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#CTLD
* Allow save/loadback with precise(r) coordinates for vehicles and troops.
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@ -987,6 +987,7 @@ do
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-- my_ctld.filename = "missionsave.csv" -- example filename
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-- my_ctld.filepath = "C:\\Users\\myname\\Saved Games\\DCS\Missions\\MyMission" -- example path
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-- my_ctld.eventoninject = true -- fire OnAfterCratesBuild and OnAfterTroopsDeployed events when loading (uses Inject functions)
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-- my_ctld.useprecisecoordloads = true -- Instead if slightly varyiing the group position, try to maintain it as is
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--
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-- Then use an initial load at the beginning of your mission:
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--
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@ -1219,7 +1220,7 @@ CTLD.UnitTypes = {
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--- CTLD class version.
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-- @field #string version
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CTLD.version="1.0.32"
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CTLD.version="1.0.33"
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--- Instantiate a new CTLD.
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-- @param #CTLD self
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@ -1312,6 +1313,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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self.droppedBeacons = {}
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self.droppedbeaconref = {}
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self.droppedbeacontimeout = 600
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self.useprecisecoordloads = true
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-- Cargo
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self.Cargo_Crates = {}
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@ -4794,6 +4796,8 @@ end
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-- @param #CTLD self
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-- @param Core.Zone#ZONE Zone The zone where to drop the troops.
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-- @param Ops.CTLD#CTLD_CARGO Cargo The #CTLD_CARGO object to spawn.
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-- @param #table Surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
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-- @param #boolean PreciseLocation (Optional) Don't try to get a random position in the zone but use the dead center. Caution not to stack up stuff on another!
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-- @return #CTLD self
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-- @usage Use this function to pre-populate the field with Vehicles or FOB at a random coordinate in a zone:
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-- -- create a matching #CTLD_CARGO type
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@ -4802,7 +4806,7 @@ end
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-- local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
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-- -- and go:
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-- my_ctld:InjectVehicles(dropzone,InjectVehicleType)
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function CTLD:InjectVehicles(Zone,Cargo)
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function CTLD:InjectVehicles(Zone,Cargo,Surfacetypes,PreciseLocation)
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self:T(self.lid.." InjectVehicles")
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local cargo = Cargo -- #CTLD_CARGO
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@ -4834,7 +4838,10 @@ end
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local temptable = cargo:GetTemplates() or {}
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local factor = 1.5
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local zone = Zone
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local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2()
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local randomcoord = zone:GetRandomCoordinate(10,30*factor,Surfacetypes):GetVec2()
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if PreciseLocation then
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randomcoord = zone:GetCoordinate():GetVec2()
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end
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cargo:SetWasDropped(true)
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local canmove = false
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if type == CTLD_CARGO.Enum.VEHICLE then canmove = true end
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@ -5463,10 +5470,10 @@ end
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local dropzone = ZONE_RADIUS:New("DropZone",vec2,20)
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if cargotype == CTLD_CARGO.Enum.VEHICLE or cargotype == CTLD_CARGO.Enum.FOB then
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local injectvehicle = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
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self:InjectVehicles(dropzone,injectvehicle)
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self:InjectVehicles(dropzone,injectvehicle,self.surfacetypes,self.useprecisecoordloads)
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elseif cargotype == CTLD_CARGO.Enum.TROOPS or cargotype == CTLD_CARGO.Enum.ENGINEERS then
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local injecttroops = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
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self:InjectTroops(dropzone,injecttroops,self.surfacetypes)
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self:InjectTroops(dropzone,injecttroops,self.surfacetypes,self.useprecisecoordloads)
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end
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elseif (type(groupname) == "string" and groupname == "STATIC") or cargotype == CTLD_CARGO.Enum.REPAIR then
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local cargotemplates = dataset[6]
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