001
almanac[26]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[26]["SQRT_A"] = 5.153600e+003
almanac[26]["Right_Ascen_at_Week"] = 2.882583e+000
almanac[26]["Argument_of_Perigee"] = -2.242868e+000
almanac[26]["Mean_Anom"] = 1.860642e+000
almanac[26]["week"] = 1390
almanac[27] = {}
almanac[27]["System"] = SAT_SYS_GPS
almanac[27]["Number"] = 29
almanac[27]["Orbital"] = "F"
almanac[27]["Eccentricity"] = 9.462000e-003
almanac[27]["Time_of_Applicability"] = 1.474560e+005
almanac[27]["Orbital_Inclination"] = 9.874838e-001
almanac[27]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[27]["SQRT_A"] = 5.153700e+003
almanac[27]["Right_Ascen_at_Week"] = 7.647503e-001
almanac[27]["Argument_of_Perigee"] = -8.614589e-001
almanac[27]["Mean_Anom"] = -4.488983e-001
almanac[27]["week"] = 1390
almanac[28] = {}
almanac[28]["System"] = SAT_SYS_GPS
almanac[28]["Number"] = 30
almanac[28]["Orbital"] = "B"
almanac[28]["Eccentricity"] = 9.296000e-003
almanac[28]["Time_of_Applicability"] = 5.898240e+005
almanac[28]["Orbital_Inclination"] = 9.452992e-001
almanac[28]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[28]["SQRT_A"] = 5.153600e+003
almanac[28]["Right_Ascen_at_Week"] = 2.826698e+000
almanac[28]["Argument_of_Perigee"] = 1.306413e+000
almanac[28]["Mean_Anom"] = 2.148725e+000
almanac[28]["week"] = 1390
--GLONASS
--1 îðáèòàëüíàÿ ïëîñêîñòü, íîìåðà 1-8
almanac[29] = {}
almanac[29]["System"] = SAT_SYS_GLONASS
almanac[29]["Number"] = 1
almanac[29]["Orbital"] = 1
almanac[29]["GLONASS_Data"] = {}
almanac[29]["GLONASS_Data"]["NKU_Number"] = 796
almanac[29]["GLONASS_Data"]["Cosmos_Number"] = 2411
almanac[29]["Eccentricity"] = 1.184000e-003
almanac[29]["Time_of_Applicability"] = 0.000000e+000
almanac[29]["Orbital_Inclination"] = 1.126443e+000
almanac[29]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[29]["SQRT_A"] = 5.050500e+003
almanac[29]["Right_Ascen_at_Week"] = 5.979807e+000
almanac[29]["Argument_of_Perigee"] = 2.622634e+000
almanac[29]["Mean_Anom"] = -5.519651e+000
almanac[29]["week"] = 1390
almanac[29]["Commit_date"] = "06.02.2005"
almanac[29]["Life_dates"] = {}
almanac[30] = {}
almanac[30]["System"] = SAT_SYS_GLONASS
almanac[30]["Number"] = 2
almanac[30]["Orbital"] = 1
almanac[30]["GLONASS_Data"] = {}
almanac[30]["GLONASS_Data"]["NKU_Number"] = 794
almanac[30]["GLONASS_Data"]["Cosmos_Number"] = 2401
almanac[30]["Eccentricity"] = 4.486000e-003
almanac[30]["Time_of_Applicability"] = 0.000000e+000
almanac[30]["Orbital_Inclination"] = 1.128459e+000
almanac[30]["Rate_of_Right_Ascen"] = -6.759654e-009
almanac[30]["SQRT_A"] = 5.050500e+003
almanac[30]["Right_Ascen_at_Week"] = 5.997871e+000
almanac[30]["Argument_of_Perigee"] = 1.709531e+000
almanac[30]["Mean_Anom"] = -5.367633e+000
almanac[30]["week"] = 1390
almanac[30]["Commit_date"] = "02.02.2004"
almanac[30]["Life_dates"] = {}
almanac[31] = {}
almanac[31]["System"] = SAT_SYS_GLONASS
almanac[31]["Number"] = 3
almanac[31]["Orbital"] = 1
almanac[31]["GLONASS_Data"] = {}
almanac[31]["GLONASS_Data"]["NKU_Number"] = 789
almanac[31]["GLONASS_Data"]["Cosmos_Number"] = 2381
almanac[31]["Eccentricity"] = 2.459000e-003
almanac[31]["Time_of_Applicability"] = 0.000000e+000
almanac[31]["Orbital_Inclination"] = 1.122958e+000
almanac[31]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[31]["SQRT_A"] = 5.050500e+003
almanac[31]["Right_Ascen_at_Week"] = 5.960713e+000
almanac[31]["Argument_of_Perigee"] = -2.683407e+000
almanac[31]["Mean_Anom"] = -1.791788e+000
almanac[31]["week"] = 1390
almanac[31]["Commit_date"] = "04.01.2002"
almanac[31]["Life_dates"] = {}
almanac[32] = {}
almanac[32]["System"] = SAT_SYS_GLONASS
almanac[32]["Number"] = 4
almanac[32]["Orbital"] = 1
almanac[32]["GLONASS_Data"] = {}
almanac[32]["GLONASS_Data"]["NKU_Number"] = 795
almanac[29]["GLONASS_Data"]["Cosmos_Number"] = 2403
almanac[32]["Eccentricity"] = 4.054000e-003
almanac[32]["Time_of_Applicability"] = 0.000000e+000
almanac[32]["Orbital_Inclination"] = 1.128543e+000
almanac[32]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[32]["SQRT_A"] = 5.050500e+003
almanac[32]["Right_Ascen_at_Week"] = 5.998081e+000
almanac[32]["Argument_of_Perigee"] = 1.497160e+000
almanac[32]["Mean_Anom"] = -4.293681e-001
almanac[32]["week"] = 1390
almanac[32]["Commit_date"] = "29.01.2004"
almanac[32]["Life_dates"] = {}
almanac[33] = {}
almanac[33]["System"] = SAT_SYS_GLONASS
almanac[33]["Number"] = 5
almanac[33]["Orbital"] = 1
almanac[33]["GLONASS_Data"] = {}
almanac[33]["GLONASS_Data"]["NKU_Number"] = 711
almanac[33]["GLONASS_Data"]["Cosmos_Number"] = 2382
almanac[33]["Eccentricity"] = 7.040000e-004
almanac[33]["Time_of_Applicability"] = 0.000000e+000
almanac[33]["Orbital_Inclination"] = 1.122886e+000
almanac[33]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[33]["SQRT_A"] = 5.050600e+003
almanac[33]["Right_Ascen_at_Week"] = 5.960713e+000
almanac[33]["Argument_of_Perigee"] = 2.740933e+000
almanac[33]["Mean_Anom"] = -2.523604e+000
almanac[33]["week"] = 1390
almanac[33]["Commit_date"] = "13.02.2003"
almanac[33]["Life_dates"] = {}
almanac[34] = {}
almanac[34]["System"] = SAT_SYS_GLONASS
almanac[34]["Number"] = 6
almanac[34]["Orbital"] = 1
almanac[34]["GLONASS_Data"] = {}
almanac[34]["GLONASS_Data"]["NKU_Number"] = 701
almanac[34]["GLONASS_Data"]["Cosmos_Number"] = 2404
almanac[34]["Eccentricity"] = 4.766000e-003
almanac[34]["Time_of_Applicability"] = 0.000000e+000
almanac[34]["Orbital_Inclination"] = 1.128276e+000
almanac[34]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[34]["SQRT_A"] = 5.050500e+003
almanac[34]["Right_Ascen_at_Week"] = 5.997906e+000
almanac[34]["Argument_of_Perigee"] = 1.802417e+000
almanac[34]["Mean_Anom"] = -2.426512e+000
almanac[34]["week"] = 1390
almanac[34]["Commit_date"] = "08.12.2004"
almanac[34]["Life_dates"] = {}
almanac[35] = {}
almanac[35]["System"] = SAT_SYS_GLONASS
almanac[35]["Number"] = 7
almanac[35]["Orbital"] = 1
almanac[35]["GLONASS_Data"] = {}
almanac[35]["GLONASS_Data"]["NKU_Number"] = 712
almanac[35]["GLONASS_Data"]["Cosmos_Number"] = 2413
almanac[35]["Eccentricity"] = 7.570000e-004
almanac[35]["Time_of_Applicability"] = 0.000000e+000
almanac[35]["Orbital_Inclination"] = 1.126344e+000
almanac[35]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[35]["SQRT_A"] = 5.050500e+003
almanac[35]["Right_Ascen_at_Week"] = 5.979388e+000
almanac[35]["Argument_of_Perigee"] = 2.566068e+000
almanac[35]["Mean_Anom"] = -3.921228e+000
almanac[35]["week"] = 1390
almanac[35]["Commit_date"] = "07.10.2005"
almanac[35]["Life_dates"] = {}
almanac[36] = {}
almanac[36]["System"] = SAT_SYS_GLONASS
almanac[36]["GLONASS_Data"] = {}
almanac[36]["Number"] = 8
almanac[36]["Orbital"] = 1
almanac[36]["GLONASS_Data"] = {}
almanac[36]["GLONASS_Data"]["NKU_Number"] = 797
almanac[36]["GLONASS_Data"]["Cosmos_Number"] = 2412
almanac[36]["Eccentricity"] = 4.060000e-004
almanac[36]["Time_of_Applicability"] = 0.000000e+000
almanac[36]["Orbital_Inclination"] = 1.126564e+000
almanac[36]["Rate_of_Right_Ascen"] = -6.785834e-009
almanac[36]["SQRT_A"] = 5.050600e+003
almanac[36]["Right_Ascen_at_Week"] = 5.980069e+000
almanac[36]["Argument_of_Perigee"] = 2.673633e+000
almanac[36]["Mean_Anom"] = -4.812026e+000
almanac[36]["week"] = 1390
almanac[36]["Commit_date"] = "06.02.2005"
almanac[36]["Life_dates"] = {}
--3 îðáèòàëüíàÿ ïëîñêîñòü, íîìåðà 17-24
almanac[37] = {}
almanac[37]["System"] = SAT_SYS_GLONASS
almanac[37]["Number"] = 17
almanac[37]["Orbital"] = 3
almanac[37]["GLONASS_Data"] = {}
almanac[37]["GLONASS_Data"]["NKU_Number"] = 787
almanac[37]["GLONASS_Data"]["Cosmos_Number"] = 2375
almanac[37]["Eccentricity"] = 5.670000e-004
almanac[37]["Time_of_Applicability"] = 0.000000e+000
almanac[37]["Orbital_Inclination"] = 1.126524e+000
almanac[37]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[37]["SQRT_A"] = 5.050500e+003
almanac[37]["Right_Ascen_at_Week"] = 3.895554e+000
almanac[37]["Argument_of_Perigee"] = 6.085085e-001
almanac[37]["Mean_Anom"] = -2.977407e+000
almanac[37]["week"] = 1390
almanac[37]["Commit_date"] = "04.11.2000"
almanac[37]["Life_dates"] = {}
almanac[38] = {}
almanac[38]["System"] = SAT_SYS_GLONASS
almanac[38]["Number"] = 18
almanac[38]["Orbital"] = 3
almanac[38]["GLONASS_Data"] = {}
almanac[38]["GLONASS_Data"]["NKU_Number"] = 783
almanac[38]["GLONASS_Data"]["Cosmos_Number"] = 2374
almanac[38]["Eccentricity"] = 4.520000e-003
almanac[38]["Time_of_Applicability"] = 0.000000e+000
almanac[38]["Orbital_Inclination"] = 1.126239e+000
almanac[38]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[38]["SQRT_A"] = 5.050600e+003
almanac[38]["Right_Ascen_at_Week"] = 3.894071e+000
almanac[38]["Argument_of_Perigee"] = -2.509589e+000
almanac[38]["Mean_Anom"] = -1.020057e+000
almanac[38]["week"] = 1390
almanac[38]["Commit_date"] = "05.01.2001"
almanac[38]["Life_dates"] = {}
almanac[39] = {}
almanac[39]["System"] = SAT_SYS_GLONASS
almanac[39]["Number"] = 19
almanac[39]["Orbital"] = 3
almanac[39]["GLONASS_Data"] = {}
almanac[39]["GLONASS_Data"]["NKU_Number"] = 798
almanac[39]["GLONASS_Data"]["Cosmos_Number"] = 2417
almanac[39]["Eccentricity"] = 2.023000e-003
almanac[39]["Time_of_Applicability"] = 0.000000e+000
almanac[39]["Orbital_Inclination"] = 1.132205e+000
almanac[39]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[39]["SQRT_A"] = 5.050500e+003
almanac[39]["Right_Ascen_at_Week"] = 3.884018e+000
almanac[39]["Argument_of_Perigee"] = 2.718313e+000
almanac[39]["Mean_Anom"] = -3.933620e-001
almanac[39]["week"] = 1390
almanac[39]["Commit_date"] = "22.01.2006"
almanac[39]["Life_dates"] = {}
almanac[40] = {}
almanac[40]["System"] = SAT_SYS_GLONASS
almanac[40]["Number"] = 20
almanac[40]["Orbital"] = 3
almanac[40]["GLONASS_Data"] = {}
almanac[40]["GLONASS_Data"]["NKU_Number"] = 793
almanac[40]["GLONASS_Data"]["Cosmos_Number"] = 2396
almanac[40]["Eccentricity"] = 1.822000e-003
almanac[40]["Time_of_Applicability"] = 0.000000e+000
almanac[40]["Orbital_Inclination"] = 1.129789e+000
almanac[40]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[40]["SQRT_A"] = 5.050500e+003
almanac[40]["Right_Ascen_at_Week"] = 3.896863e+000
almanac[40]["Argument_of_Perigee"] = 2.723776e+000
almanac[40]["Mean_Anom"] = -1.193647e+000
almanac[40]["week"] = 1390
almanac[40]["Commit_date"] = "31.01.2003"
almanac[40]["Life_dates"] = {}
almanac[41] = {}
almanac[41]["System"] = SAT_SYS_GLONASS
almanac[41]["Number"] = 21
almanac[41]["Orbital"] = 3
almanac[41]["GLONASS_Data"] = {}
almanac[41]["GLONASS_Data"]["NKU_Number"] = 792
almanac[41]["GLONASS_Data"]["Cosmos_Number"] = 2395
almanac[41]["Eccentricity"] = 5.290000e-004
almanac[41]["Time_of_Applicability"] = 0.000000e+000
almanac[41]["Orbital_Inclination"] = 1.129957e+000
almanac[41]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[41]["SQRT_A"] = 5.050500e+003
almanac[41]["Right_Ascen_at_Week"] = 3.897806e+000
almanac[41]["Argument_of_Perigee"] = -9.519367e-001
almanac[41]["Mean_Anom"] = -4.578920e+000
almanac[41]["week"] = 1390
almanac[41]["Commit_date"] = "31.01.2003"
almanac[41]["Life_dates"] = {}
almanac[42] = {}
almanac[42]["System"] = SAT_SYS_GLONASS
almanac[42]["Number"] = 22
almanac[42]["Orbital"] = 3
almanac[42]["GLONASS_Data"] = {}
almanac[42]["GLONASS_Data"]["NKU_Number"] = 791
almanac[42]["GLONASS_Data"]["Cosmos_Number"] = 2394
almanac[42]["Eccentricity"] = 9.200000e-005
almanac[42]["Time_of_Applicability"] = 0.000000e+000
almanac[42]["Orbital_Inclination"] = 1.129742e+000
almanac[42]["Rate_of_Right_Ascen"] = -6.740456e-009
almanac[42]["SQRT_A"] = 5.050500e+003
almanac[42]["Right_Ascen_at_Week"] = 3.897404e+000
almanac[42]["Argument_of_Perigee"] = 2.518211e+000
almanac[42]["Mean_Anom"] = -2.530167e+000
almanac[42]["week"] = 1390
almanac[42]["Commit_date"] = "21.01.2003"
almanac[42]["Life_dates"] = {}
almanac[43] = {}
almanac[43]["System"] = SAT_SYS_GLONASS
almanac[43]["Number"] = 23
almanac[43]["Orbital"] = 3
almanac[43]["GLONASS_Data"] = {}
almanac[43]["GLONASS_Data"]["NKU_Number"] = 714
almanac[43]["GLONASS_Data"]["Cosmos_Number"] = 2419
almanac[43]["Eccentricity"] = 8.730000e-004
almanac[43]["Time_of_Applicability"] = 0.000000e+000
almanac[43]["Orbital_Inclination"] = 1.132105e+000
almanac[43]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[43]["SQRT_A"] = 5.050500e+003
almanac[43]["Right_Ascen_at_Week"] = 3.883808e+000
almanac[43]["Argument_of_Perigee"] = -3.039139e-001
almanac[43]["Mean_Anom"] = -5.228304e-001
almanac[43]["week"] = 1390
almanac[43]["Commit_date"] = "31.08.2006"
almanac[43]["Life_dates"] = {}
almanac[44] = {}
almanac[44]["System"] = SAT_SYS_GLONASS
almanac[44]["Number"] = 24
almanac[44]["Orbital"] = 3
almanac[44]["GLONASS_Data"] = {}
almanac[44]["GLONASS_Data"]["NKU_Number"] = 713
almanac[44]["GLONASS_Data"]["Cosmos_Number"] = 2418
almanac[44]["Eccentricity"] = 2.044000e-003
almanac[44]["Time_of_Applicability"] = 0.000000e+000
almanac[44]["Orbital_Inclination"] = 1.132430e+000
almanac[44]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[44]["SQRT_A"] = 5.050500e+003
almanac[44]["Right_Ascen_at_Week"] = 3.883983e+000
almanac[44]["Argument_of_Perigee"] = -3.722784e-001
almanac[44]["Mean_Anom"] = -1.240457e+000
almanac[44]["week"] = 1390
almanac[44]["Commit_date"] = "31.08.2006"
almanac[44]["Life_dates"] = {}
--2 îðáèòàëüíàÿ ïëîñêîñòü, íîìåðà 9-16
almanac[45] = {}
almanac[45]["System"] = SAT_SYS_GLONASS
almanac[45]["Number"] = 9
almanac[45]["Orbital"] = 2
almanac[45]["GLONASS_Data"] = {}
almanac[45]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[45]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[45]["Eccentricity"] = 1.184000e-003
almanac[45]["Time_of_Applicability"] = 0.000000e+000
almanac[45]["Orbital_Inclination"] = 1.126443e+000
almanac[45]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[45]["SQRT_A"] = 5.050500e+003
almanac[45]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[45]["Argument_of_Perigee"] = 2.88430067
almanac[45]["Mean_Anom"] = -5.519651e+000
almanac[45]["week"] = 1390
almanac[45]["Commit_date"] = "N/A"
almanac[45]["Life_dates"] = {}
almanac[46] = {}
almanac[46]["System"] = SAT_SYS_GLONASS
almanac[46]["Number"] = 10
almanac[46]["Orbital"] = 2
almanac[46]["GLONASS_Data"] = {}
almanac[46]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[46]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[46]["Eccentricity"] = 1.184000e-003
almanac[46]["Time_of_Applicability"] = 0.000000e+000
almanac[46]["Orbital_Inclination"] = 1.126443e+000
almanac[46]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[46]["SQRT_A"] = 5.050500e+003
almanac[46]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[46]["Argument_of_Perigee"] = 3.66930067
almanac[46]["Mean_Anom"] = -5.519651e+000
almanac[46]["week"] = 1390
almanac[46]["Commit_date"] = "N/A"
almanac[46]["Life_dates"] = {}
almanac[47] = {}
almanac[47]["System"] = SAT_SYS_GLONASS
almanac[47]["Number"] = 11
almanac[47]["Orbital"] = 2
almanac[47]["GLONASS_Data"] = {}
almanac[47]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[47]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[47]["Eccentricity"] = 1.184000e-003
almanac[47]["Time_of_Applicability"] = 0.000000e+000
almanac[47]["Orbital_Inclination"] = 1.126443e+000
almanac[47]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[47]["SQRT_A"] = 5.050500e+003
almanac[47]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[47]["Argument_of_Perigee"] = 4.45430067
almanac[47]["Mean_Anom"] = -5.519651e+000
almanac[47]["week"] = 1390
almanac[47]["Commit_date"] = "N/A"
almanac[47]["Life_dates"] = {}
almanac[48] = {}
almanac[48]["System"] = SAT_SYS_GLONASS
almanac[48]["Number"] = 12
almanac[48]["Orbital"] = 2
almanac[48]["GLONASS_Data"] = {}
almanac[48]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[48]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[48]["Eccentricity"] = 1.184000e-003
almanac[48]["Time_of_Applicability"] = 0.000000e+000
almanac[48]["Orbital_Inclination"] = 1.126443e+000
almanac[48]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[48]["SQRT_A"] = 5.050500e+003
almanac[48]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[48]["Argument_of_Perigee"] = 5.23930067
almanac[48]["Mean_Anom"] = -5.519651e+000
almanac[48]["week"] = 1390
almanac[48]["Commit_date"] = "N/A"
almanac[48]["Life_dates"] = {}
almanac[49] = {}
almanac[49]["System"] = SAT_SYS_GLONASS
almanac[49]["Number"] = 13
almanac[49]["Orbital"] = 2
almanac[49]["GLONASS_Data"] = {}
almanac[49]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[49]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[49]["Eccentricity"] = 1.184000e-003
almanac[49]["Time_of_Applicability"] = 0.000000e+000
almanac[49]["Orbital_Inclination"] = 1.126443e+000
almanac[49]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[49]["SQRT_A"] = 5.050500e+003
almanac[49]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[49]["Argument_of_Perigee"] = 6.02430067
almanac[49]["Mean_Anom"] = -5.519651e+000
almanac[49]["week"] = 1390
almanac[49]["Commit_date"] = "N/A"
almanac[49]["Life_dates"] = {}
almanac[50] = {}
almanac[50]["System"] = SAT_SYS_GLONASS
almanac[50]["Number"] = 14
almanac[50]["Orbital"] = 2
almanac[50]["GLONASS_Data"] = {}
almanac[50]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[50]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[50]["Eccentricity"] = 1.184000e-003
almanac[50]["Time_of_Applicability"] = 0.000000e+000
almanac[50]["Orbital_Inclination"] = 1.126443e+000
almanac[50]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[50]["SQRT_A"] = 5.050500e+003
almanac[50]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[50]["Argument_of_Perigee"] = 0.52930067
almanac[50]["Mean_Anom"] = -5.519651e+000
almanac[50]["week"] = 1390
almanac[50]["Commit_date"] = "N/A"
almanac[50]["Life_dates"] = {}
almanac[51] = {}
almanac[51]["System"] = SAT_SYS_GLONASS
almanac[51]["Number"] = 15
almanac[51]["Orbital"] = 2
almanac[51]["GLONASS_Data"] = {}
almanac[51]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[51]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[51]["Eccentricity"] = 1.184000e-003
almanac[51]["Time_of_Applicability"] = 0.000000e+000
almanac[51]["Orbital_Inclination"] = 1.126443e+000
almanac[51]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[51]["SQRT_A"] = 5.050500e+003
almanac[51]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[51]["Argument_of_Perigee"] = 1.31430067
almanac[51]["Mean_Anom"] = -5.519651e+000
almanac[51]["week"] = 1390
almanac[51]["Commit_date"] = "N/A"
almanac[51]["Life_dates"] = {}
almanac[52] = {}
almanac[52]["System"] = SAT_SYS_GLONASS
almanac[52]["Number"] = 16
almanac[52]["Orbital"] = 2
almanac[52]["GLONASS_Data"] = {}
almanac[52]["GLONASS_Data"]["NKU_Number"] = "N/A"
almanac[52]["GLONASS_Data"]["Cosmos_Number"] = "N/A"
almanac[52]["Eccentricity"] = 1.184000e-003
almanac[52]["Time_of_Applicability"] = 0.000000e+000
almanac[52]["Orbital_Inclination"] = 1.126443e+000
almanac[52]["Rate_of_Right_Ascen"] = 0.000000e+000
almanac[52]["SQRT_A"] = 5.050500e+003
almanac[52]["Right_Ascen_at_Week"] = 1.79067e+000
almanac[52]["Argument_of_Perigee"] = 2.09930067
almanac[52]["Mean_Anom"] = -5.519651e+000
almanac[52]["week"] = 1390
almanac[52]["Commit_date"] = "N/A"
almanac[52]["Life_dates"] = {}
SA_mode = false
AS_mode = false

