This commit is contained in:
FlightControl 2017-05-22 09:54:07 +02:00
parent 961658ee9a
commit 314032ba3d
7 changed files with 297 additions and 57 deletions

View File

@ -62,6 +62,7 @@ DATABASE = {
COUNTRY_ID = {}, COUNTRY_ID = {},
COUNTRY_NAME = {}, COUNTRY_NAME = {},
NavPoints = {}, NavPoints = {},
PLAYERSETTINGS = {},
} }
local _DATABASECoalition = local _DATABASECoalition =
@ -107,7 +108,7 @@ function DATABASE:New()
self:_RegisterGroupsAndUnits() self:_RegisterGroupsAndUnits()
self:_RegisterClients() self:_RegisterClients()
self:_RegisterStatics() self:_RegisterStatics()
self:_RegisterPlayers() --self:_RegisterPlayers()
self:_RegisterAirbases() self:_RegisterAirbases()
self.UNITS_Position = 0 self.UNITS_Position = 0
@ -115,19 +116,25 @@ function DATABASE:New()
--- @param #DATABASE self --- @param #DATABASE self
local function CheckPlayers( self ) local function CheckPlayers( self )
local UNITS_Count = #self.UNITS_Index local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
if UNITS_Count > 0 then for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
self.UNITS_Position = ( ( self.UNITS_Position <= UNITS_Count ) and self.UNITS_Position + 1 ) or 1 self:T( { "CoalitionData:", CoalitionData } )
local PlayerUnit = self.UNITS[self.UNITS_Index[self.UNITS_Position]] for UnitId, UnitData in pairs( CoalitionData ) do
if PlayerUnit then if UnitData and UnitData:isExist() then
local UnitName = PlayerUnit:GetName()
local PlayerName = PlayerUnit:GetPlayerName() local UnitName = UnitData:getName()
--self:E( { UNITS_Count, self.UNITS_Position, UnitName, PlayerName } ) local PlayerName = UnitData:getPlayerName()
local PlayerUnit = UNIT:Find( UnitData )
self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
if PlayerName and PlayerName ~= "" then if PlayerName and PlayerName ~= "" then
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
self:E( { "Add player for unit:", UnitName, PlayerName } ) self:E( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName ) self:AddPlayer( UnitName, PlayerName )
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit ) --_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( PlayerUnit )
end
end end
end end
end end
@ -135,7 +142,7 @@ function DATABASE:New()
end end
self:E( "Scheduling" ) self:E( "Scheduling" )
--local PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 2, 0.1 ) PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self return self
end end
@ -667,7 +674,7 @@ function DATABASE:_EventOnBirth( Event )
self:AddGroup( Event.IniDCSGroupName ) self:AddGroup( Event.IniDCSGroupName )
end end
end end
self:_EventOnPlayerEnterUnit( Event ) --self:_EventOnPlayerEnterUnit( Event )
end end
end end
@ -723,6 +730,8 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniUnit:GetPlayerName()
if self.PLAYERS[PlayerName] then if self.PLAYERS[PlayerName] then
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( PlayerName ) self:DeletePlayer( PlayerName )
end end
end end
@ -891,6 +900,29 @@ function DATABASE:OnEventDeleteCargo( EventData )
end end
--- Gets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
-- @return Core.Settings#SETTINGS
function DATABASE:GetPlayerSettings( PlayerName )
self:E({PlayerName})
return self.PLAYERSETTINGS[PlayerName]
end
--- Sets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
-- @param Core.Settings#SETTINGS Settings
-- @return Core.Settings#SETTINGS
function DATABASE:SetPlayerSettings( PlayerName, Settings )
self:E({PlayerName, Settings})
self.PLAYERSETTINGS[PlayerName] = Settings
end
--- @param #DATABASE self --- @param #DATABASE self
function DATABASE:_RegisterTemplates() function DATABASE:_RegisterTemplates()
self:F2() self:F2()

View File

@ -799,21 +799,28 @@ do -- COORDINATE
self:E( { Controllable = Controllable } ) self:E( { Controllable = Controllable } )
local Settings = Settings or _SETTINGS local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
local IsAir = Controllable and Controllable:IsAirPlane() or false local IsAir = Controllable and Controllable:IsAirPlane() or false
if IsAir then if IsAir then
if Settings:IsA2A_BRA() then
local Coordinate = Controllable:GetCoordinate() local Coordinate = Controllable:GetCoordinate()
Coordinate:SetModeA2A() Coordinate:SetModeA2A()
if Settings:IsA2A_BRA() then
return self:ToStringBRAA( Coordinate, Settings ) return self:ToStringBRAA( Coordinate, Settings )
end end
if Settings:IsA2A_BULLS() then if Settings:IsA2A_BULLS() then
local Coordinate = Controllable:GetCoordinate()
Coordinate:SetModeA2A()
return self:ToStringBULLS( Coordinate, Settings ) return self:ToStringBULLS( Coordinate, Settings )
end end
else else
if Settings:IsA2G_BRA() then
local Coordinate = Controllable:GetCoordinate()
Coordinate:SetModeA2A()
return Controllable and self:ToStringBRAA( Coordinate, Settings ) or self:ToStringMGRS( Settings )
end
if Settings:IsA2G_LL() then if Settings:IsA2G_LL() then
return self:ToStringLL( Settings ) return self:ToStringLL( Settings )
end end

