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#RANGE
* added 2 more SRS outputs
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@ -1849,7 +1849,12 @@ function RANGE:OnEventHit( EventData )
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-- Too close to the target.
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if _currentTarget.pastfoulline == false and _unit and _playername then
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local _d = _currentTarget.zone.foulline
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-- DONE - SRS output
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local text = string.format( "%s, Invalid hit!\nYou already passed foul line distance of %d m for target %s.", self:_myname( _unitName ), _d, targetname )
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if self.useSRS then
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local ttstext = string.format( "%s, Invalid hit! You already passed foul line distance of %d meters for target %s.", self:_myname( _unitName ), _d, targetname )
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self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
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end
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self:_DisplayMessageToGroup( _unit, text )
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self:T2( self.id .. text )
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_currentTarget.pastfoulline = true
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@ -2096,7 +2101,12 @@ function RANGE:OnEventShot( EventData )
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elseif insidezone then
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-- Send message.
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-- DONE SRS message
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local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 )
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if self.useSRS then
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local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 )
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self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
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end
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self:_DisplayMessageToGroup( _unit, _message, nil, false )
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if self.rangecontrol then
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@ -3188,23 +3198,6 @@ function RANGE:_CheckInZone( _unitName )
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local _sound = nil -- #RANGE.Soundfile
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--[[ --RangeBoss commented out in order to implement strafe quality based on accuracy percentage, not the number of rounds on target
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-- Judge this pass. Text is displayed on summary.
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if _result.hits >= _result.zone.goodPass*2 then
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_result.text = "EXCELLENT PASS"
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_sound=RANGE.Sound.RCExcellentPass
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elseif _result.hits >= _result.zone.goodPass then
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_result.text = "GOOD PASS"
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_sound=RANGE.Sound.RCGoodPass
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elseif _result.hits >= _result.zone.goodPass/2 then
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_result.text = "INEFFECTIVE PASS"
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_sound=RANGE.Sound.RCIneffectivePass
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else
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_result.text = "POOR PASS"
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_sound=RANGE.Sound.RCPoorPass
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end
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]]
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-- Calculate accuracy of run. Number of hits wrt number of rounds fired.
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local shots = _result.ammo - _ammo
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local accur = 0
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@ -3455,10 +3448,10 @@ function RANGE:_AddF10Commands( _unitName )
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local _StrPits = MENU_GROUP_COMMAND:New( group, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName ):Refresh()
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end
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else
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self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName )
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self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName or "N/A")
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end
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else
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self:E( self.id .. "Player unit does not exist in AddF10Menu() function. Unit name: " .. _unitName )
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self:E( self.id .. "Player unit does not exist in AddF10Menu() function. Unit name: " .. _unitName or "N/A")
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end
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end
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