View File

@ -0,0 +1,27 @@
birds_avail = true --Birds availability. false - there is no birds
birds_maximum_hrad = 200 --Maximum altitude above ground al sea level bird could be met
birds_maximum_absolute_height = 8000 --Maximum absolute altitude bird could be met
birds_minimum_velocity = 40 --Minimum velocity bird could be met
birds_delta_time = 3.55
birds_probability = {0.006333333*150,
0.004166667*150,
0.001966667*150,
0.001090909*150,
0.000741818*150,
0.0006*150,
0.000510545*150,
0.000447273*150,
0.000389455*150,
0.000349091*150,
0.000310909*150,
0.000282545*150,
0.000250909*150,
0.000220364*150,
0.000196364*150,
0.000174545*150,
0.000152727*150,
0.000128727*150,
0.000103636*150,
7.63636E-05*150,
0*150
}

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@ -0,0 +1,14 @@
settings=
{
["dials"]=
{
["channel"]=-1,
},
["presets"]=
{
[1]=124000000,
[2]=124000000,
[3]=131000000,
[4]=139000000,
},
}

View File

@ -0,0 +1,45 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160616_1305' )
local base = _G
Include = {}
Include.Path = function()
local str = debug.getinfo(2, "S").source
return str:match("(.*/)"):sub(1,-2):gsub("\\","/")
end
Include.File = function( IncludeFile )
if not Include.Files[ IncludeFile ] then
Include.Files[IncludeFile] = IncludeFile
env.info( "Include:" .. IncludeFile .. " from " .. Include.ProgramPath )
local f = assert( base.loadfile( Include.ProgramPath .. IncludeFile .. ".lua" ) )
if f == nil then
env.info( "Include:" .. IncludeFile .. " from " .. Include.MissionPath )
local f = assert( base.loadfile( Include.MissionPath .. IncludeFile .. ".lua" ) )
if f == nil then
error ("Could not load MOOSE file " .. IncludeFile .. ".lua" )
else
env.info( "Include:" .. IncludeFile .. " loaded from " .. Include.MissionPath )
return f()
end
else
env.info( "Include:" .. IncludeFile .. " loaded from " .. Include.ProgramPath )
return f()
end
end
end
Include.ProgramPath = "Scripts/Moose/"
Include.MissionPath = Include.Path()
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
env.info( "Include.MissionPath = " .. Include.MissionPath)
Include.Files = {}
Include.File( "Moose" )
BASE:TraceOnOff( true )
env.info( '*** MOOSE INCLUDE END *** ' )

