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https://github.com/FlightControl-Master/MOOSE.git
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Added CARGO_SLINGLOAD
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parent
c60dda2545
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@ -123,13 +123,13 @@ do -- CARGO_CRATE
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end
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--- Check if the cargo can be Boarded.
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-- @param #CARGO self
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function CARGO:CanBoard()
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-- @param #CARGO_CRATE self
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function CARGO_CRATE:CanBoard()
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return false
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end
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--- Check if the cargo can be Unboarded.
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-- @param #CARGO self
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-- @param #CARGO_CRATE self
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function CARGO_CRATE:CanUnboard()
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return false
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end
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@ -173,6 +173,7 @@ do -- CARGO_CRATE
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end
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--- Check if Cargo is near to the Carrier.
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-- The Cargo is near to the Carrier within NearRadius.
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-- @param #CARGO_CRATE self
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@ -186,6 +187,7 @@ do -- CARGO_CRATE
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return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
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end
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--- Check if CargoGroup is in the ReportRadius for the Cargo to be Loaded.
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-- @param #CARGO_CRATE self
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-- @param Core.Point#Coordinate Coordinate
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179
Moose Development/Moose/Cargo/CargoSlingload.lua
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179
Moose Development/Moose/Cargo/CargoSlingload.lua
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@ -0,0 +1,179 @@
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--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
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--
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-- ===
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--
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-- 
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--
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-- ===
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--
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-- ### [Demo Missions]()
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--
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-- ### [YouTube Playlist]()
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module CargoCrate
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do -- CARGO_SLINGLOAD
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--- Models the behaviour of cargo crates, which can only be slingloaded.
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-- @type CARGO_SLINGLOAD
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-- @extends #CARGO_REPRESENTABLE
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--- # CARGO\_CRATE class, extends @{#CARGO_REPRESENTABLE}
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--
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-- The CARGO\_CRATE class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
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--
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-- ===
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--
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-- @field #CARGO_SLINGLOAD
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CARGO_SLINGLOAD = {
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ClassName = "CARGO_SLINGLOAD"
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}
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--- CARGO_SLINGLOAD Constructor.
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-- @param #CARGO_SLINGLOAD self
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-- @param Wrapper.Static#STATIC CargoStatic
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-- @param #string Type
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-- @param #string Name
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-- @param #number ReportRadius (optional)
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-- @param #number NearRadius (optional)
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-- @return #CARGO_SLINGLOAD
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function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, ReportRadius, NearRadius )
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local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, ReportRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
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self:F( { Type, Name, NearRadius } )
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self.CargoObject = CargoStatic
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self:T( self.ClassName )
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-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
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_EVENTDISPATCHER:CreateEventNewCargo( self )
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self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
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self:SetEventPriority( 4 )
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return self
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end
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--- Check if the cargo can be Boarded.
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-- @param #CARGO_SLINGLOAD self
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function CARGO_SLINGLOAD:CanBoard()
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return false
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end
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--- Check if the cargo can be Unboarded.
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-- @param #CARGO_SLINGLOAD self
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function CARGO_SLINGLOAD:CanUnboard()
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return false
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end
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--- Check if the cargo can be Loaded.
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-- @param #CARGO_SLINGLOAD self
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function CARGO_SLINGLOAD:CanLoad()
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return false
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end
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--- Check if the cargo can be Unloaded.
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-- @param #CARGO_SLINGLOAD self
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function CARGO_SLINGLOAD:CanUnload()
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return false
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end
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--- Get the current Coordinate of the CargoGroup.
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-- @param #CARGO_SLINGLOAD self
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-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
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-- @return #nil There is no valid Cargo in the CargoGroup.
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function CARGO_SLINGLOAD:GetCoordinate()
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self:F()
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return self.CargoObject:GetCoordinate()
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end
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--- Check if the CargoGroup is alive.
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-- @param #CARGO_SLINGLOAD self
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-- @return #boolean true if the CargoGroup is alive.
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-- @return #boolean false if the CargoGroup is dead.
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function CARGO_SLINGLOAD:IsAlive()
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local Alive = true
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-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
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-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
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if self:IsLoaded() then
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Alive = Alive == true and self.CargoCarrier:IsAlive()
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else
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Alive = Alive == true and self.CargoObject:IsAlive()
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end
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return Alive
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end
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--- Route Cargo to Coordinate and randomize locations.
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-- @param #CARGO_SLINGLOAD self
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-- @param Core.Point#COORDINATE Coordinate
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function CARGO_SLINGLOAD:RouteTo( Coordinate )
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self:F( {Coordinate = Coordinate } )
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end
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--- Check if Cargo is near to the Carrier.
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-- The Cargo is near to the Carrier within NearRadius.
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-- @param #CARGO_SLINGLOAD self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @param #number NearRadius
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-- @return #boolean The Cargo is near to the Carrier.
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-- @return #nil The Cargo is not near to the Carrier.
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function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
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self:F( {NearRadius = NearRadius } )
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return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
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end
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--- Check if CargoGroup is in the ReportRadius for the Cargo to be Loaded.
