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DCS 2.5.6 fixes
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@ -626,6 +626,55 @@ do -- Event Handling
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-- @param #BASE self
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Unknown precisely what creates this event, likely tied into newer damage model. Will update this page when new information become available.
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--
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-- * initiator: The unit that had the failure.
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--
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-- @function [parent=#BASE] OnEventDetailedFailure
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
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-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
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-- @function [parent=#BASE] OnEventScore
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs on the death of a unit. Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
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--
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-- * initiator: The unit that killed the target
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-- * target: Target Object
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-- * weapon: Weapon Object
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--
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-- @function [parent=#BASE] OnEventKill
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
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-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
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-- @function [parent=#BASE] OnEventScore
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when the game thinks an object is destroyed.
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--
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-- * initiator: The unit that is was destroyed.
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--
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-- @function [parent=#BASE] OnEventUnitLost
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
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--
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-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
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-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
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-- * subplace: is always 0 for unknown reasons.
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--
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-- @function [parent=#BASE] OnEventLandingAfterEjection
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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end
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end
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@ -247,12 +247,15 @@ end
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--- Adds a Airbase based on the Airbase Name in the DATABASE.
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--- Adds a Airbase based on the Airbase Name in the DATABASE.
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-- @param #DATABASE self
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-- @param #DATABASE self
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-- @param #string AirbaseName The name of the airbase
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-- @param #string AirbaseName The name of the airbase.
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-- @return Wrapper.Airbase#AIRBASE Airbase object.
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function DATABASE:AddAirbase( AirbaseName )
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function DATABASE:AddAirbase( AirbaseName )
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if not self.AIRBASES[AirbaseName] then
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if not self.AIRBASES[AirbaseName] then
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self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
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self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
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end
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end
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return self.AIRBASES[AirbaseName]
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end
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end
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@ -893,6 +896,7 @@ end
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--- @param #DATABASE self
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--- @param #DATABASE self
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function DATABASE:_RegisterAirbases()
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function DATABASE:_RegisterAirbases()
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--[[
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local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
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local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
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for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
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@ -903,6 +907,18 @@ function DATABASE:_RegisterAirbases()
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self:AddAirbase( DCSAirbaseName )
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self:AddAirbase( DCSAirbaseName )
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end
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end
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end
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end
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]]
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for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
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local DCSAirbaseName = DCSAirbase:getName()
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-- This gives the incorrect value to be inserted into the airdromeID for DCS 2.5.6!
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local airbaseID=DCSAirbase:getID()
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local airbase=self:AddAirbase( DCSAirbaseName )
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self:I(string.format("Register Airbase: %s, getID=%d, GetID=%d (unique=%d)", DCSAirbaseName, DCSAirbase:getID(), airbase:GetID(), airbase:GetID(true)))
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end
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return self
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return self
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end
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end
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@ -221,9 +221,11 @@ EVENTS = {
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PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
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PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
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ShootingStart = world.event.S_EVENT_SHOOTING_START,
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ShootingStart = world.event.S_EVENT_SHOOTING_START,
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ShootingEnd = world.event.S_EVENT_SHOOTING_END,
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ShootingEnd = world.event.S_EVENT_SHOOTING_END,
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-- Added with DCS 2.5.1
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MarkAdded = world.event.S_EVENT_MARK_ADDED,
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MarkAdded = world.event.S_EVENT_MARK_ADDED,
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MarkChange = world.event.S_EVENT_MARK_CHANGE,
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MarkChange = world.event.S_EVENT_MARK_CHANGE,
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MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
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MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
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-- Moose Events
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NewCargo = world.event.S_EVENT_NEW_CARGO,
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NewCargo = world.event.S_EVENT_NEW_CARGO,
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DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
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DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
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NewZone = world.event.S_EVENT_NEW_ZONE,
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NewZone = world.event.S_EVENT_NEW_ZONE,
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@ -231,6 +233,12 @@ EVENTS = {
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NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
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NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
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DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
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DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
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RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
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RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
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-- Added with DCS 2.5.6
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DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier
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Kill = world.event.S_EVENT_KILL or -1,
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Score = world.event.S_EVENT_SCORE or -1,
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UnitLost = world.event.S_EVENT_UNIT_LOST or -1,
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LandingAfterEjection = world.event.S_EVENT_LANDING_AFTER_EJECTION or -1,
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}
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}
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--- The Event structure
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--- The Event structure
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@ -481,6 +489,32 @@ local _EVENTMETA = {
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Event = "OnEventRemoveUnit",
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Event = "OnEventRemoveUnit",
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Text = "S_EVENT_REMOVE_UNIT"
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Text = "S_EVENT_REMOVE_UNIT"
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},
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},
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-- Added with DCS 2.5.6
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[EVENTS.DetailedFailure] = {
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Order = 1,
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Event = "OnEventDetailedFailure",
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Text = "S_EVENT_DETAILED_FAILURE"
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},
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[EVENTS.Kill] = {
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Order = 1,
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Event = "OnEventKill",
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Text = "S_EVENT_KILL"
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},
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[EVENTS.Score] = {
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Order = 1,
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Event = "OnEventScore",
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Text = "S_EVENT_SCORE"
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},
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[EVENTS.UnitLost] = {
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Order = 1,
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Event = "OnEventUnitLost",
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Text = "S_EVENT_UNIT_LOST"
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},
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[EVENTS.LandingAfterEjection] = {
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Order = 1,
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Event = "OnEventLandingAfterEjection",
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Text = "S_EVENT_LANDING_AFTER_EJECTION"
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},
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}
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}
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@ -881,9 +915,11 @@ function EVENT:onEvent( Event )
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end
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end
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-- Get event meta data.