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@ -0,0 +1,11 @@
local US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterStart()
local US_PlanesSpawn = SPAWN:New( "AI US" )
local US_AIBalancer = AIBALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" ):FilterStart()
local RU_PlanesSpawn = SPAWN:New( "AI RU" )
local RU_AIBalancer = AIBALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
local RU_AirbasesSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterStart()
RU_AIBalancer:ReturnToAirbases( 2000, RU_AirbasesSet )

View File

@ -0,0 +1,57 @@
dictionary =
{
["DictKey_UnitName_43"] = "Client 5",
["DictKey_GroupName_42"] = "Client Group 5",
["DictKey_GroupName_30"] = "AI RU",
["DictKey_UnitName_19"] = "Client 3",
["DictKey_GroupName_24"] = "AI RU",
["DictKey_GroupName_7"] = "Client Group 1",
["DictKey_WptName_23"] = "",
["DictKey_WptName_41"] = "",
["DictKey_WptName_38"] = "",
["DictKey_GroupName_33"] = "AI RU",
["DictKey_GroupName_21"] = "Client Group 4",
["DictKey_UnitName_31"] = "AI RU",
["DictKey_WptName_48"] = "",
["DictKey_GroupName_39"] = "Client Group 6",
["DictKey_WptName_12"] = "",
["DictKey_WptName_26"] = "",
["DictKey_sortie_4"] = "",
["DictKey_UnitName_25"] = "AI RU",
["DictKey_WptName_49"] = "",
["DictKey_WptName_32"] = "",
["DictKey_WptName_50"] = "",
["DictKey_ActionText_17"] = "BASE:TraceClass(\"SET_CLIENT\")\
BASE:TraceClass(\"CLIENT\")\
BASE:TraceClass(\"AIBALANCER\")\
BASE:TraceLevel(3)",
["DictKey_UnitName_28"] = "AI RU",
["DictKey_WptName_52"] = "",
["DictKey_GroupName_36"] = "AI RU",
["DictKey_GroupName_18"] = "Client Group 3",
["DictKey_WptName_47"] = "",
["DictKey_UnitName_40"] = "Client 6",
["DictKey_UnitName_11"] = "Client 2",
["DictKey_WptName_29"] = "",
["DictKey_UnitName_15"] = "AI US",
["DictKey_WptName_9"] = "",
["DictKey_GroupName_10"] = "Client Group 2",
["DictKey_WptName_20"] = "",
["DictKey_UnitName_37"] = "AI RU",
["DictKey_UnitName_34"] = "AI RU",
["DictKey_descriptionBlueTask_3"] = "",
["DictKey_descriptionText_1"] = "",
["DictKey_GroupName_45"] = "Client Group 7",
["DictKey_WptName_35"] = "",
["DictKey_UnitName_22"] = "Client 4",
["DictKey_GroupName_14"] = "AI US",
["DictKey_WptName_16"] = "",
["DictKey_WptName_44"] = "",
["DictKey_WptName_13"] = "",
["DictKey_UnitName_46"] = "Client 7",
["DictKey_WptName_51"] = "",
["DictKey_WptName_53"] = "",
["DictKey_descriptionRedTask_2"] = "",
["DictKey_GroupName_27"] = "AI RU",
["DictKey_UnitName_8"] = "Client 1",
} -- end of dictionary

View File

@ -0,0 +1,5 @@
mapResource =
{
["ResKey_Action_5"] = "Moose.lua",
["ResKey_Action_6"] = "Moose_Test_AIBALANCER.lua",
} -- end of mapResource

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,212 @@
options =
{
["difficulty"] =
{
["fuel"] = false,
["labels"] = false,
["easyRadar"] = false,
["easyCommunication"] = true,
["miniHUD"] = false,
["setGlobal"] = true,
["birds"] = 0,
["optionsView"] = "optview_all",
["permitCrash"] = true,
["immortal"] = false,
["avionicsLanguage"] = "native",
["cockpitVisualRM"] = true,
["padlock"] = true,
["reports"] = true,
["hideStick"] = false,
["radio"] = true,
["map"] = true,
["externalViews"] = true,
["spectatorExternalViews"] = true,
["cockpitLanguage"] = "english",
["tips"] = true,
["userSnapView"] = true,
["units"] = "metric",
["impostors"] = "medium",
["iconsTheme"] = "nato",
["easyFlight"] = false,
["weapons"] = false,
["cockpitStatusBarAllowed"] = false,
["geffect"] = "realistic",
}, -- end of ["difficulty"]
["playerName"] = "Killer",
["graphics"] =
{
["OculusRift"] = false,
["color"] = "32",
["preloadRadius"] = 73885,
["heatBlr"] = 2,
["scenes"] = "high",
["water"] = 2,
["visibRange"] = "High",
["treesVisibility"] = 25000,
["aspect"] = 1.7777777777778,
["lights"] = 2,
["HDR"] = 1,
["MSAA"] = 6,
["civTraffic"] = "high",
["clutterMaxDistance"] = 1500,
["terrainTextures"] = "max",
["multiMonitorSetup"] = "1camera",
["shadowTree"] = true,
["fullScreen"] = false,
["disableAero"] = false,
["DOF"] = 0,
["clouds"] = 1,
["flatTerrainShadows"] = 1,
["cockpitShadows"] = true,
["height"] = 900,
["width"] = 1600,
["shadows"] = 5,
["textures"] = 2,
["sync"] = true,
["LensEffects"] = 3,
["anisotropy"] = 4,
["TranspSSAA"] = false,
["haze"] = 1,
["effects"] = 3,
}, -- end of ["graphics"]
["plugins"] =
{
["CA"] =
{
["kompass_options"] = 1,
["ground_target_info"] = true,
["ground_aim_helper"] = true,
["ground_platform_shake"] = true,
["ground_automatic"] = true,
}, -- end of ["CA"]
["M-2000C"] =
{
["TDC_"] = false,
["CPLocalList"] = "default",
}, -- end of ["M-2000C"]
["A-10C"] =
{
["CPLocalList"] = "default",
}, -- end of ["A-10C"]
["FC3"] =
{
["CPLocalList_F-15C"] = "default",
["CPLocalList_MiG-29S"] = "default",
["CPLocalList_MiG-29A"] = "default",
["CPLocalList_Su-25"] = "default",
["CPLocalList_A-10A"] = "default",
["CPLocalList_Su-27"] = "chinese",
["CPLocalList_MiG-29G"] = "default",
["CPLocalList_Su-33"] = "default",
}, -- end of ["FC3"]
["Hawk"] =
{
["CPLocalList"] = "high",
}, -- end of ["Hawk"]
["P-51D"] =
{
["assistance"] = 100,
["CPLocalList"] = "default",
["autoRudder"] = false,
}, -- end of ["P-51D"]
["TF-51D"] =
{
["assistance"] = 100,
["CPLocalList"] = "default",
["autoRudder"] = false,
}, -- end of ["TF-51D"]
["MiG-21Bis"] =
{
["Engine"] = false,
["Shake"] = 100,
["CustomCockpit"] = false,
["Reticle"] = false,
["Freeze"] = false,
}, -- end of ["MiG-21Bis"]
["F-86F"] =
{
["landSeatAdjustF86"] = true,
["CPLocalList"] = "default",
["NoseWheelSteeringSimpleBehaviourF86"] = true,
["gunCamera"] = 0,
}, -- end of ["F-86F"]
["Su-25T"] =
{
["CPLocalList"] = "default",
}, -- end of ["Su-25T"]
["Mi-8MTV2"] =
{
["altMi8TrimmingMethod"] = false,
["Mi8AutopilotAdjustment"] = false,
["Mi8RudderTrimmer"] = false,
["controlHelperMi8"] = false,
["CPLocalList"] = "default",
["weapTooltipsMi8"] = true,
["Mi8FOV"] = 120,
}, -- end of ["Mi-8MTV2"]
["MiG-15bis"] =
{
["autoLeanToAimMiG15"] = true,
["CPLocalList"] = "chinese",
["gunCamera"] = 0,
["aiHelper"] = false,
}, -- end of ["MiG-15bis"]
["FW-190D9"] =
{
["assistance"] = 100,
["CPLocalList"] = "default",
["autoRudder"] = false,
}, -- end of ["FW-190D9"]
["UH-1H"] =
{
["UHRudderTrimmer"] = false,
["autoPilot"] = true,
["altUHTrimmingMethod"] = false,
["CPLocalList"] = "default",
["weapTooltips"] = true,
["UHTrackIRAiming"] = true,
}, -- end of ["UH-1H"]
["Ka-50"] =
{
["altTrimmingMethod"] = false,
["Ka50RudderTrimmer"] = false,
["CPLocalList"] = "english",
}, -- end of ["Ka-50"]
}, -- end of ["plugins"]
["views"] =
{
["cockpit"] =
{
["mirrors"] = false,
["reflections"] = false,
["avionics"] = 3,
["russianHud"] = false,
}, -- end of ["cockpit"]
}, -- end of ["views"]
["sound"] =
{
["hear_in_helmet"] = true,
["headphones"] = -15,
["cockpit"] = 0,
["GBreathEffect"] = true,
["gui"] = 0,
["volume"] = 0,
["radioSpeech"] = true,
["music"] = -100,
["subtitles"] = true,
["world"] = 0,
}, -- end of ["sound"]
["miscellaneous"] =
{
["headmove"] = true,
["f5_nearest_ac"] = true,
["f11_free_camera"] = true,
["F2_view_effects"] = 2,
["f10_awacs"] = true,
["Coordinate_Display"] = "Lat Long",
["accidental_failures"] = false,
["force_feedback_enabled"] = true,
["synchronize_controls"] = false,
["show_pilot_body"] = true,
}, -- end of ["miscellaneous"]
} -- end of options

View File

@ -0,0 +1,807 @@
warehouses =
{
["airports"] =
{
[12] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "RED",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [12]
[13] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "BLUE",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [13]
[14] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [14]
[15] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "RED",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [15]
[16] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [16]
[17] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "RED",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [17]
[18] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [18]
[19] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [19]
[20] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [20]
[21] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [21]
[22] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [22]
[23] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [23]
[24] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [24]
[25] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [25]
[26] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [26]
[27] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [27]
[28] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [28]
[29] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [29]
[30] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [30]
[31] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [31]
[32] =
{
["gasoline"] =
{
["InitFuel"] = 100,
}, -- end of ["gasoline"]
["unlimitedMunitions"] = true,
["methanol_mixture"] =
{
["InitFuel"] = 100,
}, -- end of ["methanol_mixture"]
["OperatingLevel_Air"] = 10,
["diesel"] =
{
["InitFuel"] = 100,
}, -- end of ["diesel"]
["speed"] = 16.666666,
["size"] = 100,
["periodicity"] = 30,
["suppliers"] =
{
}, -- end of ["suppliers"]
["coalition"] = "NEUTRAL",
["jet_fuel"] =
{
["InitFuel"] = 100,
}, -- end of ["jet_fuel"]
["OperatingLevel_Eqp"] = 10,
["unlimitedFuel"] = true,
["aircrafts"] =
{
}, -- end of ["aircrafts"]
["weapons"] =
{
}, -- end of ["weapons"]
["OperatingLevel_Fuel"] = 10,
["unlimitedAircrafts"] = true,
}, -- end of [32]
}, -- end of ["airports"]
["warehouses"] =
{
}, -- end of ["warehouses"]
} -- end of warehouses

View File

@ -0,0 +1,8 @@
local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone" )
local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
local PatrolGroup = GROUP:FindByName( "Patrol Group" )
local Patrol = PATROLZONE:New( PatrolGroup, PatrolZone, 3000, 6000, 300, 600 )
Patrol:ManageFuel( 0.2, 60 )

View File

@ -0,0 +1,16 @@
local BlueAirbaseSet = SET_AIRBASE:New():FilterCoalitions("blue"):FilterStart()
local RedAirbaseSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterStart()
local RedAirbaseHelipadSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterCategories("helipad"):FilterStart()
local BlueAirbaseShipSet = SET_AIRBASE:New():FilterCoalitions("blue"):FilterCategories("ship"):FilterStart()
BlueAirbaseSet:Flush()
RedAirbaseSet:Flush()
RedAirbaseHelipadSet:Flush()
BlueAirbaseShipSet:Flush()

View File

@ -121,18 +121,23 @@ Spawn_Vehicle_Host = SPAWN:New( "Spawn Vehicle Host" )
:SpawnScheduled( 10, 0.2 )
-- Spawn_Vehicle_SpawnToZone allows to spawn 10 vehicle groups.
-- The vehicles will drive to waypoint 1, where it will spawn infantry that will walk to a certain point.
-- ---------------------------------------------------------------------------------------------
-- local InfantryGroup = Spawn_Infantry:SpawnFromUnit( GROUP:Find(...):GetUnit(1), 100, 5 )
-- local InfantryRoute = InfantryGroup:CopyRoute( 1, 0, true, 1000 )
-- InfantryGroup:Route( InfantryRoute )
-- ---------------------------------------------------------------------------------------------
Spawn_Vehicle_SpawnToZone = SPAWN:New( "Spawn Vehicle SpawnToZone" )
:Limit( 10, 10 )
-- Spawn_Helicopter_SpawnToZone will fly to a location, hover, and spawn one vehicle on the ground, the helicopter will land
-- and the vehicle will drive to a random location within the defined zone.
-- For this, the following code is activated within the mission on waypoint 3:
--
-- local InfantryDropGroup = Spawn_Vehicle_SpawnToZone:SpawnFromUnit( GROUP:Find( ... ):GetUnit(1) )
-- local InfantryDropRoute = InfantryDropGroup:CopyRoute( 1, 0 )
-- InfantryDropGroup:RouteToZone( ZONE:New( "Target Zone" ), true, 80 )
--
-- ------------------------------------------------------------------------------------------------------
-- local InfantryDropGroup = Spawn_Vehicle_SpawnToZone:SpawnFromUnit( GROUP:Find( ... ):GetUnit(1) )
-- local InfantryDropRoute = InfantryDropGroup:CopyRoute( 1, 0 )
-- InfantryDropGroup:TaskRouteToZone( ZONE:New( "Target Zone" ), true, 80 )
-- ------------------------------------------------------------------------------------------------------
Spawn_Helicopter_SpawnToZone = SPAWN:New( "Spawn Helicopter SpawnToZone" )
:Limit( 10, 10 )
:SpawnScheduled( 60, 0.2 )

