--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable". -- -- === -- -- ### Author: **FlightControl** -- -- ### Contributions: **Hardcard**, **funkyfranky** -- -- === -- -- @module Wrapper.Positionable -- @image Wrapper_Positionable.JPG --- @type POSITIONABLE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) -- @extends Wrapper.Identifiable#IDENTIFIABLE --- @type POSITIONABLE -- @field Core.Point#COORDINATE coordinate Coordinate object. -- @field Core.Point#POINT_VEC3 pointvec3 Point Vec3 object. -- @extends Wrapper.Identifiable#IDENTIFIABLE --- Wrapper class to handle the POSITIONABLE objects. -- -- * Support all DCS APIs. -- * Enhance with POSITIONABLE specific APIs not in the DCS API set. -- * Manage the "state" of the POSITIONABLE. -- -- ## POSITIONABLE constructor -- -- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance: -- -- * @{#POSITIONABLE.New}(): Create a POSITIONABLE instance. -- -- ## Get the current speed -- -- There are 3 methods that can be used to determine the speed. -- Use @{#POSITIONABLE.GetVelocityKMH}() to retrieve the current speed in km/h. Use @{#POSITIONABLE.GetVelocityMPS}() to retrieve the speed in meters per second. -- The method @{#POSITIONABLE.GetVelocity}() returns the speed vector (a Vec3). -- -- ## Get the current altitude -- -- Altitude can be retrieved using the method @{#POSITIONABLE.GetHeight}() and returns the current altitude in meters from the orthonormal plane. -- -- -- @field #POSITIONABLE POSITIONABLE = { ClassName = "POSITIONABLE", PositionableName = "", coordinate = nil, pointvec3 = nil, } --- @field #POSITIONABLE.__ POSITIONABLE.__ = {} --- @field #POSITIONABLE.__.Cargo POSITIONABLE.__.Cargo = {} --- A DCSPositionable -- @type DCSPositionable -- @field id_ The ID of the controllable in DCS --- Create a new POSITIONABLE from a DCSPositionable -- @param #POSITIONABLE self -- @param #string PositionableName The POSITIONABLE name -- @return #POSITIONABLE self function POSITIONABLE:New( PositionableName ) local self = BASE:Inherit( self, IDENTIFIABLE:New( PositionableName ) ) -- #POSITIONABLE self.PositionableName = PositionableName return self end --- Destroys the POSITIONABLE. -- @param #POSITIONABLE self -- @param #boolean GenerateEvent (Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated. -- @return #nil The DCS Unit is not existing or alive. -- @usage -- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. -- Helicopter = UNIT:FindByName( "Helicopter" ) -- Helicopter:Destroy( true ) -- -- @usage -- -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group. -- Tanks = UNIT:FindByName( "Tanks" ) -- Tanks:Destroy( true ) -- -- @usage -- -- Ship unit example: destroy the Ship silently. -- Ship = STATIC:FindByName( "Ship" ) -- Ship:Destroy() -- -- @usage -- -- Destroy without event generation example. -- Ship = STATIC:FindByName( "Boat" ) -- Ship:Destroy( false ) -- Don't generate an event upon destruction. -- function POSITIONABLE:Destroy( GenerateEvent ) self:F2( self.ObjectName ) local DCSObject = self:GetDCSObject() if DCSObject then local UnitGroup = self:GetGroup() local UnitGroupName = UnitGroup:GetName() self:F( { UnitGroupName = UnitGroupName } ) if GenerateEvent and GenerateEvent == true then if self:IsAir() then self:CreateEventCrash( timer.getTime(), DCSObject ) else self:CreateEventDead( timer.getTime(), DCSObject ) end elseif GenerateEvent == false then -- Do nothing! else self:CreateEventRemoveUnit( timer.getTime(), DCSObject ) end USERFLAG:New( UnitGroupName ):Set( 100 ) DCSObject:destroy() end return nil end --- Returns the DCS object. Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE. -- @param #POSITIONABLE self -- @return DCS#Object The DCS object. function POSITIONABLE:GetDCSObject() return nil end --- Returns a pos3 table of the objects current position and orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation. -- Coordinates are dependent on the position of the maps origin. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Position3 Table consisting of the point and orientation tables. function POSITIONABLE:GetPosition() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionablePosition = DCSPositionable:getPosition() self:T3( PositionablePosition ) return PositionablePosition end BASE:E( { "Cannot GetPosition", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation. -- X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement. -- @return DCS#Vec3 Y orientation, i.e. vertical. -- @return DCS#Vec3 Z orientation, i.e. perpendicular to the direction of movement. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetOrientation() local position = self:GetPosition() if position then return position.x, position.y, position.z else BASE:E( { "Cannot GetOrientation", Positionable = self, Alive = self:IsAlive() } ) return nil, nil, nil end end --- Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. along the direction of movement. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetOrientationX() local position = self:GetPosition() if position then return position.x else BASE:E( { "Cannot GetOrientationX", Positionable = self, Alive = self:IsAlive() } ) return nil end end --- Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. vertical orientation. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 Y orientation, i.e. vertical. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetOrientationY() local position = self:GetPosition() if position then return position.y else BASE:E( { "Cannot GetOrientationY", Positionable = self, Alive = self:IsAlive() } ) return nil end end --- Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. perpendicular to direction of movement. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 Z orientation, i.e. perpendicular to movement. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetOrientationZ() local position = self:GetPosition() if position then return position.z else BASE:E( { "Cannot GetOrientationZ", Positionable = self, Alive = self:IsAlive() } ) return nil end end --- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Position The 3D position vectors of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetPositionVec3() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionablePosition = DCSPositionable:getPosition().p self:T3( PositionablePosition ) return PositionablePosition end BASE:E( { "Cannot GetPositionVec3", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns the @{DCS#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 The 3D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetVec3() local DCSPositionable = self:GetDCSObject() if DCSPositionable then local vec3 = DCSPositionable:getPoint() if vec3 then return vec3 else self:E( "ERROR: Cannot get vec3!" ) end end -- ERROR! self:E( { "Cannot GetVec3", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns the @{DCS#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec2 The 2D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetVec2() local DCSPositionable = self:GetDCSObject() if DCSPositionable then local Vec3 = DCSPositionable:getPoint() -- DCS#Vec3 return { x = Vec3.x, y = Vec3.z } end self:E( { "Cannot GetVec2", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return Core.Point#POINT_VEC2 The 2D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetPointVec2() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionableVec3 = DCSPositionable:getPosition().p local PositionablePointVec2 = POINT_VEC2:NewFromVec3( PositionableVec3 ) -- self:F( PositionablePointVec2 ) return PositionablePointVec2 end self:E( { "Cannot GetPointVec2", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return Core.Point#POINT_VEC3 The 3D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetPointVec3() local DCSPositionable = self:GetDCSObject() if DCSPositionable then -- Get 3D vector. local PositionableVec3 = self:GetPositionVec3() if false and self.pointvec3 then -- Update vector. self.pointvec3.x = PositionableVec3.x self.pointvec3.y = PositionableVec3.y self.pointvec3.z = PositionableVec3.z else -- Create a new POINT_VEC3 object. self.pointvec3 = POINT_VEC3:NewFromVec3( PositionableVec3 ) end return self.pointvec3 end BASE:E( { "Cannot GetPointVec3", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. -- This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored -- within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. -- This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is -- preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues. -- @param Wrapper.Positionable#POSITIONABLE self -- @return Core.Point#COORDINATE A reference to the COORDINATE object of the POSITIONABLE. function POSITIONABLE:GetCoord() -- Get DCS object. local DCSPositionable = self:GetDCSObject() if DCSPositionable then -- Get the current position. local PositionableVec3 = self:GetVec3() if self.coordinate then -- Update COORDINATE from 3D vector. self.coordinate:UpdateFromVec3( PositionableVec3 ) else -- New COORDINATE. self.coordinate = COORDINATE:NewFromVec3( PositionableVec3 ) end return self.coordinate end -- Error message. BASE:E( { "Cannot GetCoordinate", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @return Core.Point#COORDINATE A new COORDINATE object of the POSITIONABLE. function POSITIONABLE:GetCoordinate() -- Get DCS object. local DCSPositionable = self:GetDCSObject() if DCSPositionable then -- Get the current position. local PositionableVec3 = self:GetVec3() local coord = COORDINATE:NewFromVec3( PositionableVec3 ) local heading = self:GetHeading() coord.Heading = heading -- Return a new coordinate object. return coord end -- Error message. self:E( { "Cannot