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local EventMeta = _EVENTMETA[Event.id]
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local EventMeta = _EVENTMETA[Event.id]
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--self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
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-- Check if this is a known event?
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if EventMeta then
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if self and
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if self and
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self.Events and
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self.Events and
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@ -1010,9 +1046,14 @@ function EVENT:onEvent( Event )
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-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
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-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
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if Event.place then
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if Event.place then
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if Event.id==EVENTS.LandingAfterEjection then
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-- Place is here the UNIT of which the pilot ejected.
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Event.Place=UNIT:Find(Event.place)
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else
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Event.Place=AIRBASE:Find(Event.place)
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Event.Place=AIRBASE:Find(Event.place)
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Event.PlaceName=Event.Place:GetName()
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Event.PlaceName=Event.Place:GetName()
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end
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end
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end
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-- Mark points.
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-- Mark points.
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if Event.idx then
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if Event.idx then
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@ -1212,6 +1253,9 @@ function EVENT:onEvent( Event )
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else
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else
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self:T( { EventMeta.Text, Event } )
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self:T( { EventMeta.Text, Event } )
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end
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end
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else
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self:E(string.format("WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring(Event.id)))
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end
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Event = nil
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Event = nil
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end
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end
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@ -1215,34 +1215,64 @@ do -- COORDINATE
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--- Build an ground type route point.
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--- Build an ground type route point.
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-- @param #COORDINATE self
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-- @param #COORDINATE self
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-- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h.
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-- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h.
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-- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
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-- @param #string Formation (Optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
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-- @param #table DCSTasks A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
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-- @param #table DCSTasks (Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
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-- @return #table The route point.
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-- @return #table The route point.
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function COORDINATE:WaypointGround( Speed, Formation, DCSTasks )
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function COORDINATE:WaypointGround( Speed, Formation, DCSTasks )
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self:F2( { Formation, Speed } )
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self:F2( { Speed, Formation, DCSTasks } )
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local RoutePoint = {}
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local RoutePoint = {}
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RoutePoint.x = self.x
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RoutePoint.x = self.x
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RoutePoint.y = self.z
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RoutePoint.y = self.z
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RoutePoint.action = Formation or ""
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RoutePoint.alt = self:GetLandHeight()+1 -- self.y
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--RoutePoint.formation_template = Formation and "" or nil
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RoutePoint.alt_type = COORDINATE.WaypointAltType.BARO
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RoutePoint.action = Formation or "Off Road"
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RoutePoint.formation_template=""
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RoutePoint.ETA=0
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RoutePoint.ETA_locked=true
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RoutePoint.speed = ( Speed or 20 ) / 3.6
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RoutePoint.speed = ( Speed or 20 ) / 3.6
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RoutePoint.speed_locked = true
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RoutePoint.speed_locked = true
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-- ["task"] =
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RoutePoint.task = {}
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-- {
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RoutePoint.task.id = "ComboTask"
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-- ["id"] = "ComboTask",
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RoutePoint.task.params = {}
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-- ["params"] =
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RoutePoint.task.params.tasks = DCSTasks or {}
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-- {
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-- ["tasks"] =
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return RoutePoint
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-- {
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end
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-- }, -- end of ["tasks"]
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-- }, -- end of ["params"]
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--- Build route waypoint point for Naval units.
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-- }, -- end of ["task"]
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-- @param #COORDINATE self
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-- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h.
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-- @param #string Depth (Optional) Dive depth in meters. Only for submarines. Default is COORDINATE.y component.
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-- @param #table DCSTasks (Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
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-- @return #table The route point.
