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#CTLD - nobuildmenu option
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@ -713,8 +713,9 @@ do
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-- my_ctld.placeCratesAhead = false -- place crates straight ahead of the helicopter, in a random way. If true, crates are more neatly sorted.
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-- my_ctld.nobuildinloadzones = true -- forbid players to build stuff in LOAD zones if set to `true`
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-- my_ctld.movecratesbeforebuild = true -- crates must be moved once before they can be build. Set to false for direct builds.
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-- my_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects
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--
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-- my_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects.
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-- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you.
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--
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-- ## 2.1 User functions
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--
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-- ### 2.1.1 Adjust or add chopper unit-type capabilities
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@ -1180,7 +1181,7 @@ CTLD.UnitTypes = {
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["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12, cargoweightlimit = 400},
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["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8, length = 15, cargoweightlimit = 700},
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["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12, length = 15, cargoweightlimit = 3000},
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["Mi-8MT"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12, length = 15, cargoweightlimit = 3000},
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["Mi-8MT"] = {type="Mi-8MT", crates=true, troops=true, cratelimit = 2, trooplimit = 12, length = 15, cargoweightlimit = 3000},
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["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 15, cargoweightlimit = 0},
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["Ka-50_3"] = {type="Ka-50_3", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 15, cargoweightlimit = 0},
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["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
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@ -1194,7 +1195,7 @@ CTLD.UnitTypes = {
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--- CTLD class version.
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-- @field #string version
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CTLD.version="1.0.27"
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CTLD.version="1.0.28"
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--- Instantiate a new CTLD.
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-- @param #CTLD self
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@ -1306,6 +1307,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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self.Engineers = 0 -- #number use as counter
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self.EngineersInField = {} -- #table holds #CTLD_ENGINEERING objects
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self.EngineerSearch = 2000 -- #number search distance for crates to build or repair
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self.nobuildmenu = false -- enfore engineer build only?
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-- setup
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self.CrateDistance = 35 -- list/load crates in this radius
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@ -3402,8 +3404,12 @@ function CTLD:_RefreshF10Menus()
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end
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listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
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local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
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local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
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local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
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if not self.nobuildmenu then
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local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
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local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
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else
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unloadmenu:Refresh()
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end
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end
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if self:IsHercules(_unit) then
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local hoverpars = MENU_GROUP_COMMAND:New(_group,"Show flight parameters",topmenu, self._ShowFlightParams, self, _group, _unit):Refresh()
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