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SPOT
- Fixed bug in LaseOnCoordinate. - Minor stuff.
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@ -1617,7 +1617,7 @@ do -- AI_A2A_DISPATCHER
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--- Check if the Squadron is visible before startup of the dispatcher.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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-- @return #bool true if visible.
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-- @return #boolean true if visible.
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-- @usage
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--
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-- -- Set the Squadron visible before startup of dispatcher.
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@ -2733,7 +2733,7 @@ do -- AI_A2A_DISPATCHER
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end
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---
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--- Activate resource.
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded )
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@ -558,6 +558,10 @@ do -- SET_BASE
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--- Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
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-- @param #SET_BASE self
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-- @param #function IteratorFunction The function that will be called.
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-- @param #table arg Arguments of the IteratorFunction.
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-- @param #SET_BASE Set (Optional) The set to use. Default self:GetSet().
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-- @param #function Function (Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
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-- @param #table FunctionArguments (Optional) Function arguments.
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-- @return #SET_BASE self
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function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArguments )
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self:F3( arg )
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@ -571,7 +575,7 @@ do -- SET_BASE
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local Object = ObjectData
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self:T3( Object )
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if Function then
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if Function( unpack( FunctionArguments ), Object ) == true then
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if Function( unpack( FunctionArguments or {} ), Object ) == true then
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IteratorFunction( Object, unpack( arg ) )
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end
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else
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@ -285,11 +285,8 @@ do
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local RecceDcsUnit = self.Recce:GetDCSObject()
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local aimat=Coordinate
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aimat.y=aimat.y+1
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self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, aimat:GetVec3() )
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self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, aimat:GetVec3(), LaserCode )
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self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 1, z = 0 }, Coordinate:GetVec3() )
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self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 1, z = 0 }, Coordinate:GetVec3(), LaserCode )
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if Duration then
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self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
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@ -323,14 +320,14 @@ do
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self:__Lasing( -0.2 )
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elseif self.TargetCoord then
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local aimat=self.TargetCoord --Core.Point#COORDINATE
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aimat.y=aimat.y+1+math.random(-100,100)/100
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aimat.x=aimat.x+math.random(-100,100)/100
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-- Wiggle the IR spot a bit.
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local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
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local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
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self.SpotIR:setPoint(aimat:GetVec3())
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self.SpotLaser:setPoint(self.TargetCoord:GetVec3())
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self.SpotIR:setPoint(irvec3)
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self.SpotLaser:setPoint(lsvec3)
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self:__Lasing( -0.2 )
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self:__Lasing(-0.25)
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else
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self:F( { "Target is not alive", self.Target:IsAlive() } )
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end
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@ -1898,7 +1898,7 @@ do -- DETECTION_BASE
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--- Get the Detection Set.
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-- @param #DETECTION_BASE self
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-- @return Core.Set#SET_BASE
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-- @return #DETECTION_BASE self
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function DETECTION_BASE:GetDetectionSet()
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local DetectionSet = self.DetectionSet
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@ -4986,7 +4986,7 @@ function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition)
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end
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--- On after "AssetDead" event triggerd when an asset group died.
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--- On after "AssetDead" event triggered when an asset group died.
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-- @param #WAREHOUSE self
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-- @param #string From From state.
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-- @param #string Event Event.
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@ -12519,7 +12519,7 @@ end
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-- @param #number optdist Optimal distance in meters.
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-- @return #string Feedback message text.
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-- @return #string Debriefing text.
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-- @#AIRBOSS.RadioCall Distance radio call. Not implemented yet.
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-- @return #AIRBOSS.RadioCall Distance radio call. Not implemented yet.
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function AIRBOSS:_DistanceCheck(playerData, optdist)
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if optdist==nil then
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@ -12554,8 +12554,10 @@ function AIRBOSS:_DistanceCheck(playerData, optdist)
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hint=hint..string.format(" Optimal distance is %.1f NM.", UTILS.MetersToNM(optdist))
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elseif playerData.difficulty==AIRBOSS.Difficulty.NORMAL then
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-- We keep it short normally.
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hint=""
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elseif playerData.difficulty==AIRBOSS.Difficulty.HARD then
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-- No hint at all for the pros.
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hint=""
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end
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-- Debriefing text.
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