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function COORDINATE:WaypointNaval( Speed, Depth, DCSTasks )
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self:F2( { Speed, Depth, DCSTasks } )
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local RoutePoint = {}
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RoutePoint.x = self.x
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RoutePoint.y = self.z
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RoutePoint.alt = Depth or self.y -- Depth is for submarines only. Ships should have alt=0.
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RoutePoint.alt_type = "BARO"
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RoutePoint.type = "Turning Point"
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RoutePoint.action = "Turning Point"
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RoutePoint.formation_template = ""
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RoutePoint.ETA=0
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RoutePoint.ETA_locked=true
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RoutePoint.speed = ( Speed or 20 ) / 3.6
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RoutePoint.speed_locked = true
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RoutePoint.task = {}
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RoutePoint.task = {}
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RoutePoint.task.id = "ComboTask"
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RoutePoint.task.id = "ComboTask"
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@ -342,8 +342,9 @@ AIRBASE.TerminalType = {
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-- @return Wrapper.Airbase#AIRBASE
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-- @return Wrapper.Airbase#AIRBASE
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function AIRBASE:Register( AirbaseName )
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function AIRBASE:Register( AirbaseName )
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local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) )
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local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) ) --#AIRBASE
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self.AirbaseName = AirbaseName
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self.AirbaseName = AirbaseName
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self.AirbaseID = self:GetID(true)
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self.AirbaseZone = ZONE_RADIUS:New( AirbaseName, self:GetVec2(), 2500 )
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self.AirbaseZone = ZONE_RADIUS:New( AirbaseName, self:GetVec2(), 2500 )
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return self
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return self
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end
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end
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@ -380,7 +381,7 @@ function AIRBASE:FindByID(id)
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for name,_airbase in pairs(_DATABASE.AIRBASES) do
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for name,_airbase in pairs(_DATABASE.AIRBASES) do
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local airbase=_airbase --#AIRBASE
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local airbase=_airbase --#AIRBASE
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local aid=tonumber(airbase:GetID())
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local aid=tonumber(airbase:GetID(true))
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if aid==id then
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if aid==id then
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return airbase
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return airbase
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@ -430,6 +431,54 @@ function AIRBASE.GetAllAirbases(coalition, category)
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return airbases
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return airbases
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end
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end
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--- Get ID of the airbase.
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-- @param #AIRBASE self
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-- @param #boolean unique (Optional) If true, ships will get a negative sign as the unit ID might be the same as an airbase ID. Default off!
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-- @return #number The airbase ID.
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function AIRBASE:GetID(unique)
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if self.AirbaseID then
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return unique and self.AirbaseID or math.abs(self.AirbaseID)
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else
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for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
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-- Get the airbase name.
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local AirbaseName = DCSAirbase:getName()
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-- This gives the incorrect value to be inserted into the airdromeID for DCS 2.5.6!
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local airbaseID=tonumber(DCSAirbase:getID())
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-- No way AFIK to get the DCS version. So we check if the event exists. That should tell us if we are on DCS 2.5.6 or prior to that.
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if world.event.S_EVENT_KILL and world.event.S_EVENT_KILL>0 and self:GetAirbaseCategory()==Airbase.Category.AIRDROME then
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-- We have to take the key value of this loop!
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||||||
|
airbaseID=DCSAirbaseId
|
||||||
|
|
||||||
|
-- Now another quirk: for Caucasus, we need to add 11 to the key value to get the correct ID. See https://forums.eagle.ru/showpost.php?p=4210774&postcount=11
|
||||||
|
if UTILS.GetDCSMap()==DCSMAP.Caucasus then
|
||||||
|
airbaseID=airbaseID+11
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if AirbaseName==self.AirbaseName then
|
||||||
|
if self:GetAirbaseCategory()==Airbase.Category.SHIP then
|
||||||
|
-- Ships get a negative sign as their unit number might be the same as the ID of another airbase.