View File

@ -42,12 +42,6 @@
-- @field #SETTINGS -- @field #SETTINGS
SETTINGS = { SETTINGS = {
ClassName = "SETTINGS", ClassName = "SETTINGS",
LL_Accuracy = 2,
LL_DMS = true,
MGRS_Accuracy = 5,
A2GSystem = "MGRS",
A2ASystem = "BRA",
} }
@ -57,15 +51,25 @@ do -- SETTINGS
--- SETTINGS constructor. --- SETTINGS constructor.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #SETTINGS -- @return #SETTINGS
function SETTINGS:New() function SETTINGS:Set( PlayerName )
if PlayerName == nil then
local self = BASE:Inherit( self, BASE:New() ) -- #SETTINGS local self = BASE:Inherit( self, BASE:New() ) -- #SETTINGS
self:SetMetric() -- Defaults self:SetMetric() -- Defaults
self:SetA2G_MGRS() -- Defaults self:SetA2G_MGRS() -- Defaults
self:SetA2A_BRA() -- Defaults self:SetA2A_BRA() -- Defaults
self:SetLL_Accuracy( 2 ) -- Defaults
self:SetLL_DMS( true ) -- Defaults
self:SetMGRS_Accuracy( 5 ) -- Defaults
return self return self
else
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
if not Settings then
Settings = BASE:Inherit( self, BASE:New() ) -- #SETTINGS
_DATABASE:SetPlayerSettings( PlayerName, Settings )
end
return Settings
end
end end
@ -95,6 +99,54 @@ do -- SETTINGS
return self.Metric == false return self.Metric == false
end end
--- Sets the SETTINGS LL accuracy.
-- @param #SETTINGS self
-- @param #number LL_Accuracy
-- @return #SETTINGS
function SETTINGS:SetLL_Accuracy( LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
end
--- Gets the SETTINGS LL accuracy.
-- @param #SETTINGS self
-- @return #number
function SETTINGS:GetLL_Accuracy()
return self.LL_Accuracy or _SETTINGS:GetLL_Accuracy()
end
--- Sets the SETTINGS LL DMS.
-- @param #SETTINGS self
-- @param #number LL_DMS
-- @return #SETTINGS
function SETTINGS:SetLL_DMS( LL_DMS )
self.LL_DMS = LL_DMS
end
--- Gets the SETTINGS LL DMS.
-- @param #SETTINGS self
-- @return #number
function SETTINGS:GetLL_DMS()
return self.LL_DMS or _SETTINGS:GetLL_DMS()
end
--- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @param #number MGRS_Accuracy
-- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
end
--- Gets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @return #number
function SETTINGS:GetMGRS_Accuracy()
return self.MGRS_Accuracy or _SETTINGS:GetMGRS_Accuracy()
end
--- Sets A2G LL --- Sets A2G LL
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #SETTINGS -- @return #SETTINGS
@ -106,7 +158,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL -- @return #boolean true if LL
function SETTINGS:IsA2G_LL() function SETTINGS:IsA2G_LL()
return self.A2GSystem == "LL" return ( self.A2GSystem and self.A2GSystem == "LL" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL() )
end end
--- Sets A2G MGRS --- Sets A2G MGRS
@ -120,7 +172,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if MGRS -- @return #boolean true if MGRS
function SETTINGS:IsA2G_MGRS() function SETTINGS:IsA2G_MGRS()
return self.A2GSystem == "MGRS" return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() )
end end
--- Sets A2G BRA --- Sets A2G BRA
@ -134,7 +186,8 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BRA -- @return #boolean true if BRA
function SETTINGS:IsA2G_BRA() function SETTINGS:IsA2G_BRA()
return self.A2GSystem == "BRA" self:E( { BRA = ( self.A2GSystem and self.A2GSystem == "BRA" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BRA() ) } )
return ( self.A2GSystem and self.A2GSystem == "BRA" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BRA() )
end end
--- Sets A2A BRA --- Sets A2A BRA
@ -148,7 +201,8 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BRA -- @return #boolean true if BRA
function SETTINGS:IsA2A_BRA() function SETTINGS:IsA2A_BRA()
return self.A2ASystem == "BRA" self:E( { BRA = ( self.A2ASystem and self.A2ASystem == "BRA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRA() ) } )
return ( self.A2ASystem and self.A2ASystem == "BRA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRA() )
end end
--- Sets A2A BULLS --- Sets A2A BULLS
@ -162,21 +216,24 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BULLS -- @return #boolean true if BULLS
function SETTINGS:IsA2A_BULLS() function SETTINGS:IsA2A_BULLS()
return self.A2ASystem == "BULLS" return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
-- @return #SETTINGS -- @return #SETTINGS
function SETTINGS:SettingsMenu( RootMenu ) function SETTINGS:SystemSettingsMenu( RootMenu, MenuText )
if self.SystemMenu then MenuText = MenuText or "System Settings"
self.SystemMenu:Remove()
self.SystemMenu = nil self.SettingsMenu = MENU_MISSION:New( MenuText, RootMenu )
if self.DefaultMenu then
self.DefaultMenu:Remove()
self.DefaultMenu = nil
end end
self.DefaultMenu = MENU_MISSION:New( "Default Settings", self.SettingsMenu )
self.SystemMenu = MENU_MISSION:New( "Settings" ) local A2GCoordinateMenu = MENU_MISSION:New( "A2G Coordinate System", self.DefaultMenu )
local A2GCoordinateMenu = MENU_MISSION:New( "A2G Coordinate System", self.SystemMenu )
if self:IsA2G_LL() then if self:IsA2G_LL() then
MENU_MISSION_COMMAND:New( "Activate BRA", A2GCoordinateMenu, self.A2GMenuSystem, self, "BRA" ) MENU_MISSION_COMMAND:New( "Activate BRA", A2GCoordinateMenu, self.A2GMenuSystem, self, "BRA" )
@ -203,7 +260,7 @@ do -- SETTINGS
MENU_MISSION_COMMAND:New( "Activate LL", A2GCoordinateMenu, self.A2GMenuSystem, self, "LL" ) MENU_MISSION_COMMAND:New( "Activate LL", A2GCoordinateMenu, self.A2GMenuSystem, self, "LL" )
end end
local A2ACoordinateMenu = MENU_MISSION:New( "A2A Coordinate System", self.SystemMenu ) local A2ACoordinateMenu = MENU_MISSION:New( "A2A Coordinate System", self.DefaultMenu )