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -90,9 +91,30 @@ There will be as many AI GROUPS spawned as there at CLIENTS in SET</em>CLIENT no
<li><a href="##(AIBALANCER).New">AIBALANCER.New</a>: Creates a new AIBALANCER object.</li>
</ul>
<h2>1.2) AIBALANCER returns AI to Airbases:</h2>
<p>You can configure to have the AI to return to:</p>
<ul>
<li><a href="##(AIBALANCER).ReturnToHomeAirbase">AIBALANCER.ReturnToHomeAirbase</a>: Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</li>
<li><a href="##(AIBALANCER).ReturnToNearestAirbases">AIBALANCER.ReturnToNearestAirbases</a>: Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</li>
</ul>
<h2>1.3) AIBALANCER allows AI to patrol specific zones:</h2>
<p>Use <a href="AIBalancer.html##(AIBALANCER).SetPatrolZone">AIBalancer#AIBALANCER.SetPatrolZone</a>() to specify a zone where the AI needs to patrol.</p>
<hr/>
<h1>CREDITS</h1>
<p><strong>Dutch_Baron (James)</strong> Who you can search on the Eagle Dynamics Forums.
Working together with James has resulted in the creation of the AIBALANCER class.
James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p>
<p><strong>SNAFU</strong>
Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
None of the script code has been used however within the new AIBALANCER moose class.</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
@ -105,6 +127,12 @@ There will be as many AI GROUPS spawned as there at CLIENTS in SET</em>CLIENT no
<h2><a id="#(AIBALANCER)">Type <code>AIBALANCER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).AIGroups">AIBALANCER.AIGroups</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ClassName">AIBALANCER.ClassName</a></td>
<td class="summary">
@ -114,18 +142,72 @@ There will be as many AI GROUPS spawned as there at CLIENTS in SET</em>CLIENT no
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).New">AIBALANCER:New(SetClient, SpawnAI)</a></td>
<td class="summary">
<p>Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).PatrolZone">AIBALANCER.PatrolZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).PatrolZones">AIBALANCER.PatrolZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ReturnAirbaseSet">AIBALANCER.ReturnAirbaseSet</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ReturnToHomeAirbase">AIBALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</a></td>
<td class="summary">
<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ReturnToNearestAirbases">AIBALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</a></td>
<td class="summary">
<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ReturnTresholdRange">AIBALANCER.ReturnTresholdRange</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).SetClient">AIBALANCER.SetClient</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).SetPatrolZone">AIBALANCER:SetPatrolZone(PatrolZone)</a></td>
<td class="summary">
<p>Let the AI patrol a <a href="Zone.html">Zone</a> with a given Speed range and Altitude range.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).SpawnAI">AIBALANCER.SpawnAI</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ToHomeAirbase">AIBALANCER.ToHomeAirbase</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIBALANCER).ToNearestAirbase">AIBALANCER.ToNearestAirbase</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -161,6 +243,20 @@ There will be as many AI GROUPS spawned as there at CLIENTS in SET</em>CLIENT no
<dl class="function">
<dt>
<em></em>
<a id="#(AIBALANCER).AIGroups" >
<strong>AIBALANCER.AIGroups</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AIBALANCER).ClassName" >
<strong>AIBALANCER.ClassName</strong>
@ -203,6 +299,112 @@ A SPAWN object that will spawn the AI units required, balancing the SetClient.</
<p><em><a href="##(AIBALANCER)">#AIBALANCER</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="PatrolZone.html##(PATROLZONE)">PatrolZone#PATROLZONE</a></em>
<a id="#(AIBALANCER).PatrolZone" >
<strong>AIBALANCER.PatrolZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(AIBALANCER).PatrolZones" >
<strong>AIBALANCER.PatrolZones</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a></em>
<a id="#(AIBALANCER).ReturnAirbaseSet" >
<strong>AIBALANCER.ReturnAirbaseSet</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIBALANCER).ReturnToHomeAirbase" >
<strong>AIBALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</strong>
</a>
</dt>
<dd>
<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIBALANCER).ReturnToNearestAirbases" >
<strong>AIBALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</strong>
</a>
</dt>
<dd>
<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a> ReturnAirbaseSet </em></code>:
The SET of <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a>s to evaluate where to return to.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a></em>
<a id="#(AIBALANCER).ReturnTresholdRange" >
<strong>AIBALANCER.ReturnTresholdRange</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -217,6 +419,33 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIBALANCER).SetPatrolZone" >
<strong>AIBALANCER:SetPatrolZone(PatrolZone)</strong>
</a>
</dt>
<dd>
<p>Let the AI patrol a <a href="Zone.html">Zone</a> with a given Speed range and Altitude range.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="PatrolZone.html##(PATROLZONE)">PatrolZone#PATROLZONE</a> PatrolZone </em></code>:
The <a href="PatrolZone.html">PatrolZone</a> where the AI needs to patrol.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="PatrolZone.html##(PATROLZONE)">PatrolZone#PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
@ -231,6 +460,34 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(AIBALANCER).ToHomeAirbase" >
<strong>AIBALANCER.ToHomeAirbase</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(AIBALANCER).ToNearestAirbase" >
<strong>AIBALANCER.ToNearestAirbase</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -73,22 +74,22 @@
<div id="content">
<h1>Module <code>Airbase</code></h1>
<p>AIRBASE Class</p>
<p>This module contains the AIRBASE classes.</p>
<h1><a href="AIRBASE.html">AIRBASE</a> class</h1>
<hr/>
<h1>1) <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="AIRBASE.html">AIRBASE</a> class is a wrapper class to handle the DCS Airbase objects:</p>
<ul>
<li>Support all DCS Airbase APIs.</li>
</ul>
<ul>
<li>Enhance with Airbase specific APIs not in the DCS Airbase API set.</li>
</ul>
<h1>AIRBASE reference methods</h1>
<h2>1.1) AIRBASE reference methods</h2>
<p>For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
This is done at the beginning of the mission (when the mission starts).</p>
@ -108,7 +109,7 @@ If the DCS Airbase object does not exist or is nil, the AIRBASE methods will ret
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).</p>
<h1>DCS AIRBASE APIs</h1>
<h2>1.2) DCS AIRBASE APIs</h2>
<p>The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
the first letter of the method is also capitalized. So, by example, the DCS Airbase method <a href="DCSAirbase.html##(Airbase).getName">DCSAirbase#Airbase.getName</a>()
@ -157,6 +158,12 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).GetCallSign">AIRBASE:GetCallSign()</a></td>
<td class="summary">
<p>Returns the Airbase's callsign - the localized string.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).GetCategory">AIRBASE:GetCategory()</a></td>
<td class="summary">
<p>Returns the DCS Airbase category as defined within the DCS Airbase Descriptor.</p>
</td>
</tr>
<tr>
@ -362,6 +369,24 @@ The DCS Airbase is not existing or alive. </p>
<dl class="function">
<dt>
<a id="#(AIRBASE).GetCategory" >
<strong>AIRBASE:GetCategory()</strong>
</a>
</dt>
<dd>
<p>Returns the DCS Airbase category as defined within the DCS Airbase Descriptor.</p>
<h3>Return value</h3>
<p><em><a href="DCSAirbase.html##(Airbase.Category)">DCSAirbase#Airbase.Category</a>:</em>
The DCS Airbase Category</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AIRBASE).GetCategoryName" >
<strong>AIRBASE:GetCategoryName()</strong>
</a>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -73,28 +74,30 @@
<div id="content">
<h1>Module <code>Database</code></h1>
<p>Manage the mission database.</p>
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
<h1><a href="##(DATABASE)">#DATABASE</a> class</h1>
<hr/>
<h1>1) <a href="Database.html##(DATABASE)">Database#DATABASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>Mission designers can use the DATABASE class to refer to:</p>
<ul>
<li>UNITS</li>
<li>GROUPS</li>
<li>players</li>
<li>alive players</li>
<li>CLIENTS</li>
<li>alive CLIENTS</li>
<li>AIRPORTS</li>
<li>PLAYERSJOINED</li>
<li>PLAYERS</li>
</ul>
<p>On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Gruop templates as defined within the Mission Editor.</p>
<p>On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.</p>
<p>Moose will automatically create one instance of the DATABASE class into the <strong>global</strong> object _DATABASE.
Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.</p>
<h1>DATABASE iterators:</h1>
<h2>1.1) DATABASE iterators</h2>
<p>You can iterate the database with the available iterator methods.
The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
The following iterator methods are currently available within the DATABASE:</p>
@ -102,13 +105,15 @@ The following iterator methods are currently available within the DATABASE:</p>
<ul>
<li><a href="##(DATABASE).ForEachUnit">DATABASE.ForEachUnit</a>: Calls a function for each <a href="UNIT.html">UNIT</a> it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachGroup">DATABASE.ForEachGroup</a>: Calls a function for each <a href="GROUP.html">GROUP</a> it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachPlayer">DATABASE.ForEachPlayer</a>: Calls a function for each player it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachPlayerAlive">DATABASE.ForEachPlayerAlive</a>: Calls a function for each alive player it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachPlayer">DATABASE.ForEachPlayer</a>: Calls a function for each alive player it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachPlayerJoined">DATABASE.ForEachPlayerJoined</a>: Calls a function for each joined player it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachClient">DATABASE.ForEachClient</a>: Calls a function for each <a href="CLIENT.html">CLIENT</a> it finds within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachClientAlive">DATABASE.ForEachClientAlive</a>: Calls a function for each alive <a href="CLIENT.html">CLIENT</a> it finds within the DATABASE.
</li>
<li><a href="##(DATABASE).ForEachClientAlive">DATABASE.ForEachClientAlive</a>: Calls a function for each alive <a href="CLIENT.html">CLIENT</a> it finds within the DATABASE.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
@ -121,6 +126,18 @@ The following iterator methods are currently available within the DATABASE:</p>
<h2><a id="#(DATABASE)">Type <code>DATABASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AIRBASES">DATABASE.AIRBASES</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddAirbase">DATABASE:AddAirbase(DCSAirbaseName)</a></td>
<td class="summary">
<p>Adds a Airbase based on the Airbase Name in the DATABASE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddClient">DATABASE:AddClient(ClientName)</a></td>
<td class="summary">
<p>Adds a CLIENT based on the ClientName in the DATABASE.</p>
@ -157,15 +174,15 @@ The following iterator methods are currently available within the DATABASE:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).CLIENTSALIVE">DATABASE.CLIENTSALIVE</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClassName">DATABASE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClassName">DATABASE.ClassName</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DeleteAirbase">DATABASE:DeleteAirbase(DCSAirbaseName)</a></td>
<td class="summary">
<p>Deletes a Airbase from the DATABASE based on the Airbase Name.</p>
</td>
</tr>
<tr>
@ -184,6 +201,12 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DeleteUnit">DATABASE:DeleteUnit(DCSUnitName)</a></td>
<td class="summary">
<p>Deletes a Unit from the DATABASE based on the Unit Name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FindAirbase">DATABASE:FindAirbase(AirbaseName)</a></td>
<td class="summary">
<p>Finds a AIRBASE based on the AirbaseName.</p>
</td>
</tr>
<tr>
@ -211,7 +234,7 @@ The following iterator methods are currently available within the DATABASE:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEach">DATABASE:ForEach(IteratorFunction, arg, Set)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEach">DATABASE:ForEach(IteratorFunction, FinalizeFunction, arg, Set)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.</p>
</td>
@ -220,12 +243,6 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachClient">DATABASE:ForEachClient(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachClientAlive">DATABASE:ForEachClientAlive(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for each <strong>ALIVE</strong> CLIENT, providing the CLIENT to the function and optional parameters.</p>
</td>
</tr>
<tr>
@ -237,17 +254,17 @@ The following iterator methods are currently available within the DATABASE:</p>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachPlayer">DATABASE:ForEachPlayer(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for each player, providing the player name and optional parameters.</p>
<p>Iterate the DATABASE and call an iterator function for each <strong>ALIVE</strong> player, providing the player name and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachPlayerAlive">DATABASE:ForEachPlayerAlive(IteratorFunction, ...)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachPlayerJoined">DATABASE:ForEachPlayerJoined(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for each <strong>alive</strong> player, providing the Unit of the player and optional parameters.</p>
<p>Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachUnit">DATABASE:ForEachUnit(IteratorFunction, ...)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachUnit">DATABASE:ForEachUnit(IteratorFunction, FinalizeFunction, ...)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
</td>
@ -256,12 +273,24 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).GROUPS">DATABASE.GROUPS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).GetCategoryFromAirbase">DATABASE:GetCategoryFromAirbase(AirbaseName)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).GetCategoryFromClientTemplate">DATABASE:GetCategoryFromClientTemplate(ClientName)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).GetCoalitionFromAirbase">DATABASE:GetCoalitionFromAirbase(AirbaseName)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -301,7 +330,7 @@ The following iterator methods are currently available within the DATABASE:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).PLAYERSALIVE">DATABASE.PLAYERSALIVE</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).PLAYERSJOINED">DATABASE.PLAYERSJOINED</a></td>
<td class="summary">
</td>
@ -358,6 +387,12 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnPlayerLeaveUnit">DATABASE:_EventOnPlayerLeaveUnit(Event)</a></td>
<td class="summary">
<p>Handles the OnPlayerLeaveUnit event to clean the active players table.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._RegisterAirbases">DATABASE:_RegisterAirbases()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -423,6 +458,41 @@ The following iterator methods are currently available within the DATABASE:</p>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).AIRBASES" >
<strong>DATABASE.AIRBASES</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).AddAirbase" >
<strong>DATABASE:AddAirbase(DCSAirbaseName)</strong>
</a>
</dt>
<dd>
<p>Adds a Airbase based on the Airbase Name in the DATABASE.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DCSAirbaseName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).AddClient" >
<strong>DATABASE:AddClient(ClientName)</strong>
</a>
@ -547,9 +617,9 @@ The following iterator methods are currently available within the DATABASE:</p>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).CLIENTSALIVE" >
<strong>DATABASE.CLIENTSALIVE</strong>
<em>#string</em>
<a id="#(DATABASE).ClassName" >
<strong>DATABASE.ClassName</strong>
</a>
</dt>
<dd>
@ -561,15 +631,22 @@ The following iterator methods are currently available within the DATABASE:</p>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DATABASE).ClassName" >
<strong>DATABASE.ClassName</strong>
<a id="#(DATABASE).DeleteAirbase" >
<strong>DATABASE:DeleteAirbase(DCSAirbaseName)</strong>
</a>
</dt>
<dd>
<p>Deletes a Airbase from the DATABASE based on the Airbase Name.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DCSAirbaseName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -638,6 +715,32 @@ The following iterator methods are currently available within the DATABASE:</p>
<dl class="function">
<dt>
<a id="#(DATABASE).FindAirbase" >
<strong>DATABASE:FindAirbase(AirbaseName)</strong>
</a>
</dt>
<dd>
<p>Finds a AIRBASE based on the AirbaseName.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string AirbaseName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>:</em>
The found AIRBASE.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FindClient" >
<strong>DATABASE:FindClient(ClientName)</strong>
</a>
@ -743,7 +846,7 @@ The found Unit.</p>
<dt>
<a id="#(DATABASE).ForEach" >
<strong>DATABASE:ForEach(IteratorFunction, arg, Set)</strong>
<strong>DATABASE:ForEach(IteratorFunction, FinalizeFunction, arg, Set)</strong>
</a>
</dt>
<dd>
@ -760,6 +863,11 @@ The function that will be called when there is an alive player in the database.<
</li>
<li>
<p><code><em> FinalizeFunction </em></code>: </p>
</li>
<li>
<p><code><em> arg </em></code>: </p>
</li>
@ -811,38 +919,6 @@ self</p>
<dl class="function">
<dt>
<a id="#(DATABASE).ForEachClientAlive" >
<strong>DATABASE:ForEachClientAlive(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Iterate the DATABASE and call an iterator function for each <strong>ALIVE</strong> CLIENT, providing the CLIENT to the function and optional parameters.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive CLIENT in the database. The function needs to accept a CLIENT parameter.</p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).ForEachGroup" >
<strong>DATABASE:ForEachGroup(IteratorFunction, ...)</strong>
</a>
@ -881,7 +957,7 @@ self</p>
</dt>
<dd>
<p>Iterate the DATABASE and call an iterator function for each player, providing the player name and optional parameters.</p>
<p>Iterate the DATABASE and call an iterator function for each <strong>ALIVE</strong> player, providing the player name and optional parameters.</p>
<h3>Parameters</h3>
<ul>
@ -907,20 +983,20 @@ self</p>
<dl class="function">
<dt>
<a id="#(DATABASE).ForEachPlayerAlive" >
<strong>DATABASE:ForEachPlayerAlive(IteratorFunction, ...)</strong>
<a id="#(DATABASE).ForEachPlayerJoined" >
<strong>DATABASE:ForEachPlayerJoined(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Iterate the DATABASE and call an iterator function for each <strong>alive</strong> player, providing the Unit of the player and optional parameters.</p>
<p>Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.</p>
The function that will be called when there is was a player in the database. The function needs to accept a UNIT parameter.</p>
</li>
<li>
@ -940,7 +1016,7 @@ self</p>
<dt>
<a id="#(DATABASE).ForEachUnit" >
<strong>DATABASE:ForEachUnit(IteratorFunction, ...)</strong>
<strong>DATABASE:ForEachUnit(IteratorFunction, FinalizeFunction, ...)</strong>
</a>
</dt>
<dd>
@ -957,6 +1033,11 @@ The function that will be called when there is an alive UNIT in the database. Th
</li>
<li>
<p><code><em> FinalizeFunction </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
@ -980,6 +1061,27 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).GetCategoryFromAirbase" >
<strong>DATABASE:GetCategoryFromAirbase(AirbaseName)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> AirbaseName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -1006,6 +1108,27 @@ self</p>
<dl class="function">
<dt>
<a id="#(DATABASE).GetCoalitionFromAirbase" >
<strong>DATABASE:GetCoalitionFromAirbase(AirbaseName)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> AirbaseName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).GetCoalitionFromClientTemplate" >
<strong>DATABASE:GetCoalitionFromClientTemplate(ClientName)</strong>
</a>
@ -1120,8 +1243,8 @@ DBObject = DATABASE:New()</code></pre>
<dt>
<em></em>
<a id="#(DATABASE).PLAYERSALIVE" >
<strong>DATABASE.PLAYERSALIVE</strong>
<a id="#(DATABASE).PLAYERSJOINED" >
<strong>DATABASE.PLAYERSJOINED</strong>
</a>
</dt>
<dd>
@ -1311,6 +1434,19 @@ self</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE)._RegisterAirbases" >
<strong>DATABASE:_RegisterAirbases()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -320,6 +321,18 @@
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).IniDCSUnitName">EVENTDATA.IniDCSUnitName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).IniUnit">EVENTDATA.IniUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).IniUnitName">EVENTDATA.IniUnitName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -344,6 +357,18 @@
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).TgtDCSUnitName">EVENTDATA.TgtDCSUnitName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).TgtUnit">EVENTDATA.TgtUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).TgtUnitName">EVENTDATA.TgtUnitName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1591,6 +1616,34 @@ The self instance of the class for which the event is.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Unit.html##(UNIT)">Unit#UNIT</a></em>
<a id="#(EVENTDATA).IniUnit" >
<strong>EVENTDATA.IniUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(EVENTDATA).IniUnitName" >
<strong>EVENTDATA.IniUnitName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1643,6 +1696,34 @@ The self instance of the class for which the event is.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Unit.html##(UNIT)">Unit#UNIT</a></em>
<a id="#(EVENTDATA).TgtUnit" >
<strong>EVENTDATA.TgtUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(EVENTDATA).TgtUnitName" >
<strong>EVENTDATA.TgtUnitName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -143,6 +144,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
<li><a href="##(GROUP).TaskRouteToVec2">GROUP.TaskRouteToVec2</a>: (AIR + GROUND) Make the Group move to a given point.</li>
<li><a href="##(GROUP).TaskRouteToVec3">GROUP.TaskRouteToVec3</a>: (AIR + GROUND) Make the Group move to a given point.</li>
<li><a href="##(GROUP).TaskRouteToZone">GROUP.TaskRouteToZone</a>: (AIR + GROUND) Route the group to a given zone.</li>
<li><a href="##(GROUP).TaskReturnToBase">GROUP.TaskReturnToBase</a>: (AIR) Route the group to an airbase.</li>
</ul>
<h3>1.2.2) EnRoute task methods</h3>
@ -281,6 +283,12 @@ Use the following Zone validation methods on the group:</p>
<td class="name" nowrap="nowrap"><a href="##(GROUP).CommandDoScript">GROUP:CommandDoScript(DoScript)</a></td>
<td class="summary">
<p>Do Script command</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(GROUP).CommandStopRoute">GROUP:CommandStopRoute(StopRoute, Index)</a></td>
<td class="summary">
<p>Perform stop route command</p>
</td>
</tr>
<tr>
@ -493,6 +501,12 @@ Use the following Zone validation methods on the group:</p>
<td class="name" nowrap="nowrap"><a href="##(GROUP).GetTaskRoute">GROUP:GetTaskRoute()</a></td>
<td class="summary">
<p>Return the mission route of the group.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(GROUP).GetTemplate">GROUP:GetTemplate()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -727,12 +741,25 @@ Use the following Zone validation methods on the group:</p>
<td class="name" nowrap="nowrap"><a href="##(GROUP).Register">GROUP:Register(GroupName)</a></td>
<td class="summary">
<p>Create a new GROUP from a DCSGroup</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(GROUP).Respawn">GROUP:Respawn(Template)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(GROUP).Route">GROUP:Route(GoPoints)</a></td>
<td class="summary">
<p>Make the group to follow a given route.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(GROUP).RouteReturnToAirbase">GROUP:RouteReturnToAirbase(ReturnAirbase, Speed)</a></td>
<td class="summary">
<p>(AIR) Return the Group to an <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>
A speed can be given in km/h.</p>
</td>
</tr>
<tr>
@ -934,7 +961,7 @@ Use the following Zone validation methods on the group:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(GROUP).WayPointInitialize">GROUP:WayPointInitialize()</a></td>
<td class="name" nowrap="nowrap"><a href="##(GROUP).WayPointInitialize">GROUP:WayPointInitialize(WayPoints)</a></td>
<td class="summary">
<p> Retrieve the group mission and allow to place function hooks within the mission waypoint plan.</p>
</td>
@ -1070,6 +1097,37 @@ All units on the ground result.</p>
<p><em><a href="##(DCSCommand)">#DCSCommand</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(GROUP).CommandStopRoute" >
<strong>GROUP:CommandStopRoute(StopRoute, Index)</strong>
</a>
</dt>
<dd>
<p>Perform stop route command</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#boolean StopRoute </em></code>: </p>
</li>
<li>
<p><code><em> Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="DCSTask.html##(Task)">DCSTask#Task</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -1973,6 +2031,19 @@ The MissionTemplate</p>
<p><em>#table:</em>
The mission route defined by points.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(GROUP).GetTemplate" >
<strong>GROUP:GetTemplate()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -2815,6 +2886,27 @@ self</p>
<dl class="function">
<dt>
<a id="#(GROUP).Respawn" >
<strong>GROUP:Respawn(Template)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Template </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(GROUP).Route" >
<strong>GROUP:Route(GoPoints)</strong>
</a>
@ -2842,6 +2934,43 @@ self</p>
<dl class="function">
<dt>
<a id="#(GROUP).RouteReturnToAirbase" >
<strong>GROUP:RouteReturnToAirbase(ReturnAirbase, Speed)</strong>
</a>
</dt>
<dd>
<p>(AIR) Return the Group to an <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>
A speed can be given in km/h.</p>
<p>A given formation can be given.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> ReturnAirbase </em></code>:
The <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> to return to.</p>
</li>
<li>
<p><code><em>#number Speed </em></code>:
(optional) The speed.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The route</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(GROUP).SetCommand" >
<strong>GROUP:SetCommand(DCSCommand)</strong>
</a>
@ -4103,7 +4232,7 @@ The waypoint function to be called when the group moves over the waypoint. The w
<dt>
<a id="#(GROUP).WayPointInitialize" >
<strong>GROUP:WayPointInitialize()</strong>
<strong>GROUP:WayPointInitialize(WayPoints)</strong>
</a>
</dt>
<dd>
@ -4115,6 +4244,15 @@ The waypoint function to be called when the group moves over the waypoint. The w
Use the method @{Group@GROUP:WayPointExecute) to start the execution of the new mission plan.
Note that when WayPointInitialize is called, the Mission of the group is RESTARTED!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#table WayPoints </em></code>:
If WayPoints is given, then use the route.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(GROUP)">#GROUP</a>:</em></p>

