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Merge remote-tracking branch 'refs/remotes/origin/master' into Template-the-Statemachines
# Conflicts: # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua
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931464dfec
@ -224,6 +224,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if DCSControllable then
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local Controller = self:_GetController()
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self:E(Controller)
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-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
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-- Therefore we schedule the functions to set the mission and options for the Controllable.
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@ -419,7 +420,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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-- AttackControllable = {
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-- id = 'AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -444,7 +445,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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local DCSTask
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DCSTask = { id = 'AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -803,27 +804,28 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
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-- Follow = {
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-- id = 'Follow',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = {
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id = 'Follow',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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},
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},
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lastWptIndex = LastWaypointIndex
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}
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}
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self:T3( { DCSTask } )
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return DCSTask
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@ -846,7 +848,7 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- Escort = {
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-- id = 'Escort',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number,
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@ -855,15 +857,15 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = { id = 'Escort',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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@ -947,7 +949,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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-- FAC_AttackControllable = {
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-- id = 'FAC_AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean
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@ -957,7 +959,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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local DCSTask
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DCSTask = { id = 'FAC_AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -1055,7 +1057,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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-- EngageControllable = {
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-- id = 'EngageControllable ',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -1081,7 +1083,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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local DCSTask
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DCSTask = { id = 'EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -1236,7 +1238,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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-- FAC_EngageControllable = {
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-- id = 'FAC_EngageControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean,
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@ -1247,7 +1249,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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local DCSTask
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DCSTask = { id = 'FAC_EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -0,0 +1,24 @@
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--Create Spawn Groups
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local SpawnPlane1 = SPAWN:New("Plane 1")
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local SpawnPlane2 = SPAWN:New("Plane 2")
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--Spawn Groups into world
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local GroupPlane1 = SpawnPlane1:Spawn()
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--local GroupPlane1 = GROUP:FindByName( "Plane 1" )
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local GroupPlane2 = SpawnPlane2:Spawn()
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--local GroupPlane2 = GROUP:FindByName( "Plane 2" )
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--Create Task for plane2 (follow groupPlane1 at Vec3 offset) (Note: I think I need to be using controllers here)
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--i.e. cntrlPlane1 = groupPlane1.getController(groupPlane1)
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local PointVec3 = POINT_VEC3:New( 100, 0, -100 ) -- This is a Vec3 class.
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local FollowDCSTask = GroupPlane2:TaskFollow( GroupPlane1, PointVec3:GetVec3() )
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--Activate Task (Either PushTask/SetTask?)
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-- PushTask will push a task on the execution queue of the group.
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-- SetTask will delete all tasks from the current group queue, and executes this task.
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GroupPlane2:SetTask( FollowDCSTask, 1 )
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