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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Merge branch 'develop' into FF/Ops
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commit
64b35b9cb3
@ -254,7 +254,7 @@ EVENTS = {
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-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
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--
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-- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
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-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
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-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
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--
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-- @type EVENTDATA
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-- @field #number id The identifier of the event.
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@ -1115,13 +1115,25 @@ function EVENT:onEvent( Event )
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end
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if Event.TgtObjectCategory == Object.Category.STATIC then
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BASE:T({Event = Event})
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--[[
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Event.TgtDCSUnit = Event.target
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Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
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Event.TgtUnitName = Event.TgtDCSUnitName
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Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
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Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
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Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
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Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
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--]]
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-- Same as for Event Initiator above 2.7 issue
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Event.TgtDCSUnit = Event.target
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Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
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local ID=Event.initiator.id_
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Event.TgtDCSUnitName = string.format("Ejected Pilot ID %s", tostring(ID))
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Event.TgtUnitName = Event.TgtDCSUnitName
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Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
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Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
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Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
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Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
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--Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
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Event.TgtCoalition = Event.IniCoalition
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Event.TgtCategory = Event.IniCategory
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Event.TgtTypeName = "Ejected Pilot"
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end
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if Event.TgtObjectCategory == Object.Category.SCENERY then
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@ -2039,6 +2039,62 @@ do -- COORDINATE
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trigger.action.removeMark( MarkID )
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end
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--- Line to all.
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-- Creates a line on the F10 map from one point to another.
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-- @param #COORDINATE self
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-- @param #COORDINATE Endpoint COORDIANTE to where the line is drawn.
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-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
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-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
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-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
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-- @param #number Alpha Transparency [0,1]. Default 1.
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-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
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-- @param #string Text (Optional) Text displayed when mark is added. Default none.
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-- @return #number The resulting Mark ID which is a number.
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function COORDINATE:LineToAll(Endpoint, Coalition, LineType, Color, Alpha, ReadOnly, Text)
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local MarkID = UTILS.GetMarkID()
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if ReadOnly==nil then
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ReadOnly=false
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end
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local vec3=Endpoint:GetVec3()
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Coalition=Coalition or -1
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Color=Color or {1,0,0}
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Color[4]=Alpha or 1.0
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LineType=LineType or 1
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trigger.action.lineToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, LineType, ReadOnly, Text or "")
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return MarkID
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end
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--- Circle to all.
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-- Creates a circle on the map with a given radius, color, fill color, and outline.
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-- @param #COORDINATE self
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-- @param #COORDINATE Center COORDIANTE of the center of the circle.
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-- @param #numberr Radius Radius in meters. Default 1000 m.
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-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
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-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
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-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
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-- @param #number Alpha Transparency [0,1]. Default 1.
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-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
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-- @param #number FillAlpha Transparency [0,1]. Default 0.5.
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-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
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-- @param #string Text (Optional) Text displayed when mark is added. Default none.
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-- @return #number The resulting Mark ID which is a number.
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function COORDINATE:CircleToAll(Radius, Coalition, LineType, Color, Alpha, FillColor, FillAlpha, ReadOnly, Text)
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local MarkID = UTILS.GetMarkID()
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if ReadOnly==nil then
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ReadOnly=false
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end
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local vec3=self:GetVec3()
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Radius=Radius or 1000
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Coalition=Coalition or -1
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Color=Color or {1,0,0}
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Color[4]=Alpha or 1.0
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LineType=LineType or 1
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FillColor=FillColor or {1,0,0}
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FillColor[4]=FillAlpha or 0.5
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trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "")
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return MarkID
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end
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end -- Markings
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@ -1168,6 +1168,10 @@ do -- Unit
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-- @param #Unit self
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-- @return #Unit.Desc
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--- GROUND - Switch on/off radar emissions
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-- @function [parent=#Unit] enableEmission
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-- @param #Unit self
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-- @param #boolean switch
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Unit = {} --#Unit
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@ -1253,6 +1257,11 @@ do -- Group
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-- @param #Group self
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-- @return #Controller
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--- GROUND - Switch on/off radar emissions
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-- @function [parent=#Group] enableEmission
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-- @param #Group self
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-- @param #boolean switch
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Group = {} --#Group
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end -- Group
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@ -1428,16 +1428,22 @@ end
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-- @param DCS#Distance Radius The radius of the zone to deploy the fire at.
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-- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
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-- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
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-- @param #number Altitude (Optional) Altitude in meters.
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-- @param #number ASL Altitude is above mean sea level. Default is above ground level.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
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function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL )
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local DCSTask = {
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id = 'FireAtPoint',
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params = {
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point = Vec2,
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x=Vec2.x,
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y=Vec2.y,
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zoneRadius = Radius,
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radius = Radius,
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expendQty = 100, -- dummy value
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expendQtyEnabled = false,
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alt_type = ASL and 0 or 1
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}
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}
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@ -1445,10 +1451,16 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
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DCSTask.params.expendQty = AmmoCount
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DCSTask.params.expendQtyEnabled = true
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end
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if Altitude then
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DCSTask.params.altitude=Altitude
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end
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if WeaponType then
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DCSTask.params.weaponType=WeaponType
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end
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self:I(DCSTask)
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return DCSTask
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end
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@ -2585,6 +2585,23 @@ do -- Players
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end
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--- GROUND - Switch on/off radar emissions
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-- @param #GROUP self
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-- @param #boolean switch
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function GROUP:EnableEmission(switch)
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self:F2( self.GroupName )
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local switch = switch or false
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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DCSUnit:enableEmission(switch)
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end
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end
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--do -- Smoke
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--
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----- Signal a flare at the position of the GROUP.
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@ -2675,4 +2692,4 @@ end
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--
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--
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--
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--end
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--end
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@ -63,7 +63,7 @@
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--
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-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
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-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively.
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-- If you want to obtain the complete **3D position** including ori<EFBFBD>ntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
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-- If you want to obtain the complete **3D position** including orientation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
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--
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-- ## Test if alive
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--
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@ -761,6 +761,41 @@ function UNIT:GetFuel()
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return nil
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end
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--- Sets the passed group or unit objects radar emitters on or off. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
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-- @param #UNIT self
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-- @param #boolean Switch If `true` or `nil`, emission is enabled. If `false`, emission is turned off.
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-- @return #UNIT self
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function UNIT:SetEmission(Switch)
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if Switch==nil then
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Switch=true
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end
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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DCSUnit:enableEmission(Switch)
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end
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return self
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end
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--- Sets the passed group or unit objects radar emitters ON. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
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-- @param #UNIT self
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-- @return #UNIT self
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function UNIT:EnableEmission()
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self:SetEmission(true)
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return self
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end
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--- Sets the passed group or unit objects radar emitters OFF. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
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-- @param #UNIT self
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-- @return #UNIT self
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function UNIT:DisableEmission()
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self:SetEmission(false)
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return self
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end
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--- Returns a list of one @{Wrapper.Unit}.
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-- @param #UNIT self
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-- @return #list<Wrapper.Unit#UNIT> A list of one @{Wrapper.Unit}.
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@ -1393,3 +1428,21 @@ function UNIT:GetTemplateFuel()
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return nil
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end
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--- GROUND - Switch on/off radar emissions
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-- @param #UNIT self
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-- @param #boolean switch
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function UNIT:EnableEmission(switch)
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self:F2( self.UnitName )
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local switch = switch or false
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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DCSUnit:enableEmission(switch)
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end
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end
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