View File

@ -52,6 +52,7 @@
<li>Mission</li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -73,11 +74,13 @@
<div id="content">
<h1>Module <code>MissileTrainer</code></h1>
<p>Provides missile training functions.</p>
<p>This module contains the MISSILETRAINER class.</p>
<h1><a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class</h1>
<hr/>
<h1>1) <a href="MissileTrainer.html##(MISSILETRAINER)">MissileTrainer#MISSILETRAINER</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
the class will destroy the missile within a certain range, to avoid damage to your aircraft.
It suports the following functionality:</p>
@ -133,7 +136,7 @@ It suports the following functionality:</p>
</ul>
<h1>MISSILETRAINER construction methods:</h1>
<h2>1.1) MISSILETRAINER construction methods:</h2>
<p>Create a new MISSILETRAINER object with the <a href="##(MISSILETRAINER).New">MISSILETRAINER.New</a> method:</p>
<ul>
@ -142,7 +145,7 @@ It suports the following functionality:</p>
<p>MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.</p>
<h1>MISSILETRAINER initialization methods:</h1>
<h2>1.2) MISSILETRAINER initialization methods:</h2>
<p>A MISSILETRAINER object will behave differently based on the usage of initialization methods:</p>
<ul>
@ -158,6 +161,14 @@ It suports the following functionality:</p>
<li><a href="##(MISSILETRAINER).InitMenusOnOff">MISSILETRAINER.InitMenusOnOff</a>: Allows to configure the options through the radio menu.</li>
</ul>
<hr/>
<h1>CREDITS</h1>
<p><strong>Stuka (Danny)</strong> Who you can search on the Eagle Dynamics Forums.
Working together with Danny has resulted in the MISSILETRAINER class.
Danny has shared his ideas and together we made a design.
Together with the <strong>476 virtual team</strong>, we tested the MISSILETRAINER class, and got much positive feedback!</p>
<h2>Global(s)</h2>
<table class="function_list">