if self:IsA2A_BULLS() then if self:IsA2A_BULLS() then
MENU_MISSION_COMMAND:New( "Activate BRA", A2ACoordinateMenu, self.A2AMenuSystem, self, "BRA" ) MENU_MISSION_COMMAND:New( "Activate BRA", A2ACoordinateMenu, self.A2AMenuSystem, self, "BRA" )
@ -216,33 +273,151 @@ do -- SETTINGS
return self return self
end end
--- @param #SETTINGS self
-- @param RootMenu
-- @param Wrapper.Client#CLIENT PlayerUnit
-- @param #string MenuText
-- @return #SETTINGS
function SETTINGS:SetPlayerMenu( PlayerUnit )
local MenuText = "Player Settings"
self.MenuText = MenuText
local SettingsMenu = _SETTINGS.SettingsMenu
local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName()
local PlayerNames = PlayerGroup:GetPlayerNames()
local GroupMenu = MENU_GROUP:New( PlayerGroup, MenuText, SettingsMenu )
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"', GroupMenu )
self.PlayerMenu = PlayerMenu
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2G Coordinate System", PlayerMenu )
if self:IsA2G_LL() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate BRA", A2GCoordinateMenu, self.GroupA2GMenu, self, PlayerUnit, PlayerGroup, PlayerName, "BRA" )
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate MGRS", A2GCoordinateMenu, self.GroupA2GMenu, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL Accuracy 1", A2GCoordinateMenu, self.GroupLL_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL Accuracy 2", A2GCoordinateMenu, self.GroupLL_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL Accuracy 3", A2GCoordinateMenu, self.GroupLL_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL Decimal On", A2GCoordinateMenu, self.GroupLL_DMSMenu, self, PlayerUnit, PlayerGroup, PlayerName, true )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL Decimal Off", A2GCoordinateMenu, self.GroupLL_DMSMenu, self, PlayerUnit, PlayerGroup, PlayerName, false )
end
if self:IsA2G_MGRS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate BRA", A2GCoordinateMenu, self.GroupA2GMenu, self, PlayerUnit, PlayerGroup, PlayerName, "BRA" )
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate LL", A2GCoordinateMenu, self.GroupA2GMenu, self, PlayerUnit, PlayerGroup, PlayerName, "LL" )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.GroupMGRS_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.GroupMGRS_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 3", A2GCoordinateMenu, self.GroupMGRS_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 4", A2GCoordinateMenu, self.GroupMGRS_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.GroupMGRS_AccuracyMenu, self, PlayerUnit, PlayerGroup, PlayerName, 5 )
end
if self:IsA2G_BRA() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate MGRS", A2GCoordinateMenu, self.GroupA2GMenu, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate LL", A2GCoordinateMenu, self.GroupA2GMenu, self, PlayerUnit, PlayerGroup, PlayerName, "LL" )
end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2A Coordinate System", PlayerMenu )
if self:IsA2A_BULLS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate BRA", A2ACoordinateMenu, self.GroupA2AMenu, self, PlayerUnit, PlayerGroup, PlayerName, "BRA" )
end
if self:IsA2A_BRA() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Activate BULLS", A2ACoordinateMenu, self.GroupA2AMenu, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end
return self
end
--- @param #SETTINGS self
-- @param RootMenu
-- @param Wrapper.Client#CLIENT PlayerUnit
-- @return #SETTINGS
function SETTINGS:RemovePlayerMenu( PlayerUnit )
if self.PlayerMenu then
self.PlayerMenu:Remove()
end
return self
end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( A2GSystem ) function SETTINGS:A2GMenuSystem( A2GSystem )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
self:SettingsMenu() self:SystemSettingsMenu()
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( A2ASystem ) function SETTINGS:A2AMenuSystem( A2ASystem )
self.A2ASystem = A2ASystem self.A2ASystem = A2ASystem
self:SettingsMenu() self:SystemSettingsMenu()
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuLL_Accuracy( LL_Accuracy ) function SETTINGS:MenuLL_Accuracy( LL_Accuracy )
self.LL_Accuracy = LL_Accuracy self.LL_Accuracy = LL_Accuracy
self:SettingsMenu() self:SystemSettingsMenu()
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuLL_DMS( LL_DMS ) function SETTINGS:MenuLL_DMS( LL_DMS )
self.LL_DMS = LL_DMS self.LL_DMS = LL_DMS
self:SettingsMenu() self:SystemSettingsMenu()
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MGRS_Accuracy ) function SETTINGS:MenuMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
self:SettingsMenu() self:SystemSettingsMenu()
end
do
--- @param #SETTINGS self
function SETTINGS:GroupA2GMenu( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format("Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:GroupA2AMenu( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format("Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:GroupLL_AccuracyMenu( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format("Settings: A2G LL format accuracy set to %d for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:GroupLL_DMSMenu( PlayerUnit, PlayerGroup, PlayerName, LL_DMS )
self.LL_DMS = LL_DMS
MESSAGE:New( string.format("Settings: A2G LL format mode set to %s for player %s.", LL_DMS and "DMS" or "HMS", PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:GroupMGRS_AccuracyMenu( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format("Settings: A2G MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
end end
end end