|
||||||
|
return unique and -airbaseID or airbaseID
|
||||||
|
else
|
||||||
|
return airbaseID
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Returns a table of parking data for a given airbase. If the optional parameter *available* is true only available parking will be returned, otherwise all parking at the base is returned. Term types have the following enumerated values:
|
--- Returns a table of parking data for a given airbase. If the optional parameter *available* is true only available parking will be returned, otherwise all parking at the base is returned. Term types have the following enumerated values:
|
||||||
--
|
--
|
||||||
|
|||||||
@ -861,34 +861,18 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
|
|||||||
-- }
|
-- }
|
||||||
-- }
|
-- }
|
||||||
|
|
||||||
local DirectionEnabled = nil
|
|
||||||
if Direction then
|
|
||||||
DirectionEnabled = true
|
|
||||||
else
|
|
||||||
DirectionEnabled = false
|
|
||||||
Direction=0
|
|
||||||
end
|
|
||||||
|
|
||||||
local AltitudeEnabled = nil
|
local DCSTask = { id = 'AttackGroup',
|
||||||
if Altitude then
|
|
||||||
AltitudeEnabled = true
|
|
||||||
else
|
|
||||||
AltitudeEnabled = false
|
|
||||||
Altitude=0
|
|
||||||
end
|
|
||||||
|
|
||||||
local DCSTask
|
|
||||||
DCSTask = { id = 'AttackGroup',
|
|
||||||
params = {
|
params = {
|
||||||
groupId = AttackGroup:GetID(),
|
groupId = AttackGroup:GetID(),
|
||||||
weaponType = WeaponType,
|
weaponType = WeaponType or 1073741822,
|
||||||
expend = WeaponExpend,
|
expend = WeaponExpend or "Auto",
|
||||||
|
attackQtyLimit = AttackQty and true or false,
|
||||||
attackQty = AttackQty,
|
attackQty = AttackQty,
|
||||||
directionEnabled = DirectionEnabled,
|
directionEnabled = Direction and true or false,
|
||||||
direction = Direction,
|
direction = Direction and math.rad(Direction) or nil,
|
||||||
altitudeEnabled = AltitudeEnabled,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = Altitude,
|
altitude = Altitude,
|
||||||
attackQtyLimit = AttackQtyLimit,
|
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -914,15 +898,15 @@ function CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, Atta
|
|||||||
id = 'AttackUnit',
|
id = 'AttackUnit',
|
||||||
params = {
|
params = {
|
||||||
unitId = AttackUnit:GetID(),
|
unitId = AttackUnit:GetID(),
|
||||||
groupAttack = GroupAttack or false,
|
groupAttack = GroupAttack and GroupAttack or false,
|
||||||
expend = WeaponExpend or "Auto",
|
expend = WeaponExpend or "Auto",
|
||||||
directionEnabled = Direction and true or false,
|
directionEnabled = Direction and true or false,
|
||||||
direction = math.rad(Direction or 0),
|
direction = Direction and math.rad(Direction) or nil,
|
||||||
altitudeEnabled = Altitude and true or false,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = Altitude or math.max(1000, AttackUnit:GetAltitude()),
|
altitude = Altitude,
|
||||||
attackQtyLimit = AttackQty and true or false,
|
attackQtyLimit = AttackQty and true or false,
|
||||||
attackQty = AttackQty,
|
attackQty = AttackQty,
|
||||||
weaponType = WeaponType
|
weaponType = WeaponType or 1073741822,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -946,25 +930,6 @@ end
|
|||||||
function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb )
|
function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb )
|
||||||
self:F( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb } )
|
self:F( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb } )
|
||||||
|
|
||||||
local _groupattack=false
|
|
||||||
if GroupAttack then
|
|
||||||
_groupattack=GroupAttack
|
|
||||||
end
|
|
||||||
|
|
||||||
local _direction=0
|
|
||||||
local _directionenabled=false
|
|
||||||
if Direction then
|
|
||||||
_direction=math.rad(Direction)
|
|
||||||
_directionenabled=true
|
|
||||||
end
|
|
||||||
|
|
||||||
local _altitude=5000
|
|
||||||
local _altitudeenabled=false
|
|
||||||
if Altitude then
|
|
||||||
_altitude=Altitude
|
|
||||||
_altitudeenabled=true
|
|
||||||
end
|
|
||||||
|
|
||||||
local _attacktype=nil
|
local _attacktype=nil
|
||||||
if Divebomb then
|
if Divebomb then
|
||||||
_attacktype="Dive"
|
_attacktype="Dive"
|
||||||
@ -975,17 +940,18 @@ function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, D
|
|||||||
DCSTask = {
|
DCSTask = {
|
||||||
id = 'Bombing',
|
id = 'Bombing',
|
||||||
params = {
|
params = {
|
||||||
|
point = Vec2,
|
||||||
x = Vec2.x,
|
x = Vec2.x,
|
||||||
y = Vec2.y,
|
y = Vec2.y,
|
||||||
groupAttack = _groupattack,
|
groupAttack = GroupAttack and GroupAttack or false,
|
||||||
expend = WeaponExpend or "Auto",
|
expend = WeaponExpend or "Auto",
|
||||||
attackQtyLimit = false,
|
attackQtyLimit = AttackQty and true or false,
|
||||||
attackQty = AttackQty or 1,
|
attackQty = AttackQty,
|
||||||
directionEnabled = _directionenabled,
|
directionEnabled = Direction and true or false,
|
||||||
direction = _direction,
|
direction = Direction and math.rad(Direction) or nil,
|
||||||
altitudeEnabled = _altitudeenabled,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = _altitude,
|
altitude = Altitude,
|
||||||
weaponType = WeaponType,
|
weaponType = WeaponType or 1073741822,
|
||||||
attackType = _attacktype,
|
attackType = _attacktype,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
@ -998,7 +964,7 @@ end
|
|||||||
-- @param #CONTROLLABLE self
|
-- @param #CONTROLLABLE self
|
||||||
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
|
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
|
||||||
-- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found.