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-- @param #CARGO_SLINGLOAD self
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-- @param Core.Point#Coordinate Coordinate
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-- @return #boolean true if the CargoGroup is within the reporting radius.
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function CARGO_SLINGLOAD:IsInRadius( Coordinate )
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self:F( { Coordinate } )
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local Distance = 0
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if self:IsLoaded() then
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Distance = Coordinate:DistanceFromPointVec2( self.CargoCarrier:GetPointVec2() )
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else
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Distance = Coordinate:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
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end
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self:T( Distance )
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if Distance <= self.ReportRadius then
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return true
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else
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return false
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end
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end
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--- Respawn the CargoGroup.
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-- @param #CARGO_SLINGLOAD self
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function CARGO_SLINGLOAD:Respawn()
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self:F( { "Respawning" } )
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self:SetDeployed( false )
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self:SetStartState( "UnLoaded" )
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end
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end
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@ -553,10 +553,7 @@ end
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--- @param #DATABASE self
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function DATABASE:GetStaticUnitTemplate( StaticName )
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local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
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StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
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StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
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StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
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return StaticTemplate
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return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
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end
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@ -81,14 +81,16 @@ SPAWNSTATIC = {
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID ) --R2.1
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTemplatePrefix } )
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local TemplateStatic = STATIC:FindByName( SpawnTemplatePrefix )
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local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticUnitTemplate( SpawnTemplatePrefix )
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if TemplateStatic then
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self.SpawnTemplatePrefix = SpawnTemplatePrefix
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self.CountryID = CountryID
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self.CountryID = SpawnCountryID or CountryID
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self.CategoryID = CategoryID
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self.CoalitionID = CoalitionID
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self.SpawnIndex = 0
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else
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error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
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@ -124,10 +126,13 @@ end
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function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
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self:F( { Heading, NewName } )
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local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
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local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
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if StaticTemplate then
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local CountryID = self.CountryID
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local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
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StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
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StaticTemplate.heading = ( Heading / 180 ) * math.pi
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@ -135,13 +140,16 @@ function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
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StaticTemplate.CoalitionID = nil
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StaticTemplate.CategoryID = nil
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local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
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local Static = coalition.addStaticObject( CountryID, StaticTemplate )
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self.SpawnIndex = self.SpawnIndex + 1
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return Static
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end
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return nil
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end
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--- Creates a new @{Static} from a POINT_VEC2.
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@ -153,10 +161,13 @@ end
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function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
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self:F( { PointVec2, Heading, NewName } )
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local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
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local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
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if StaticTemplate then
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local CountryID = self.CountryID
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local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
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StaticTemplate.x = PointVec2.x
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StaticTemplate.y = PointVec2.z
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@ -164,7 +175,6 @@ function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
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StaticTemplate.route = nil
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StaticTemplate.groupId = nil
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StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
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StaticTemplate.heading = ( Heading / 180 ) * math.pi
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@ -172,13 +182,16 @@ function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
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StaticTemplate.CoalitionID = nil
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StaticTemplate.CategoryID = nil
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local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
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local Static = coalition.addStaticObject( CountryID, StaticTemplate )
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self.SpawnIndex = self.SpawnIndex + 1
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return Static
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end
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return nil
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end
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--- Creates a new @{Static} from a @{Zone}.
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-- @param #SPAWNSTATIC self
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-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
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@ -259,10 +259,10 @@ do -- TASK_CARGO
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end
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if NotInDeployZones then
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if not TaskUnit:InAir() then
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if Cargo:CanBoard() then
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if Cargo:CanBoard() == true then
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MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Board cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime)
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else
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if Cargo:CanLoad() then
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if Cargo:CanLoad() == true then
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MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Load cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime)
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end
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end
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@ -278,10 +278,10 @@ do -- TASK_CARGO
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if Cargo:IsLoaded() then
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if not TaskUnit:InAir() then
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if Cargo:CanUnboard() then
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if Cargo:CanUnboard() == true then
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MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unboard cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnboardCargo, self, Cargo ):SetTime(MenuTime)
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else
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if Cargo:CanUnload() then
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if Cargo:CanUnload() == true then
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MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unload cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnloadCargo, self, Cargo ):SetTime(MenuTime)
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end
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end
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@ -493,6 +493,7 @@ do -- TASK_CARGO
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end
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end
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--- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_Cargo#TASK_CARGO Task
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@ -533,14 +534,6 @@ do -- TASK_CARGO
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self:Load( self.Cargo )
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-- TODO:I need to find a more decent solution for this.
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Task:E( { CargoPickedUp = Task.CargoPickedUp } )
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if self.Cargo:IsAlive() then
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if Task.CargoPickedUp then
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Task:CargoPickedUp( TaskUnit, self.Cargo )
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end
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end
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end
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@ -134,7 +134,7 @@ function STATIC:ReSpawn( Coordinate, Heading )
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-- todo: need to fix country
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, country.id.USA )
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
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SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
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end
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@ -36,6 +36,7 @@ Wrapper/Scenery.lua
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Cargo/Cargo.lua
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Cargo/CargoUnit.lua
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Cargo/CargoSlingload.lua
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Cargo/CargoCrate.lua
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Cargo/CargoGroup.lua
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