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Done fixed for SLMOD. Need to retest.
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@@ -50,7 +50,6 @@ function SEAD:EventShot( Event )
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local SEADUnitName = Event.IniDCSUnitName
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local SEADWeapon = Event.Weapon -- Identify the weapon fired
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local SEADWeaponName = Event.WeaponName -- return weapon type
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--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(SEADWeaponName)), 20) --debug message
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-- Start of the 2nd loop
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self:T( "Missile Launched = " .. SEADWeaponName )
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if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
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@@ -76,10 +75,10 @@ function SEAD:EventShot( Event )
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local Skills = { "Average", "Good", "High", "Excellent" }
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_targetskill = Skills[ math.random(1,4) ]
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end
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self:T( _targetskill ) -- debug message for skill check
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self:T( _targetskill )
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if self.TargetSkill[_targetskill] then
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) --debug message
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self:T( string.format("Evading, target skill " ..string.format(_targetskill)) )
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local _targetMim = Weapon.getTarget(SEADWeapon)
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local _targetMimname = Unit.getName(_targetMim)
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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