|
-- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found.
|
||||||
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
|
||||||
-- @param #number AttackQty (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
-- @param #number AttackQty (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||||
-- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
-- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||||
-- @param #number Altitude (Optional) The altitude [meters] from where to attack. Default 30 m.
|
-- @param #number Altitude (Optional) The altitude [meters] from where to attack. Default 30 m.
|
||||||
@ -1021,7 +987,7 @@ function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, Atta
|
|||||||
directionEnabled = Direction and true or false,
|
directionEnabled = Direction and true or false,
|
||||||
direction = Direction,
|
direction = Direction,
|
||||||
altitudeEnabled = Altitude and true or false,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = Altitude or 30,
|
altitude = Altitude,
|
||||||
weaponType = WeaponType or 1073741822,
|
weaponType = WeaponType or 1073741822,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
@ -1035,7 +1001,7 @@ end
|
|||||||
-- @param #CONTROLLABLE self
|
-- @param #CONTROLLABLE self
|
||||||
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
|
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
|
||||||
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
|
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
|
||||||
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
|
||||||
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||||
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||||
-- @param #number Altitude (optional) The altitude from where to attack.
|
-- @param #number Altitude (optional) The altitude from where to attack.
|
||||||
@ -1045,55 +1011,24 @@ end
|
|||||||
function CONTROLLABLE:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength)
|
function CONTROLLABLE:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength)
|
||||||
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength } )
|
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength } )
|
||||||
|
|
||||||
local _groupattack=false
|
|
||||||
if GroupAttack then
|
|
||||||
_groupattack=GroupAttack
|
|
||||||
end
|
|
||||||
|
|
||||||
local _direction=0
|
|
||||||
local _directionenabled=false
|
|
||||||
if Direction then
|
|
||||||
_direction=math.rad(Direction)
|
|
||||||
_directionenabled=true
|
|
||||||
end
|
|
||||||
|
|
||||||
local _altitude=0
|
|
||||||
local _altitudeenabled=false
|
|
||||||
if Altitude then
|
|
||||||
_altitude=Altitude
|
|
||||||
_altitudeenabled=true
|
|
||||||
end
|
|
||||||
|
|
||||||
-- default to 500m
|
|
||||||
local _carpetLength = 500
|
|
||||||
if CarpetLength then
|
|
||||||
_carpetLength = CarpetLength
|
|
||||||
end
|
|
||||||
|
|
||||||
local _weaponexpend = "Auto"
|
|
||||||
if WeaponExpend then
|
|
||||||
_weaponexpend = WeaponExpend
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Build Task Structure
|
-- Build Task Structure
|
||||||
local DCSTask
|
local DCSTask = {
|
||||||
DCSTask = {
|
|
||||||
id = 'CarpetBombing',
|
id = 'CarpetBombing',
|
||||||
params = {
|
params = {
|
||||||
attackType = "Carpet",
|
attackType = "Carpet",
|
||||||
point = Vec2,
|
point = Vec2,
|
||||||
x = Vec2.x,
|
x = Vec2.x,
|
||||||
y = Vec2.y,
|
y = Vec2.y,
|
||||||
groupAttack = _groupattack,
|
groupAttack = GroupAttack and GroupAttack or false,
|
||||||
carpetLength = _carpetLength,
|
carpetLength = CarpetLength or 500,
|
||||||
weaponType = WeaponType,
|
weaponType = WeaponType or ENUMS.WeaponFlag.AnyBomb,
|
||||||
expend = "All",
|
expend = WeaponExpend or "All",
|
||||||
attackQtyLimit = false, --AttackQty and true or false,
|
attackQtyLimit = AttackQty and true or false,
|
||||||
attackQty = AttackQty or 1,
|
attackQty = AttackQty,
|
||||||
directionEnabled = _directionenabled,
|
directionEnabled = Direction and true or false,
|
||||||
direction = _direction,
|
direction = Direction and math.rad(Direction) or nil,
|
||||||
altitudeEnabled = _altitudeenabled,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = _altitude
|
altitude = Altitude,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1148,7 +1083,15 @@ function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, Distri
|
|||||||
return nil
|
return nil
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Table of group IDs for embarking.