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li>NOTASK</li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li>PICKUPTASK</li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -0,0 +1,679 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AIBalancer.html">AIBalancer</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="CARGO.html">CARGO</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li><a href="DCSController.html">DCSController</a></li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
<li><a href="DCSTypes.html">DCSTypes</a></li>
<li><a href="DCSUnit.html">DCSUnit</a></li>
<li><a href="DCSWorld.html">DCSWorld</a></li>
<li><a href="DCStimer.html">DCStimer</a></li>
<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
<li><a href="DESTROYRADARSTASK.html">DESTROYRADARSTASK</a></li>
<li><a href="DESTROYUNITTYPESTASK.html">DESTROYUNITTYPESTASK</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="GOHOMETASK.html">GOHOMETASK</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li>PatrolZone</li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="TASK.html">TASK</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>PatrolZone</code></h1>
<p>This module contains the PATROLZONE class.</p>
<hr/>
<h1>1) <a href="Patrol.html##(PATROLZONE)">Patrol#PATROLZONE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="Patrol.html##(PATROLZONE)">Patrol#PATROLZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a>.</p>
<h2>1.1) PATROLZONE constructor:</h2>
<p><a href="PatrolZone.html##(PATROLZONE).New">PatrolZone#PATROLZONE.New</a>(): Creates a new PATROLZONE object.</p>
<h2>1.2) Modify the PATROLZONE parameters:</h2>
<p>The following methods are available to modify the parameters of a PATROLZONE object:</p>
<pre><code>* &lt;a href="PatrolZone.html##(PATROLZONE).SetGroup"&gt;PatrolZone#PATROLZONE.SetGroup&lt;/a&gt;(): Set the AI Patrol Group.
* &lt;a href="PatrolZone.html##(PATROLZONE).SetSpeed"&gt;PatrolZone#PATROLZONE.SetSpeed&lt;/a&gt;(): Set the patrol speed of the AI, for the next patrol.
* &lt;a href="PatrolZone.html##(PATROLZONE).SetAltitude"&gt;PatrolZone#PATROLZONE.SetAltitude&lt;/a&gt;(): Set altitude of the AI, for the next patrol.
</code></pre>
<h2>1.3) Manage the out of fuel in the PATROLZONE:</h2>
<p>When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.
Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
When the fuel treshold is reached, the PatrolGroup will continue for a given time its patrol task in orbit, while a new PatrolGroup is targetted to the PATROLZONE.
Once the time is finished, the old PatrolGroup will return to the base.
Use the method <a href="PatrolZone.html##(PATROLZONE).ManageFuel">PatrolZone#PATROLZONE.ManageFuel</a>() to have this proces in place.</p>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#PATROLZONE">PATROLZONE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#_NewPatrolRoute">_NewPatrolRoute(PatrolGroup)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(PATROLZONE)">Type <code>PATROLZONE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).ClassName">PATROLZONE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).ManageFuel">PATROLZONE:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="summary">
<p>When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).New">PATROLZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</a></td>
<td class="summary">
<p>Creates a new PATROLZONE object, taking a <a href="Group.html">Group</a> object as a parameter.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).NewPatrolRoute">PATROLZONE:NewPatrolRoute()</a></td>
<td class="summary">
<p>Defines a new patrol route using the <a href="PatrolZone.html">PatrolZone</a> parameters and settings.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolCeilingAltitude">PATROLZONE.PatrolCeilingAltitude</a></td>
<td class="summary">
<p>The highest altitude in meters where to execute the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolFloorAltitude">PATROLZONE.PatrolFloorAltitude</a></td>
<td class="summary">
<p>The lowest altitude in meters where to execute the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolFuelTresholdPercentage">PATROLZONE.PatrolFuelTresholdPercentage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolGroup">PATROLZONE.PatrolGroup</a></td>
<td class="summary">
<p>The <a href="Group.html">Group</a> patrolling.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolGroupTemplateName">PATROLZONE.PatrolGroupTemplateName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolManageFuel">PATROLZONE.PatrolManageFuel</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolMaxSpeed">PATROLZONE.PatrolMaxSpeed</a></td>
<td class="summary">
<p>The maximum speed of the <a href="Group.html">Group</a> in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolMinSpeed">PATROLZONE.PatrolMinSpeed</a></td>
<td class="summary">
<p>The minimum speed of the <a href="Group.html">Group</a> in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolOutOfFuelMonitor">PATROLZONE.PatrolOutOfFuelMonitor</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolOutOfFuelOrbitTime">PATROLZONE.PatrolOutOfFuelOrbitTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).PatrolZone">PATROLZONE.PatrolZone</a></td>
<td class="summary">
<p>The <a href="Zone.html">Zone</a> where the patrol needs to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).SetAltitude">PATROLZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)</a></td>
<td class="summary">
<p>Sets the floor and ceiling altitude of the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).SetGroup">PATROLZONE:SetGroup(PatrolGroup)</a></td>
<td class="summary">
<p>Set the <a href="Group.html">Group</a> to act as the Patroller.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).SetSpeed">PATROLZONE:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)</a></td>
<td class="summary">
<p>Sets (modifies) the minimum and maximum speed of the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(PATROLZONE).SpawnPatrolGroup">PATROLZONE.SpawnPatrolGroup</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(PATROLZONE)">#PATROLZONE</a></em>
<a id="PATROLZONE" >
<strong>PATROLZONE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="_NewPatrolRoute" >
<strong>_NewPatrolRoute(PatrolGroup)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Group.html##(GROUP)">Group#GROUP</a> PatrolGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(PatrolZone)" >Type <code>PatrolZone</code></a></h2>
<h2><a id="#(PATROLZONE)" >Type <code>PATROLZONE</code></a></h2>
<p>PATROLZONE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(PATROLZONE).ClassName" >
<strong>PATROLZONE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PATROLZONE).ManageFuel" >
<strong>PATROLZONE:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
</a>
</dt>
<dd>
<p>When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.</p>
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
When the fuel treshold is reached, the PatrolGroup will continue for a given time its patrol task in orbit, while a new PatrolGroup is targetted to the PATROLZONE.
Once the time is finished, the old PatrolGroup will return to the base.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number PatrolFuelTresholdPercentage </em></code>:
The treshold in percentage (between 0 and 1) when the PatrolGroup is considered to get out of fuel.</p>
</li>
<li>
<p><code><em>#number PatrolOutOfFuelOrbitTime </em></code>:
The amount of seconds the out of fuel PatrolGroup will orbit before returning to the base.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PATROLZONE)">#PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PATROLZONE).New" >
<strong>PATROLZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</strong>
</a>
</dt>
<dd>
<p>Creates a new PATROLZONE object, taking a <a href="Group.html">Group</a> object as a parameter.</p>
<p>The GROUP needs to be alive.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a> PatrolZone </em></code>:
The <a href="Zone.html">Zone</a> where the patrol needs to be executed.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Altitude)">DCSTypes#Altitude</a> PatrolFloorAltitude </em></code>:
The lowest altitude in meters where to execute the patrol.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Altitude)">DCSTypes#Altitude</a> PatrolCeilingAltitude </em></code>:
The highest altitude in meters where to execute the patrol.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a> PatrolMinSpeed </em></code>:
The minimum speed of the <a href="Group.html">Group</a> in km/h.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a> PatrolMaxSpeed </em></code>:
The maximum speed of the <a href="Group.html">Group</a> in km/h.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PATROLZONE)">#PATROLZONE</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new PATROLZONE Object. This PatrolArea will patrol a group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
PatrolZone = ZONE:New( 'PatrolZone' )
PatrolGroup = GROUP:FindByName( "Patrol Group" )
PatrolArea = PATROLZONE:New( PatrolGroup, PatrolZone, 3000, 6000, 600, 900 )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PATROLZONE).NewPatrolRoute" >
<strong>PATROLZONE:NewPatrolRoute()</strong>
</a>
</dt>
<dd>
<p>Defines a new patrol route using the <a href="PatrolZone.html">PatrolZone</a> parameters and settings.</p>
<h3>Return value</h3>
<p><em><a href="##(PATROLZONE)">#PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Altitude)">DCSTypes#Altitude</a></em>
<a id="#(PATROLZONE).PatrolCeilingAltitude" >
<strong>PATROLZONE.PatrolCeilingAltitude</strong>
</a>
</dt>
<dd>
<p>The highest altitude in meters where to execute the patrol.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Altitude)">DCSTypes#Altitude</a></em>
<a id="#(PATROLZONE).PatrolFloorAltitude" >
<strong>PATROLZONE.PatrolFloorAltitude</strong>
</a>
</dt>
<dd>
<p>The lowest altitude in meters where to execute the patrol.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PATROLZONE).PatrolFuelTresholdPercentage" >
<strong>PATROLZONE.PatrolFuelTresholdPercentage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Group.html##(GROUP)">Group#GROUP</a></em>
<a id="#(PATROLZONE).PatrolGroup" >
<strong>PATROLZONE.PatrolGroup</strong>
</a>
</dt>
<dd>
<p>The <a href="Group.html">Group</a> patrolling.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PATROLZONE).PatrolGroupTemplateName" >
<strong>PATROLZONE.PatrolGroupTemplateName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(PATROLZONE).PatrolManageFuel" >
<strong>PATROLZONE.PatrolManageFuel</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a></em>
<a id="#(PATROLZONE).PatrolMaxSpeed" >
<strong>PATROLZONE.PatrolMaxSpeed</strong>
</a>
</dt>
<dd>
<p>The maximum speed of the <a href="Group.html">Group</a> in km/h.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a></em>
<a id="#(PATROLZONE).PatrolMinSpeed" >
<strong>PATROLZONE.PatrolMinSpeed</strong>
</a>
</dt>
<dd>
<p>The minimum speed of the <a href="Group.html">Group</a> in km/h.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PATROLZONE).PatrolOutOfFuelMonitor" >
<strong>PATROLZONE.PatrolOutOfFuelMonitor</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PATROLZONE).PatrolOutOfFuelOrbitTime" >
<strong>PATROLZONE.PatrolOutOfFuelOrbitTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></em>
<a id="#(PATROLZONE).PatrolZone" >
<strong>PATROLZONE.PatrolZone</strong>
</a>
</dt>
<dd>
<p>The <a href="Zone.html">Zone</a> where the patrol needs to be executed.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PATROLZONE).SetAltitude" >
<strong>PATROLZONE:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)</strong>
</a>
</dt>
<dd>
<p>Sets the floor and ceiling altitude of the patrol.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="DCSTypes.html##(Altitude)">DCSTypes#Altitude</a> PatrolFloorAltitude </em></code>:
The lowest altitude in meters where to execute the patrol.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Altitude)">DCSTypes#Altitude</a> PatrolCeilingAltitude </em></code>:
The highest altitude in meters where to execute the patrol.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PATROLZONE)">#PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PATROLZONE).SetGroup" >
<strong>PATROLZONE:SetGroup(PatrolGroup)</strong>
</a>
</dt>
<dd>
<p>Set the <a href="Group.html">Group</a> to act as the Patroller.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Group.html##(GROUP)">Group#GROUP</a> PatrolGroup </em></code>:
The <a href="Group.html">Group</a> patrolling.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PATROLZONE)">#PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(PATROLZONE).SetSpeed" >
<strong>PATROLZONE:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)</strong>
</a>
</dt>
<dd>
<p>Sets (modifies) the minimum and maximum speed of the patrol.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a> PatrolMinSpeed </em></code>:
The minimum speed of the <a href="Group.html">Group</a> in km/h.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a> PatrolMaxSpeed </em></code>:
The maximum speed of the <a href="Group.html">Group</a> in km/h.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(PATROLZONE)">#PATROLZONE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(PATROLZONE).SpawnPatrolGroup" >
<strong>PATROLZONE.SpawnPatrolGroup</strong>
</a>
</dt>
<dd>
</dd>
</dl>
</div>
</div>
</body>
</html>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li>Point</li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -121,12 +122,30 @@
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).ClassName">POINT_VEC2.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).DistanceFromPointVec2">POINT_VEC2:DistanceFromPointVec2(PointVec2Reference)</a></td>
<td class="summary">
<p>Calculate the distance from a reference <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).DistanceFromVec2">POINT_VEC2:DistanceFromVec2(Vec2Reference)</a></td>
<td class="summary">
<p>Calculate the distance from a reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).New">POINT_VEC2:New(x, y, LandHeightAdd)</a></td>
<td class="summary">
<p>Create a new POINT_VEC2 object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).PointVec2">POINT_VEC2.PointVec2</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -179,6 +198,30 @@