View File

@ -125,6 +125,32 @@
-- --
-- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission. -- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission.
-- --
-- ### **IMPORTANT!!!*
-- In order to allow DCS world to write CSV files, you need to adapt a configuration file in your DCS world installation **on the server**.
-- For this, browse to the **missionscripting.lua** file in your DCS world installation folder.
-- For me, this installation folder is in _D:\\Program Files\\Eagle Dynamics\\DCS World\Scripts_.
--
-- Edit a few code lines in the MissionScripting.lua file. Comment out the lines **os**, **io** and **lfs**:
--
-- do
-- --sanitizeModule('os')
-- --sanitizeModule('io')
-- --sanitizeModule('lfs')
-- require = nil
-- loadlib = nil
-- end
--
-- When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location.
-- Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!
--
-- --Sanitize Mission Scripting environment
-- --This makes unavailable some unsecure functions.
-- --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
-- --You can remove the code below and make availble these functions at your own risk.
--
-- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
-- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements.
--
-- ## 1.9) Configure messages. -- ## 1.9) Configure messages.
-- --
-- When players hit or destroy targets, messages are sent. -- When players hit or destroy targets, messages are sent.

View File

@ -9,5 +9,5 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes. --- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Database#DATABASE _DATABASE = DATABASE:New() -- Database#DATABASE
_SETTINGS = SETTINGS:New() _SETTINGS = SETTINGS:Set()
_SETTINGS:SettingsMenu(nil) _SETTINGS:SystemSettingsMenu( nil )

View File

@ -122,6 +122,8 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled! local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup ) Mission:JoinUnit( PlayerUnit, PlayerGroup )
end end
self:SetMenu()
_DATABASE:PlayerSettingsMenu( PlayerUnit )
end end
end end

View File

@ -265,8 +265,6 @@ function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
end end
end end
self:GetCommandCenter():SetMenu()
return PlayerUnitAdded return PlayerUnitAdded
end end