|
||||||
|
local Distribution={}
|
||||||
|
|
||||||
|
if DistributionGroupSet then
|
||||||
|
for _,_group in pairs(DistributionGroupSet:GetSet()) do
|
||||||
|
local group=_group --Wrapper.Group#GROUP
|
||||||
|
table.insert(Distribution, group:GetID())
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
local DCSTask = {
|
local DCSTask = {
|
||||||
id = 'Embarking',
|
id = 'Embarking',
|
||||||
@ -1169,68 +1112,22 @@ function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, Distri
|
|||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--- (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
|
|
||||||
-- @param #CONTROLLABLE self
|
|
||||||
-- @param DCS#Vec2 Vec2 The point where to wait.
|
|
||||||
-- @param #number Duration The duration in seconds to wait.
|
|
||||||
-- @param #CONTROLLABLE EmbarkingControllable The controllable to be embarked.
|
|
||||||
-- @return DCS#Task The DCS task structure
|
|
||||||
function CONTROLLABLE:TaskDisembarking(Vec2, Duration, EmbarkingControllable)
|
|
||||||
|
|
||||||
-- Table of group IDs for embarking.
|
|
||||||
local g4e={}
|
|
||||||
|
|
||||||
if GroupSetForEmbarking then
|
|
||||||
for _,_group in pairs(GroupSetForEmbarking:GetSet()) do
|
|
||||||
local group=_group --Wrapper.Group#GROUP
|
|
||||||
table.insert(g4e, group:GetID())
|
|
||||||
end
|
|
||||||
else
|
|
||||||
self:E("ERROR: No groups for embarking specified!")
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
local DCSTask = {
|
|
||||||
id = 'Disembarking',
|
|
||||||
params = {
|
|
||||||
point = Vec2,
|
|
||||||
x = Vec2.x,
|
|
||||||
y = Vec2.y,
|
|
||||||
duration = Duration,
|
|
||||||
groupsForEmbarking = { EmbarkingControllable:GetID() },
|
|
||||||
durationFlag = durationflag,
|
|
||||||
distributionFlag = false,
|
|
||||||
distribution = {},
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return DCSTask
|
|
||||||
end
|
|
||||||
|
|
||||||
----
|
|
||||||
|
|
||||||
--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
|
--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
|
||||||
-- @param #CONTROLLABLE self
|
-- @param #CONTROLLABLE self
|
||||||
-- @param DCS#Vec2 Point The point to hold the position.
|
-- @param DCS#Vec2 Point The point to hold the position.
|
||||||
-- @param #number Altitude The altitude [m] to hold the position.
|
-- @param #number Altitude The altitude AGL in meters to hold the position.
|
||||||
-- @param #number Speed The speed [m/s] flying when holding the position.
|
-- @param #number Speed The speed [m/s] flying when holding the position.
|
||||||
-- @return #CONTROLLABLE self
|
-- @return #CONTROLLABLE self
|
||||||
function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
|
function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
|
||||||
self:F2( { self.ControllableName, Point, Altitude, Speed } )
|
self:F2( { self.ControllableName, Point, Altitude, Speed } )
|
||||||
|
|
||||||
local LandHeight = land.getHeight( Point )
|
|
||||||
|
|
||||||
self:T3( { LandHeight } )
|
|
||||||
|
|
||||||
local DCSTask = {
|
local DCSTask = {
|
||||||
id = 'Orbit',
|
id = 'Orbit',
|
||||||
params = {
|
params = {
|
||||||
pattern = AI.Task.OrbitPattern.CIRCLE,
|
pattern = AI.Task.OrbitPattern.CIRCLE,
|
||||||
point = Point,
|
point = Point,
|
||||||
speed = Speed,
|
speed = Speed,
|
||||||
altitude = Altitude + LandHeight
|
altitude = Altitude + land.getHeight( Point )
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1331,7 +1228,7 @@ function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, Attac
|
|||||||
expend = WeaponExpend or AI.Task.WeaponExpend.ALL,
|
expend = WeaponExpend or AI.Task.WeaponExpend.ALL,
|
||||||
attackQty = AttackQty or 1,
|
attackQty = AttackQty or 1,
|
||||||
direction = Direction and math.rad(Direction) or nil,
|
direction = Direction and math.rad(Direction) or nil,
|
||||||
groupAttack = GroupAttack,
|
groupAttack = GroupAttack and GroupAttack or false,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1419,8 +1316,7 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
|
|||||||
lastWptIndexFlagChangedManually = true
|
lastWptIndexFlagChangedManually = true
|
||||||
end
|
end
|
||||||
|
|
||||||
local DCSTask
|
local DCSTask = {
|
||||||
DCSTask = {
|
|
||||||
id = 'Follow',
|
id = 'Follow',
|
||||||
params = {
|
params = {
|
||||||
groupId = FollowControllable:GetID(),
|
groupId = FollowControllable:GetID(),
|
||||||
@ -1444,7 +1340,7 @@ end
|
|||||||
-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
|
-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
|
||||||
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
|
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
|
||||||
-- @param #number EngagementDistance Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
|
-- @param #number EngagementDistance Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
|
||||||
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage.