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).New">POINT_VEC3:New(x, y, z)</a></td>
<td class="summary">
<p>Create a new POINT_VEC3 object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).RoutePointAction">POINT_VEC3.RoutePointAction</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).RoutePointAir">POINT_VEC3:RoutePointAir(AltType, Type, Action, Speed, SpeedLocked)</a></td>
<td class="summary">
<p>Build an air type route point.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).RoutePointAltType">POINT_VEC3.RoutePointAltType</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).RoutePointType">POINT_VEC3.RoutePointType</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -249,6 +292,36 @@
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3.FlareColor).Yellow">POINT_VEC3.FlareColor.Yellow</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(POINT_VEC3.RoutePointAction)">Type <code>POINT_VEC3.RoutePointAction</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3.RoutePointAction).TurningPoint">POINT_VEC3.RoutePointAction.TurningPoint</a></td>
<td class="summary">
<p>"Turning Point"</p>
</td>
</tr>
</table>
<h2><a id="#(POINT_VEC3.RoutePointAltType)">Type <code>POINT_VEC3.RoutePointAltType</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3.RoutePointAltType).BARO">POINT_VEC3.RoutePointAltType.BARO</a></td>
<td class="summary">
<p>"BARO"</p>
</td>
</tr>
</table>
<h2><a id="#(POINT_VEC3.RoutePointType)">Type <code>POINT_VEC3.RoutePointType</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3.RoutePointType).TurningPoint">POINT_VEC3.RoutePointType.TurningPoint</a></td>
<td class="summary">
<p>"Turning Point"</p>
</td>
</tr>
</table>
@ -335,6 +408,60 @@
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).DistanceFromPointVec2" >
<strong>POINT_VEC2:DistanceFromPointVec2(PointVec2Reference)</strong>
</a>
</dt>
<dd>
<p>Calculate the distance from a reference <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(POINT_VEC2)">#POINT_VEC2</a> PointVec2Reference </em></code>:
The reference <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a>:</em>
The distance from the reference <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> in meters.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).DistanceFromVec2" >
<strong>POINT_VEC2:DistanceFromVec2(Vec2Reference)</strong>
</a>
</dt>
<dd>
<p>Calculate the distance from a reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> Vec2Reference </em></code>:
The reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a>:</em>
The distance from the reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> in meters.</p>
</dd>
</dl>
<dl class="function">
@ -374,6 +501,20 @@ The y coordinate of the Vec3 point, pointing to the Right.</p>
<p><em><a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a></em>
<a id="#(POINT_VEC2).PointVec2" >
<strong>POINT_VEC2.PointVec2</strong>
</a>
</dt>
<dd>
</dd>
</dl>
@ -584,7 +725,100 @@ The z coordinate of the Vec3 point, pointing to the Right.</p>
</ul>
<h3>Return value</h3>
<p><em><a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a>:</em></p>
<p><em><a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(POINT_VEC3.RoutePointAction)">#POINT_VEC3.RoutePointAction</a></em>
<a id="#(POINT_VEC3).RoutePointAction" >
<strong>POINT_VEC3.RoutePointAction</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).RoutePointAir" >
<strong>POINT_VEC3:RoutePointAir(AltType, Type, Action, Speed, SpeedLocked)</strong>
</a>
</dt>
<dd>
<p>Build an air type route point.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(POINT_VEC3.RoutePointAltType)">#POINT_VEC3.RoutePointAltType</a> AltType </em></code>:
The altitude type.</p>
</li>
<li>
<p><code><em><a href="##(POINT_VEC3.RoutePointType)">#POINT_VEC3.RoutePointType</a> Type </em></code>:
The route point type.</p>
</li>
<li>
<p><code><em><a href="##(POINT_VEC3.RoutePointAction)">#POINT_VEC3.RoutePointAction</a> Action </em></code>:
The route point action.</p>
</li>
<li>
<p><code><em><a href="DCSTypes.html##(Speed)">DCSTypes#Speed</a> Speed </em></code>:
Airspeed in km/h.</p>
</li>
<li>
<p><code><em>#boolean SpeedLocked </em></code>:
true means the speed is locked.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#table:</em>
The route point.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(POINT_VEC3.RoutePointAltType)">#POINT_VEC3.RoutePointAltType</a></em>
<a id="#(POINT_VEC3).RoutePointAltType" >
<strong>POINT_VEC3.RoutePointAltType</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(POINT_VEC3.RoutePointType)">#POINT_VEC3.RoutePointType</a></em>
<a id="#(POINT_VEC3).RoutePointType" >
<strong>POINT_VEC3.RoutePointType</strong>
</a>
</dt>
<dd>
</dd>
@ -745,6 +979,63 @@ The z coordinate of the Vec3 point, pointing to the Right.</p>
</dd>
</dl>
<h2><a id="#(POINT_VEC3.RoutePointAction)" >Type <code>POINT_VEC3.RoutePointAction</code></a></h2>
<p>RoutePoint Actions</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(POINT_VEC3.RoutePointAction).TurningPoint" >
<strong>POINT_VEC3.RoutePointAction.TurningPoint</strong>
</a>
</dt>
<dd>
<p>"Turning Point"</p>
</dd>
</dl>
<h2><a id="#(POINT_VEC3.RoutePointAltType)" >Type <code>POINT_VEC3.RoutePointAltType</code></a></h2>
<p>RoutePoint AltTypes</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(POINT_VEC3.RoutePointAltType).BARO" >
<strong>POINT_VEC3.RoutePointAltType.BARO</strong>
</a>
</dt>
<dd>
<p>"BARO"</p>
</dd>
</dl>
<h2><a id="#(POINT_VEC3.RoutePointType)" >Type <code>POINT_VEC3.RoutePointType</code></a></h2>
<p>RoutePoint Types</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(POINT_VEC3.RoutePointType).TurningPoint" >
<strong>POINT_VEC3.RoutePointType.TurningPoint</strong>
</a>
</dt>
<dd>
<p>"Turning Point"</p>
</dd>
</dl>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li>ROUTETASK</li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li>STAGE</li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -87,7 +88,7 @@
<li><a href="Scheduler.html##(SCHEDULER).New">Scheduler#SCHEDULER.New</a>: Setup a new scheduler and start it with the specified parameters.</li>
</ul>
<h2>SCHEDULER timer stop and start</h2>
<h2>1.2) SCHEDULER timer stop and start</h2>
<p>The SCHEDULER can be stopped and restarted with the following methods:</p>
<ul>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -89,7 +90,7 @@ The default <strong>"time interval"</strong> is after 0.001 seconds.</p>
<h2>1.1) Add or remove objects from the SET</h2>
<p>Some key core functions are <a href="Set.html##(SET_BASE).Add">Set#SET_BASE.Add</a> and <a href="Set.html##(SET_BASE).Remove">Set#SET_BASE.Remove</a> to add or remove objects from the SET in your logic.</p>
<h2>1.2) Define the SET iterator <strong>"yield interval"</strong> and the <strong>"time interval"</strong>.</h2>
<h2>1.2) Define the SET iterator <strong>"yield interval"</strong> and the <strong>"time interval"</strong></h2>
<p>Modify the iterator intervals with the <a href="Set.html##(SET_BASE).SetInteratorIntervals">Set#SET_BASE.SetInteratorIntervals</a> method.
You can set the <strong>"yield interval"</strong>, and the <strong>"time interval"</strong>. (See above).</p>
@ -218,6 +219,8 @@ The following iterator methods are currently available within the SET</em>UNIT:<
<li><a href="##(SET_UNIT).ForEachUnitNotInZone">SET_UNIT.ForEachUnitNotInZone</a>: Iterate and call an iterator function for each <strong>alive</strong> UNIT presence not in a <a href="Zone.html">Zone</a>, providing the UNIT and optional parameters to the called function.</li>
</ul>
<hr/>
<h1>4) <a href="Set.html##(SET_CLIENT)">Set#SET_CLIENT</a> class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
<p>Mission designers can use the <a href="Set.html##(SET_CLIENT)">Set#SET_CLIENT</a> class to build sets of units belonging to certain:</p>
@ -273,11 +276,60 @@ The following iterator methods are currently available within the SET</em>CLIENT
<li><a href="##(SET_CLIENT).ForEachClient">SET_CLIENT.ForEachClient</a>: Calls a function for each alive client it finds within the SET_CLIENT.</li>
</ul>
<hr/>
<h1>5) <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a> class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
<p>Mission designers can use the <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a> class to build sets of airbases optionally belonging to certain:</p>
<ul>
<li>Coalitions</li>
</ul>
<h2>5.1) SET_AIRBASE construction</h2>
<p>Create a new SET_AIRBASE object with the <a href="##(SET_AIRBASE).New">SET_AIRBASE.New</a> method:</p>
<ul>
<li><a href="##(SET_AIRBASE).New">SET_AIRBASE.New</a>: Creates a new SET_AIRBASE object.</li>
</ul>
<h2>5.2) Add or Remove AIRBASEs from SET_AIRBASE </h2>
<p>AIRBASEs can be added and removed using the <a href="Set.html##(SET_AIRBASE).AddAirbasesByName">Set#SET_AIRBASE.AddAirbasesByName</a> and <a href="Set.html##(SET_AIRBASE).RemoveAirbasesByName">Set#SET_AIRBASE.RemoveAirbasesByName</a> respectively.
These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.</p>
<h2>5.3) SET_AIRBASE filter criteria </h2>
<p>You can set filter criteria to define the set of clients within the SET_AIRBASE.
Filter criteria are defined by:</p>
<ul>
<li><a href="##(SET_AIRBASE).FilterCoalitions">SET_AIRBASE.FilterCoalitions</a>: Builds the SET_AIRBASE with the airbases belonging to the coalition(s).</li>
</ul>
<p>Once the filter criteria have been set for the SET_AIRBASE, you can start filtering using:</p>
<ul>
<li><a href="##(SET_AIRBASE).FilterStart">SET_AIRBASE.FilterStart</a>: Starts the filtering of the airbases within the SET_AIRBASE.</li>
</ul>
<h2>5.4) SET_AIRBASE iterators:</h2>
<p>Once the filters have been defined and the SET<em>AIRBASE has been built, you can iterate the SET</em>AIRBASE with the available iterator methods.
The iterator methods will walk the SET<em>AIRBASE set, and call for each airbase within the set a function that you provide.
The following iterator methods are currently available within the SET</em>AIRBASE:</p>
<ul>
<li><a href="##(SET_AIRBASE).ForEachAirbase">SET_AIRBASE.ForEachAirbase</a>: Calls a function for each airbase it finds within the SET_AIRBASE.</li>
</ul>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#SET_AIRBASE">SET_AIRBASE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#SET_BASE">SET_BASE</a></td>
<td class="summary">
@ -303,6 +355,106 @@ The following iterator methods are currently available within the SET</em>CLIENT
</td>
</tr>
</table>
<h2><a id="#(SET_AIRBASE)">Type <code>SET_AIRBASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).AddAirbasesByName">SET_AIRBASE:AddAirbasesByName(AddAirbaseNames)</a></td>
<td class="summary">
<p>Add AIRBASEs to SET_AIRBASE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).AddInDatabase">SET_AIRBASE:AddInDatabase(Event)</a></td>
<td class="summary">
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).Airbases">SET_AIRBASE.Airbases</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).ClassName">SET_AIRBASE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).Filter">SET_AIRBASE.Filter</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FilterCategories">SET_AIRBASE:FilterCategories(Categories)</a></td>
<td class="summary">
<p>Builds a set of airbases out of categories.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FilterCoalitions">SET_AIRBASE:FilterCoalitions(Coalitions)</a></td>
<td class="summary">
<p>Builds a set of airbases of coalitions.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FilterMeta">SET_AIRBASE.FilterMeta</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FilterStart">SET_AIRBASE:FilterStart()</a></td>
<td class="summary">
<p>Starts the filtering.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FindAirbase">SET_AIRBASE:FindAirbase(AirbaseName)</a></td>
<td class="summary">
<p>Finds a Airbase based on the Airbase Name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FindInDatabase">SET_AIRBASE:FindInDatabase(Event)</a></td>
<td class="summary">
<p>Handles the Database to check on any event that Object exists in the Database.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FindNearestAirbaseFromPointVec2">SET_AIRBASE:FindNearestAirbaseFromPointVec2(PointVec2)</a></td>
<td class="summary">
<p>Iterate the SET_AIRBASE while identifying the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).ForEachAirbase">SET_AIRBASE:ForEachAirbase(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).IsIncludeObject">SET_AIRBASE:IsIncludeObject(MAirbase)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).New">SET_AIRBASE:New()</a></td>
<td class="summary">
<p>Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).RemoveAirbasesByName">SET_AIRBASE:RemoveAirbasesByName(RemoveAirbaseNames)</a></td>
<td class="summary">
<p>Remove AIRBASEs from SET_AIRBASE.</p>
</td>
</tr>
</table>
<h2><a id="#(SET_BASE)">Type <code>SET_BASE</code></a></h2>
<table class="function_list">
<tr>
@ -315,6 +467,12 @@ The following iterator methods are currently available within the SET</em>CLIENT
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).ClassName">SET_BASE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).FindNearestObjectFromPointVec2">SET_BASE:FindNearestObjectFromPointVec2(PointVec2)</a></td>
<td class="summary">
<p>Iterate the SET_BASE while identifying the nearest object from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
</td>
</tr>
<tr>
@ -486,7 +644,7 @@ The following iterator methods are currently available within the SET</em>CLIENT
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CLIENT).ForEachClient">SET_CLIENT:ForEachClient(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Interate the SET_CLIENT and call an interator function for each <strong>alive</strong> CLIENT, providing the CLIENT and optional parameters.</p>
<p>Iterate the SET_CLIENT and call an interator function for each <strong>alive</strong> CLIENT, providing the CLIENT and optional parameters.</p>
</td>
</tr>
<tr>
@ -722,7 +880,7 @@ The following iterator methods are currently available within the SET</em>CLIENT
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).ForEachUnit">SET_UNIT:ForEachUnit(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Interate the SET_UNIT and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
<p>Iterate the SET_UNIT and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
</td>
</tr>
<tr>
@ -767,6 +925,20 @@ The following iterator methods are currently available within the SET</em>CLIENT