|
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}.
|
||||||
-- @return DCS#Task The DCS task structure.
|
-- @return DCS#Task The DCS task structure.
|
||||||
function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes )
|
function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes )
|
||||||
self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes } )
|
self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes } )
|
||||||
@ -1461,22 +1357,16 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
|
|||||||
-- }
|
-- }
|
||||||
-- }
|
-- }
|
||||||
|
|
||||||
local LastWaypointIndexFlag = false
|
|
||||||
if LastWaypointIndex then
|
|
||||||
LastWaypointIndexFlag = true
|
|
||||||
end
|
|
||||||
|
|
||||||
TargetTypes=TargetTypes or {}
|
|
||||||
|
|
||||||
local DCSTask
|
local DCSTask
|
||||||
DCSTask = { id = 'Escort',
|
DCSTask = {
|
||||||
|
id = 'Escort',
|
||||||
params = {
|
params = {
|
||||||
groupId = FollowControllable:GetID(),
|
groupId = FollowControllable:GetID(),
|
||||||
pos = Vec3,
|
pos = Vec3,
|
||||||
lastWptIndexFlag = LastWaypointIndexFlag,
|
lastWptIndexFlag = LastWaypointIndex and true or false,
|
||||||
lastWptIndex = LastWaypointIndex,
|
lastWptIndex = LastWaypointIndex,
|
||||||
engagementDistMax = EngagementDistance,
|
engagementDistMax = EngagementDistance,
|
||||||
targetTypes = TargetTypes,
|
targetTypes = TargetTypes or {"Air"},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -1650,29 +1540,19 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
|
|||||||
-- }
|
-- }
|
||||||
-- }
|
-- }
|
||||||
|
|
||||||
local DirectionEnabled = nil
|
local DCSTask = {
|
||||||
if Direction then
|
id = 'EngageControllable',
|
||||||
DirectionEnabled = true
|
|
||||||
end
|
|
||||||
|
|
||||||
local AltitudeEnabled = nil
|
|
||||||
if Altitude then
|
|
||||||
AltitudeEnabled = true
|
|
||||||
end
|
|
||||||
|
|
||||||
local DCSTask
|
|
||||||
DCSTask = { id = 'EngageControllable',
|
|
||||||
params = {
|
params = {
|
||||||
groupId = AttackGroup:GetID(),
|
groupId = AttackGroup:GetID(),
|
||||||
weaponType = WeaponType,
|
weaponType = WeaponType,
|
||||||
expend = WeaponExpend,
|
expend = WeaponExpend or "Auto",
|
||||||
attackQty = AttackQty,
|
directionEnabled = Direction and true or false,
|
||||||
directionEnabled = DirectionEnabled,
|
|
||||||
direction = Direction,
|
direction = Direction,
|
||||||
altitudeEnabled = AltitudeEnabled,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = Altitude,
|
altitude = Altitude,
|
||||||
attackQtyLimit = AttackQtyLimit,
|
attackQtyLimit = AttackQty and true or false,
|
||||||
priority = Priority,
|
attackQty = AttackQty,
|
||||||
|
priority = Priority or 1,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -1696,30 +1576,16 @@ end
|
|||||||
function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
|
function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
|
||||||
self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
|
self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
|
||||||
|
|
||||||
-- EngageUnit = {
|
local DCSTask = {
|
||||||
-- id = 'EngageUnit',
|
id = 'EngageUnit',
|
||||||
-- params = {
|
|
||||||
-- unitId = Unit.ID,
|
|
||||||
-- weaponType = number,
|
|
||||||
-- expend = enum AI.Task.WeaponExpend
|
|
||||||
-- attackQty = number,
|
|
||||||
-- direction = Azimuth,
|
|
||||||
-- attackQtyLimit = boolean,
|
|
||||||
-- controllableAttack = boolean,
|
|
||||||
-- priority = number,
|
|
||||||
-- }
|
|
||||||
-- }
|
|
||||||
|
|
||||||
local DCSTask
|
|
||||||
DCSTask = { id = 'EngageUnit',
|
|
||||||
params = {
|
params = {
|
||||||
unitId = EngageUnit:GetID(),
|
unitId = EngageUnit:GetID(),
|
||||||
priority = Priority or 1,
|
priority = Priority or 1,
|
||||||
groupAttack = GroupAttack or false,
|
groupAttack = GroupAttack and GroupAttack or false,
|
||||||
visible = Visible or false,
|
visible = Visible and Visible or false,
|
||||||
expend = WeaponExpend or "Auto",
|
expend = WeaponExpend or "Auto",
|
||||||
directionEnabled = Direction and true or false,
|
directionEnabled = Direction and true or false,
|
||||||
direction = Direction,
|
direction = Direction and math.rad(Direction) or nil,
|
||||||
altitudeEnabled = Altitude and true or false,
|
altitudeEnabled = Altitude and true or false,
|
||||||
altitude = Altitude,
|
altitude = Altitude,
|
||||||
attackQtyLimit = AttackQty and true or false,
|
attackQtyLimit = AttackQty and true or false,
|
||||||
@ -1782,33 +1648,22 @@ end
|
|||||||
-- If the task is assigned to the controllable lead unit will be a FAC.
|
-- If the task is assigned to the controllable lead unit will be a FAC.
|
||||||
-- @param #CONTROLLABLE self
|
-- @param #CONTROLLABLE self
|
||||||
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
|
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
|
||||||
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
|
-- @param #number Priority (Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default is 0.
|
||||||
-- @param #number WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
-- @param #number WeaponType (Optional) Bitmask of weapon types those allowed to use. Default is "Auto".
|
||||||
-- @param DCS#AI.Task.Designation Designation (optional) Designation type.
|
-- @param DCS#AI.Task.Designation Designation (Optional) Designation type.
|
||||||
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
||||||
-- @return DCS#Task The DCS task structure.
|
-- @return DCS#Task The DCS task structure.
|
||||||
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
|
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
|
||||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } )
|
self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } )
|
||||||
|
|
||||||
-- FAC_EngageControllable = {
|
local DCSTask = {
|
||||||
-- id = 'FAC_EngageControllable',
|
id = 'FAC_EngageControllable',
|
||||||
-- params = {
|
|
||||||
-- groupId = Group.ID,
|
|
||||||
-- weaponType = number,
|
|
||||||
-- designation = enum AI.Task.Designation,
|
|
||||||
-- datalink = boolean,
|
|
||||||
-- priority = number,
|
|
||||||
-- }
|
|
||||||
-- }
|
|
||||||
|
|
||||||
local DCSTask
|
|
||||||
DCSTask = { id = 'FAC_EngageControllable',
|
|
||||||
params = {
|
params = {
|
||||||
groupId = AttackGroup:GetID(),
|
groupId = AttackGroup:GetID(),
|
||||||
weaponType = WeaponType,
|
weaponType = WeaponType or "Auto",
|
||||||
designation = Designation,
|
designation = Designation,
|
||||||
datalink = Datalink,
|
datalink = Datalink and Datalink or false,
|
||||||
priority = Priority,
|
priority = Priority or 0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1979,8 +1834,11 @@ function CONTROLLABLE:TaskEmbarkToTransport( Point, Radius )
|
|||||||
self:F2( { self.ControllableName, Point, Radius } )
|
self:F2( { self.ControllableName, Point, Radius } )
|
||||||
|
|
||||||
local DCSTask --DCS#Task
|
local DCSTask --DCS#Task
|
||||||
DCSTask = { id = 'EmbarkToTransport',
|
DCSTask = {
|
||||||
params = { x = Point.x,
|
id = 'EmbarkToTransport',
|
||||||
|
params = {
|
||||||
|
point = Point,
|
||||||
|
x = Point.x,
|
||||||
y = Point.y,
|
y = Point.y,
|
||||||
zoneRadius = Radius,
|
zoneRadius = Radius,
|
||||||
}
|
}
|
||||||
@ -2233,8 +2091,13 @@ end
|
|||||||
function CONTROLLABLE:TaskRoute( Points )
|
function CONTROLLABLE:TaskRoute( Points )
|
||||||
self:F2( Points )
|
self:F2( Points )
|
||||||
|
|
||||||
local DCSTask
|
local DCSTask = {
|
||||||
DCSTask = { id = 'Mission', params = { route = { points = Points, }, }, }
|
id = 'Mission',
|
||||||
|
params = {
|
||||||
|
airborne = self:IsAir(),
|
||||||
|
route = {points = Points},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
self:T3( { DCSTask } )
|
self:T3( { DCSTask } )
|
||||||
return DCSTask
|
return DCSTask
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user