<dl class="function">
<dt>
<em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a></em>
<a id="SET_AIRBASE" >
<strong>SET_AIRBASE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(SET_BASE)">#SET_BASE</a></em>
<a id="SET_BASE" >
<strong>SET_BASE</strong>
@ -822,6 +994,411 @@ The following iterator methods are currently available within the SET</em>CLIENT
</dl>
<h2><a id="#(Set)" >Type <code>Set</code></a></h2>
<h2><a id="#(SET_AIRBASE)" >Type <code>SET_AIRBASE</code></a></h2>
<p>SET_AIRBASE class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).AddAirbasesByName" >
<strong>SET_AIRBASE:AddAirbasesByName(AddAirbaseNames)</strong>
</a>
</dt>
<dd>
<p>Add AIRBASEs to SET_AIRBASE.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string AddAirbaseNames </em></code>:
A single name or an array of AIRBASE names.</p>
</li>
</ul>
<h3>Return value</h3>
<p>self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).AddInDatabase" >
<strong>SET_AIRBASE:AddInDatabase(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
<p>This is required, because sometimes the <em>DATABASE birth event gets called later than the SET</em>BASE birth event!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the AIRBASE</p>
</li>
<li>
<p><em>#table:</em>
The AIRBASE</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SET_AIRBASE).Airbases" >
<strong>SET_AIRBASE.Airbases</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(SET_AIRBASE).ClassName" >
<strong>SET_AIRBASE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SET_AIRBASE).Filter" >
<strong>SET_AIRBASE.Filter</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).FilterCategories" >
<strong>SET_AIRBASE:FilterCategories(Categories)</strong>
</a>
</dt>
<dd>
<p>Builds a set of airbases out of categories.</p>
<p>Possible current categories are plane, helicopter, ground, ship.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Categories </em></code>:
Can take the following values: "airdrome", "helipad", "ship".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).FilterCoalitions" >
<strong>SET_AIRBASE:FilterCoalitions(Coalitions)</strong>
</a>
</dt>
<dd>
<p>Builds a set of airbases of coalitions.</p>
<p>Possible current coalitions are red, blue and neutral.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Coalitions </em></code>:
Can take the following values: "red", "blue", "neutral".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SET_AIRBASE).FilterMeta" >
<strong>SET_AIRBASE.FilterMeta</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).FilterStart" >
<strong>SET_AIRBASE:FilterStart()</strong>
</a>
</dt>
<dd>
<p>Starts the filtering.</p>
<h3>Return value</h3>
<p><em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).FindAirbase" >
<strong>SET_AIRBASE:FindAirbase(AirbaseName)</strong>
</a>
</dt>
<dd>
<p>Finds a Airbase based on the Airbase Name.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string AirbaseName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>:</em>
The found Airbase.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).FindInDatabase" >
<strong>SET_AIRBASE:FindInDatabase(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the Database to check on any event that Object exists in the Database.</p>
<p>This is required, because sometimes the <em>DATABASE event gets called later than the SET</em>BASE event or vise versa!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the AIRBASE</p>
</li>
<li>
<p><em>#table:</em>
The AIRBASE</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).FindNearestAirbaseFromPointVec2" >
<strong>SET_AIRBASE:FindNearestAirbaseFromPointVec2(PointVec2)</strong>
</a>
</dt>
<dd>
<p>Iterate the SET_AIRBASE while identifying the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> PointVec2 </em></code>:
A <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object from where to evaluate the closest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>:</em>
The closest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).ForEachAirbase" >
<strong>SET_AIRBASE:ForEachAirbase(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive AIRBASE in the SET_AIRBASE. The function needs to accept a AIRBASE parameter.</p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).IsIncludeObject" >
<strong>SET_AIRBASE:IsIncludeObject(MAirbase)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> MAirbase </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).New" >
<strong>SET_AIRBASE:New()</strong>
</a>
</dt>
<dd>
<p>Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories.</p>
<h3>Return value</h3>
<p><em><a href="##(SET_AIRBASE)">#SET_AIRBASE</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new SET_AIRBASE Object. The DatabaseSet will contain a reference to all Airbases.
DatabaseSet = SET_AIRBASE:New()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_AIRBASE).RemoveAirbasesByName" >
<strong>SET_AIRBASE:RemoveAirbasesByName(RemoveAirbaseNames)</strong>
</a>
</dt>
<dd>
<p>Remove AIRBASEs from SET_AIRBASE.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> RemoveAirbaseNames </em></code>:
A single name or an array of AIRBASE names.</p>
</li>
</ul>
<h3>Return value</h3>
<p>self</p>
</dd>
</dl>
<h2><a id="#(SET_BASE)" >Type <code>SET_BASE</code></a></h2>
<p>SET_BASE class</p>
@ -870,6 +1447,33 @@ The added BASE Object.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_BASE).FindNearestObjectFromPointVec2" >
<strong>SET_BASE:FindNearestObjectFromPointVec2(PointVec2)</strong>
</a>
</dt>
<dd>
<p>Iterate the SET_BASE while identifying the nearest object from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> PointVec2 </em></code>:
A <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object from where to evaluate the closest object in the set.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Base.html##(BASE)">Base#BASE</a>:</em>
The closest object.</p>
</dd>
</dl>
<dl class="function">
@ -1548,7 +2152,7 @@ The CLIENT</p>
</dt>
<dd>
<p>Interate the SET_CLIENT and call an interator function for each <strong>alive</strong> CLIENT, providing the CLIENT and optional parameters.</p>
<p>Iterate the SET_CLIENT and call an interator function for each <strong>alive</strong> CLIENT, providing the CLIENT and optional parameters.</p>
<h3>Parameters</h3>
<ul>
@ -2616,7 +3220,7 @@ The found Unit.</p>
</dt>
<dd>
<p>Interate the SET_UNIT and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
<p>Iterate the SET_UNIT and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
<h3>Parameters</h3>
<ul>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -269,6 +270,12 @@ If you want to obtain the complete <strong>3D position</strong> including ori
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetGroup">UNIT:GetGroup()</a></td>
<td class="summary">
<p>Returns the unit's group if it exist and nil otherwise.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(UNIT).GetHeading">UNIT:GetHeading()</a></td>
<td class="summary">
<p>Returns the DCS Unit heading.</p>
</td>
</tr>
<tr>
@ -974,6 +981,24 @@ The DCS Unit is not existing or alive. </p>
<dl class="function">
<dt>
<a id="#(UNIT).GetHeading" >
<strong>UNIT:GetHeading()</strong>
</a>
</dt>
<dd>
<p>Returns the DCS Unit heading.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The DCS Unit heading</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(UNIT).GetID" >
<strong>UNIT:GetID()</strong>
</a>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -200,6 +201,18 @@
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).ClassName">ZONE_BASE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE:GetBoundingSquare()</a></td>
<td class="summary">
<p>Get the bounding square the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE:GetRandomVec2()</a></td>
<td class="summary">
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
</td>
</tr>
<tr>
@ -230,6 +243,34 @@
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).ZoneName">ZONE_BASE.ZoneName</a></td>
<td class="summary">
<p>Name of the zone.</p>
</td>
</tr>
</table>
<h2><a id="#(ZONE_BASE.BoundingSquare)">Type <code>ZONE_BASE.BoundingSquare</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE.BoundingSquare).x1">ZONE_BASE.BoundingSquare.x1</a></td>
<td class="summary">
<p>The lower x coordinate (left down)</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE.BoundingSquare).x2">ZONE_BASE.BoundingSquare.x2</a></td>
<td class="summary">
<p>The higher x coordinate (right up)</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE.BoundingSquare).y1">ZONE_BASE.BoundingSquare.y1</a></td>
<td class="summary">
<p>The lower y coordinate (left down)</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE.BoundingSquare).y2">ZONE_BASE.BoundingSquare.y2</a></td>
<td class="summary">
<p>The higher y coordinate (right up)</p>
</td>
</tr>
</table>
@ -262,6 +303,18 @@
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).Flush">ZONE_POLYGON_BASE:Flush()</a></td>
<td class="summary">
<p>Flush polygon coordinates as a table in DCS.log.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetBoundingSquare">ZONE_POLYGON_BASE:GetBoundingSquare()</a></td>
<td class="summary">
<p>Get the bounding square the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetRandomVec2">ZONE_POLYGON_BASE:GetRandomVec2()</a></td>
<td class="summary">
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
</td>
</tr>
<tr>
@ -323,7 +376,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS:GetRandomPointVec2()</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS:GetRandomVec2()</a></td>
<td class="summary">
<p>Returns a random location within the zone.</p>
</td>
@ -564,6 +617,42 @@ The name of the zone as defined within the mission editor.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).GetBoundingSquare" >
<strong>ZONE_BASE:GetBoundingSquare()</strong>
</a>
</dt>
<dd>
<p>Get the bounding square the zone.</p>
<h3>Return value</h3>
<p><em><a href="##(ZONE_BASE.BoundingSquare)">#ZONE_BASE.BoundingSquare</a>:</em>
The bounding square.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).GetRandomVec2" >
<strong>ZONE_BASE:GetRandomVec2()</strong>
</a>
</dt>
<dd>
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
<h3>Return value</h3>
<p><em><a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>:</em>
The Vec2 coordinates.</p>
</dd>
</dl>
<dl class="function">
@ -681,6 +770,68 @@ The smoke color.</p>
<p>Name of the zone.</p>
</dd>
</dl>
<h2><a id="#(ZONE_BASE.BoundingSquare)" >Type <code>ZONE_BASE.BoundingSquare</code></a></h2>
<p>The ZONE_BASE.BoundingSquare</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a></em>
<a id="#(ZONE_BASE.BoundingSquare).x1" >
<strong>ZONE_BASE.BoundingSquare.x1</strong>
</a>
</dt>
<dd>
<p>The lower x coordinate (left down)</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a></em>
<a id="#(ZONE_BASE.BoundingSquare).x2" >
<strong>ZONE_BASE.BoundingSquare.x2</strong>
</a>
</dt>
<dd>
<p>The higher x coordinate (right up)</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a></em>
<a id="#(ZONE_BASE.BoundingSquare).y1" >
<strong>ZONE_BASE.BoundingSquare.y1</strong>
</a>
</dt>
<dd>
<p>The lower y coordinate (left down)</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="DCSTypes.html##(Distance)">DCSTypes#Distance</a></em>
<a id="#(ZONE_BASE.BoundingSquare).y2" >
<strong>ZONE_BASE.BoundingSquare.y2</strong>
</a>
</dt>
<dd>
<p>The higher y coordinate (right up)</p>
</dd>
</dl>
@ -780,6 +931,42 @@ self</p>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).GetBoundingSquare" >
<strong>ZONE_POLYGON_BASE:GetBoundingSquare()</strong>
</a>
</dt>
<dd>
<p>Get the bounding square the zone.</p>
<h3>Return value</h3>
<p><em><a href="##(ZONE_POLYGON_BASE.BoundingSquare)">#ZONE<em>POLYGON</em>BASE.BoundingSquare</a>:</em>
The bounding square.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).GetRandomVec2" >
<strong>ZONE_POLYGON_BASE:GetRandomVec2()</strong>
</a>
</dt>
<dd>
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
<h3>Return value</h3>
<p><em><a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>:</em>
The Vec2 coordinate.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).IsPointVec2InZone" >
<strong>ZONE_POLYGON_BASE:IsPointVec2InZone(PointVec2)</strong>
</a>
@ -882,6 +1069,8 @@ self</p>
</dd>
</dl>
<h2><a id="#(ZONE_POLYGON_BASE.BoundingSquare)" >Type <code>ZONE_POLYGON_BASE.BoundingSquare</code></a></h2>
<h2><a id="#(ZONE_POLYGON_BASE.ListVec2)" >Type <code>ZONE_POLYGON_BASE.ListVec2</code></a></h2>
<p>A points array.</p>
@ -1011,8 +1200,8 @@ The radius of the zone.</p>
<dl class="function">
<dt>
<a id="#(ZONE_RADIUS).GetRandomPointVec2" >
<strong>ZONE_RADIUS:GetRandomPointVec2()</strong>
<a id="#(ZONE_RADIUS).GetRandomVec2" >
<strong>ZONE_RADIUS:GetRandomVec2()</strong>
</a>
</dt>
<dd>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>
@ -82,14 +83,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="Airbase.html">Airbase</a></td>
<td class="summary">
<p>AIRBASE Class</p>
<h1><a href="AIRBASE.html">AIRBASE</a> class</h1>
<p>The <a href="AIRBASE.html">AIRBASE</a> class is a wrapper class to handle the DCS Airbase objects:</p>
<ul>
<li>Support all DCS Airbase APIs.</li>
</ul>
<p>This module contains the AIRBASE classes.</p>
</td>
</tr>
<tr>
@ -221,7 +215,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
<td class="summary">
<p>Manage the mission database.</p>
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
</td>
</tr>
<tr>
@ -269,7 +263,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
<td class="summary">
<p>Provides missile training functions.</p>
<p>This module contains the MISSILETRAINER class.</p>
</td>
</tr>
<tr>
@ -288,6 +282,12 @@
<td class="name" nowrap="nowrap"><a href="PICKUPTASK.html">PICKUPTASK</a></td>
<td class="summary">
<p>A PICKUPTASK orchestrates the loading of CARGO at a specific landing zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="PatrolZone.html">PatrolZone</a></td>
<td class="summary">
<p>This module contains the PATROLZONE class.</p>
</td>
</tr>
<tr>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>

View File

@ -52,6 +52,7 @@
<li><a href="Mission.html">Mission</a></li>
<li><a href="NOTASK.html">NOTASK</a></li>
<li><a href="PICKUPTASK.html">PICKUPTASK</a></li>
<li><a href="PatrolZone.html">PatrolZone</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="ROUTETASK.html">ROUTETASK</a></li>
<li><a href="STAGE.html">STAGE</a></li>