GetCoordinate", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @param #number x Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m. -- @param #number y Offset "above" the unit in meters. Default 0 m. -- @param #number z Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m. -- @return Core.Point#COORDINATE The COORDINATE of the offset with respect to the orientation of the POSITIONABLE. function POSITIONABLE:GetOffsetCoordinate( x, y, z ) -- Default if nil. x = x or 0 y = y or 0 z = z or 0 -- Vectors making up the coordinate system. local X = self:GetOrientationX() local Y = self:GetOrientationY() local Z = self:GetOrientationZ() -- Offset vector: x meters ahead, z meters starboard, y meters above. local A = { x = x, y = y, z = z } -- Scale components of orthonormal coordinate vectors. local x = { x = X.x * A.x, y = X.y * A.x, z = X.z * A.x } local y = { x = Y.x * A.y, y = Y.y * A.y, z = Y.z * A.y } local z = { x = Z.x * A.z, y = Z.y * A.z, z = Z.z * A.z } -- Add up vectors in the unit coordinate system ==> this gives the offset vector relative the the origin of the map. local a = { x = x.x + y.x + z.x, y = x.y + y.y + z.y, z = x.z + y.z + z.z } -- Vector from the origin of the map to the unit. local u = self:GetVec3() -- Translate offset vector from map origin to the unit: v=u+a. local v = { x = a.x + u.x, y = a.y + u.y, z = a.z + u.z } local coord = COORDINATE:NewFromVec3( v ) -- Return the offset coordinate. return coord end --- Returns a random @{DCS#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. -- @param Wrapper.Positionable#POSITIONABLE self -- @param #number Radius -- @return DCS#Vec3 The 3D point vector of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. -- @usage -- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP function POSITIONABLE:GetRandomVec3( Radius ) self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionablePointVec3 = DCSPositionable:getPosition().p if Radius then local PositionableRandomVec3 = {} local angle = math.random() * math.pi * 2; PositionableRandomVec3.x = PositionablePointVec3.x + math.cos( angle ) * math.random() * Radius; PositionableRandomVec3.y = PositionablePointVec3.y PositionableRandomVec3.z = PositionablePointVec3.z + math.sin( angle ) * math.random() * Radius; self:T3( PositionableRandomVec3 ) return PositionableRandomVec3 else self:F( "Radius is nil, returning the PointVec3 of the POSITIONABLE", PositionablePointVec3 ) return PositionablePointVec3 end end BASE:E( { "Cannot GetRandomVec3", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Get the bounding box of the underlying POSITIONABLE DCS Object. -- @param #POSITIONABLE self -- @return DCS#Box3 The bounding box of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetBoundingBox() self:F2() local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionableDesc = DCSPositionable:getDesc() -- DCS#Desc if PositionableDesc then local PositionableBox = PositionableDesc.box return PositionableBox end end BASE:E( { "Cannot GetBoundingBox", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Get the object size. -- @param #POSITIONABLE self -- @return DCS#Distance Max size of object in x, z or 0 if bounding box could not be obtained. -- @return DCS#Distance Length x or 0 if bounding box could not be obtained. -- @return DCS#Distance Height y or 0 if bounding box could not be obtained. -- @return DCS#Distance Width z or 0 if bounding box could not be obtained. function POSITIONABLE:GetObjectSize() -- Get bounding box. local box = self:GetBoundingBox() if box then local x = box.max.x + math.abs( box.min.x ) -- length local y = box.max.y + math.abs( box.min.y ) -- height local z = box.max.z + math.abs( box.min.z ) -- width return math.max( x, z ), x, y, z end return 0, 0, 0, 0 end --- Get the bounding radius of the underlying POSITIONABLE DCS Object. -- @param #POSITIONABLE self -- @param #number MinDist (Optional) If bounding box is smaller than this value, MinDist is returned. -- @return DCS#Distance The bounding radius of the POSITIONABLE -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetBoundingRadius( MinDist ) self:F2() local Box = self:GetBoundingBox() local boxmin = MinDist or 0 if Box then local X = Box.max.x - Box.min.x local Z = Box.max.z - Box.min.z local CX = X / 2 local CZ = Z / 2 return math.max( math.max( CX, CZ ), boxmin ) end BASE:E( { "Cannot GetBoundingRadius", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns the altitude of the POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Distance The altitude of the POSITIONABLE. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetAltitude() self:F2() local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionablePointVec3 = DCSPositionable:getPoint() -- DCS#Vec3 return PositionablePointVec3.y end BASE:E( { "Cannot GetAltitude", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns if the Positionable is located above a runway. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #boolean true if Positionable is above a runway. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:IsAboveRunway() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable then local Vec2 = self:GetVec2() local SurfaceType = land.getSurfaceType( Vec2 ) local IsAboveRunway = SurfaceType == land.SurfaceType.RUNWAY self:T2( IsAboveRunway ) return IsAboveRunway end BASE:E( { "Cannot IsAboveRunway", Positionable = self, Alive = self:IsAlive() } ) return nil end function POSITIONABLE:GetSize() local DCSObject = self:GetDCSObject() if DCSObject then return 1 else return 0 end end --- Returns the POSITIONABLE heading in degrees. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number The POSITIONABLE heading in degrees. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetHeading() local DCSPositionable = self:GetDCSObject() if DCSPositionable then local PositionablePosition = DCSPositionable:getPosition() if PositionablePosition then local PositionableHeading = math.atan2( PositionablePosition.x.z, PositionablePosition.x.x ) if PositionableHeading < 0 then PositionableHeading = PositionableHeading + 2 * math.pi end PositionableHeading = PositionableHeading * 180 / math.pi return PositionableHeading end end self:E( { "Cannot GetHeading", Positionable = self, Alive = self:IsAlive() } ) return nil end -- Is Methods --- Returns if the unit is of an air category. -- If the unit is a helicopter or a plane, then this method will return true, otherwise false. -- @param #POSITIONABLE self -- @return #boolean Air category evaluation result. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:IsAir() self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitDescriptor = DCSUnit:getDesc() self:T3( { UnitDescriptor.category, Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) local IsAirResult = ( UnitDescriptor.category == Unit.Category.AIRPLANE ) or ( UnitDescriptor.category == Unit.Category.HELICOPTER ) self:T3( IsAirResult ) return IsAirResult end self:E( { "Cannot check IsAir", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns if the unit is of an ground category. -- If the unit is a ground vehicle or infantry, this method will return true, otherwise false. -- @param #POSITIONABLE self -- @return #boolean Ground category evaluation result. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:IsGround() self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitDescriptor = DCSUnit:getDesc() self:T3( { UnitDescriptor.category, Unit.Category.GROUND_UNIT } ) local IsGroundResult = (UnitDescriptor.category == Unit.Category.GROUND_UNIT) self:T3( IsGroundResult ) return IsGroundResult end self:E( { "Cannot check IsGround", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns if the unit is of ship category. -- @param #POSITIONABLE self -- @return #boolean Ship category evaluation result. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:IsShip() self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitDescriptor = DCSUnit:getDesc() self:T3( { UnitDescriptor.category, Unit.Category.SHIP } ) local IsShipResult = (UnitDescriptor.category == Unit.Category.SHIP) self:T3( IsShipResult ) return IsShipResult end self:E( { "Cannot check IsShip", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns if the unit is a submarine. -- @param #POSITIONABLE self -- @return #boolean Submarines attributes result. function POSITIONABLE:IsSubmarine() self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitDescriptor = DCSUnit:getDesc() if UnitDescriptor.attributes["Submarines"] == true then return true else return false end end self:E( { "Cannot check IsSubmarine", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns true if the POSITIONABLE is in the air. -- Polymorphic, is overridden in GROUP and UNIT. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #boolean true if in the air. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:InAir() self:F2( self.PositionableName ) return nil end --- Returns the a @{Velocity} object from the POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @return Core.Velocity#VELOCITY Velocity The Velocity object. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetVelocity() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable then local Velocity = VELOCITY:New( self ) return Velocity end BASE:E( { "Cannot GetVelocity", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Returns the POSITIONABLE velocity Vec3 vector. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 The velocity Vec3 vector -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetVelocityVec3() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable and DCSPositionable:isExist() then local PositionableVelocityVec3 = DCSPositionable:getVelocity() self:T3( PositionableVelocityVec3 ) return PositionableVelocityVec3 end BASE:E( { "Cannot GetVelocityVec3", Positionable = self, Alive = self:IsAlive() } ) return nil end --- Get relative velocity with respect to another POSITIONABLE. -- @param #POSITIONABLE self -- @param #POSITIONABLE Positionable Other POSITIONABLE. -- @return #number Relative velocity in m/s. function POSITIONABLE:GetRelativeVelocity( Positionable ) self:F2( self.PositionableName ) local v1 = self:GetVelocityVec3() local v2 = Positionable:GetVelocityVec3() local vtot = UTILS.VecAdd( v1, v2 ) return UTILS.VecNorm( vtot ) end --- Returns the POSITIONABLE height in meters. -- @param Wrapper.Positionable#POSITIONABLE self -- @return DCS#Vec3 The height of the POSITIONABLE in meters. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetHeight() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable and DCSPositionable:isExist() then local PositionablePosition = DCSPositionable:getPosition() if PositionablePosition then local PositionableHeight = PositionablePosition.p.y self:T2( PositionableHeight ) return PositionableHeight end end return nil end --- Returns the POSITIONABLE velocity in km/h. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number The velocity in km/h. function POSITIONABLE:GetVelocityKMH() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable and DCSPositionable:isExist() then local VelocityVec3 = self:GetVelocityVec3() local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec local Velocity = Velocity * 3.6 -- now it is in km/h. self:T3( Velocity ) return Velocity end return 0 end --- Returns the POSITIONABLE velocity in meters per second. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number The velocity in meters per second. function POSITIONABLE:GetVelocityMPS() self:F2( self.PositionableName ) local DCSPositionable = self:GetDCSObject() if DCSPositionable and DCSPositionable:isExist() then local VelocityVec3 = self:GetVelocityVec3() local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec self:T3( Velocity ) return Velocity end return 0 end --- Returns the POSITIONABLE velocity in knots. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number The velocity in knots. function POSITIONABLE:GetVelocityKNOTS() self:F2( self.PositionableName ) return UTILS.MpsToKnots( self:GetVelocityMPS() ) end --- Returns the Angle of Attack of a POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number Angle of attack in degrees. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetAoA() -- Get position of the unit. local unitpos = self:GetPosition() if unitpos then -- Get velocity vector of the unit. local unitvel = self:GetVelocityVec3() if unitvel and UTILS.VecNorm( unitvel ) ~= 0 then -- Get wind vector including turbulences. local wind = self:GetCoordinate():GetWindWithTurbulenceVec3() -- Include wind vector. unitvel.x = unitvel.x - wind.x unitvel.y = unitvel.y - wind.y unitvel.z = unitvel.z - wind.z -- Unit velocity transformed into aircraft axes directions. local AxialVel = {} -- Transform velocity components in direction of aircraft axes. AxialVel.x = UTILS.VecDot( unitpos.x, unitvel ) AxialVel.y = UTILS.VecDot( unitpos.y, unitvel ) AxialVel.z = UTILS.VecDot( unitpos.z, unitvel ) -- AoA is angle between unitpos.x and the x and y velocities. local AoA = math.acos( UTILS.VecDot( { x = 1, y = 0, z = 0 }, { x = AxialVel.x, y = AxialVel.y, z = 0 } ) / UTILS.VecNorm( { x = AxialVel.x, y = AxialVel.y, z = 0 } ) ) -- Set correct direction: if AxialVel.y > 0 then AoA = -AoA end -- Return AoA value in degrees. return math.deg( AoA ) end end return nil end --- Returns the climb or descent angle of the POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number Climb or descent angle in degrees. Or 0 if velocity vector norm is zero. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetClimbAngle() -- Get position of the unit. local unitpos = self:GetPosition() if unitpos then -- Get velocity vector of the unit. local unitvel = self:GetVelocityVec3() if unitvel and UTILS.VecNorm( unitvel ) ~= 0 then -- Calculate climb angle. local angle = math.asin( unitvel.y / UTILS.VecNorm( unitvel ) ) -- Return angle in degrees. return math.deg( angle ) else return 0 end end return nil end --- Returns the pitch angle of a POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number Pitch angle in degrees. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetPitch() -- Get position of the unit. local unitpos = self:GetPosition() if unitpos then return math.deg( math.asin( unitpos.x.y ) ) end return nil end --- Returns the roll angle of a unit. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number Pitch angle in degrees. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetRoll() -- Get position of the unit. local unitpos = self:GetPosition() if unitpos then -- First, make a vector that is perpendicular to y and unitpos.x with cross product local cp = UTILS.VecCross( unitpos.x, { x = 0, y = 1, z = 0 } ) -- Now, get dot product of of this cross product with unitpos.z local dp = UTILS.VecDot( cp, unitpos.z ) -- Now get the magnitude of the roll (magnitude of the angle between two vectors is acos(vec1.vec2/|vec1||vec2|) local Roll = math.acos( dp / (UTILS.VecNorm( cp ) * UTILS.VecNorm( unitpos.z )) ) -- Now, have to get sign of roll. By convention, making right roll positive -- To get sign of roll, use the y component of unitpos.z. For right roll, y component is negative. if unitpos.z.y > 0 then -- left roll, flip the sign of the roll Roll = -Roll end return math.deg( Roll ) end return nil end --- Returns the yaw angle of a POSITIONABLE. -- @param Wrapper.Positionable#POSITIONABLE self -- @return #number Yaw angle in degrees. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetYaw() -- Get position of the unit. local unitpos = self:GetPosition() if unitpos then -- get unit velocity local unitvel = self:GetVelocityVec3() if unitvel and UTILS.VecNorm( unitvel ) ~= 0 then -- must have non-zero velocity! local AxialVel = {} -- unit velocity transformed into aircraft axes directions -- transform velocity components in direction of aircraft axes. AxialVel.x = UTILS.VecDot( unitpos.x, unitvel ) AxialVel.y = UTILS.VecDot( unitpos.y, unitvel ) AxialVel.z = UTILS.VecDot( unitpos.z, unitvel ) -- Yaw is the angle between unitpos.x and the x and z velocities -- define right yaw as positive local Yaw = math.acos( UTILS.VecDot( { x = 1, y = 0, z = 0 }, { x = AxialVel.x, y = 0, z = AxialVel.z } ) / UTILS.VecNorm( { x = AxialVel.x, y = 0, z = AxialVel.z } ) ) -- now set correct direction: if AxialVel.z > 0 then Yaw = -Yaw end return Yaw end end return nil end --- Returns the message text with the callsign embedded (if there is one). -- @param #POSITIONABLE self -- @param #string Message The message text. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. -- @return #string The message text. -- @return #nil The POSITIONABLE is not existing or alive. function POSITIONABLE:GetMessageText( Message, Name ) local DCSObject = self:GetDCSObject() if DCSObject then local Callsign = string.format( "%s", ((Name ~= "" and Name) or self:GetCallsign() ~= "" and self:GetCallsign()) or self:GetName() ) local MessageText = string.format( "%s - %s", Callsign, Message ) return MessageText end return nil end --- Returns a message with the callsign embedded (if there is one). -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. -- @return Core.Message#MESSAGE function POSITIONABLE:GetMessage( Message, Duration, Name ) local DCSObject = self:GetDCSObject() if DCSObject then local MessageText = self:GetMessageText( Message, Name ) return MESSAGE:New( MessageText, Duration ) end return nil end --- Returns a message of a specified type with the callsign embedded (if there is one). -- @param #POSITIONABLE self -- @param #string Message The message text -- @param Core.Message#MESSAGE MessageType MessageType The message type. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. -- @return Core.Message#MESSAGE function POSITIONABLE:GetMessageType( Message, MessageType, Name ) -- R2.2 changed callsign and name and using GetMessageText local DCSObject = self:GetDCSObject() if DCSObject then local MessageText = self:GetMessageText( Message, Name ) return MESSAGE:NewType( MessageText, MessageType ) end return nil end --- Send a message to all coalitions. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToAll( Message, Duration, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessage( Message, Duration, Name ):ToAll() end return nil end --- Send a message to a coalition. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param DCS#coalition MessageCoalition The Coalition receiving the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition, Name ) self:F2( { Message, Duration } ) local Name = Name or "" local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessage( Message, Duration, Name ):ToCoalition( MessageCoalition ) end return nil end --- Send a message to a coalition. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration. -- @param DCS#coalition MessageCoalition The Coalition receiving the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageTypeToCoalition( Message, MessageType, MessageCoalition, Name ) self:F2( { Message, MessageType } ) local Name = Name or "" local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessageType( Message, MessageType, Name ):ToCoalition( MessageCoalition ) end return nil end --- Send a message to the red coalition. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToRed( Message, Duration, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessage( Message, Duration, Name ):ToRed() end return nil end --- Send a message to the blue coalition. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToBlue( Message, Duration, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessage( Message, Duration, Name ):ToBlue() end return nil end --- Send a message to a client. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param Wrapper.Client#CLIENT Client The client object receiving the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToClient( Message, Duration, Client, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessage( Message, Duration, Name ):ToClient( Client ) end return nil end --- Send a message to a @{Wrapper.Group}. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then if DCSObject:isExist() then if MessageGroup:IsAlive() then self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup ) else BASE:E( { "Message not sent to Group; Group is not alive...", Message = Message, MessageGroup = MessageGroup } ) end else BASE:E( { "Message not sent to Group; Positionable is not alive ...", Message = Message, Positionable = self, MessageGroup = MessageGroup } ) end end return nil end --- Send a message of a message type to a @{Wrapper.Group}. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration. -- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message. -- @param #string Name (Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE. function POSITIONABLE:MessageTypeToGroup( Message, MessageType, MessageGroup, Name ) self:F2( { Message, MessageType } ) local DCSObject = self:GetDCSObject() if DCSObject then if DCSObject:isExist() then self:GetMessageType( Message, MessageType, Name ):ToGroup( MessageGroup ) end end return nil end --- Send a message to a @{Core.Set#SET_GROUP}. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then if DCSObject:isExist() then MessageSetGroup:ForEachGroupAlive( function( MessageGroup ) self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup ) end ) end end return nil end --- Send a message to the players in the @{Wrapper.Group}. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #POSITIONABLE self -- @param #string Message The message text -- @param DCS#Duration Duration The duration of the message. -- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE. function POSITIONABLE:Message( Message, Duration, Name ) self:F2( { Message, Duration } ) local DCSObject = self:GetDCSObject() if DCSObject then self:GetMessage( Message, Duration, Name ):ToGroup( self ) end return nil end --- Create a @{Core.Radio#RADIO}, to allow radio transmission for this POSITIONABLE. -- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message -- @param #POSITIONABLE self -- @return Core.Radio#RADIO Radio function POSITIONABLE:GetRadio() self:F2( self ) return RADIO:New( self ) end --- Create a @{Core.Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals -- @param #POSITIONABLE self -- @return Core.Radio#RADIO Radio function POSITIONABLE:GetBeacon() self:F2( self ) return BEACON:New( self ) end --- Start Lasing a POSITIONABLE -- @param #POSITIONABLE self -- @param #POSITIONABLE Target The target to lase. -- @param #number LaserCode Laser code or random number in [1000, 9999]. -- @param #number Duration Duration of lasing in seconds. -- @return Core.Spot#SPOT function POSITIONABLE:LaseUnit( Target, LaserCode, Duration ) self:F2() LaserCode = LaserCode or math.random( 1000, 9999 ) local RecceDcsUnit = self:GetDCSObject() local TargetVec3 = Target:GetVec3() self:F( "building spot" ) self.Spot = SPOT:New( self ) -- Core.Spot#SPOT self.Spot:LaseOn( Target, LaserCode, Duration ) self.LaserCode = LaserCode return self.Spot end --- Start Lasing a COORDINATE. -- @param #POSITIONABLE self -- @param Core.Point#COORDINATE Coordinate The coordinate where the lase is pointing at. -- @param #number LaserCode Laser code or random number in [1000, 9999]. -- @param #number Duration Duration of lasing in seconds. -- @return Core.Spot#SPOT function POSITIONABLE:LaseCoordinate( Coordinate, LaserCode, Duration ) self:F2() LaserCode = LaserCode or math.random( 1000, 9999 ) self.Spot = SPOT:New( self ) -- Core.Spot#SPOT self.Spot:LaseOnCoordinate( Coordinate, LaserCode, Duration ) self.LaserCode = LaserCode return self.Spot end --- Stop Lasing a POSITIONABLE -- @param #POSITIONABLE self -- @return #POSITIONABLE function POSITIONABLE:LaseOff() self:F2() if self.Spot then self.Spot:LaseOff() self.Spot = nil end return self end --- Check if the POSITIONABLE is lasing a target -- @param #POSITIONABLE self -- @return #boolean true if it is lasing a target function POSITIONABLE:IsLasing() self:F2() local Lasing = false if self.Spot then Lasing = self.Spot:IsLasing() end return Lasing end --- Get the Spot -- @param #POSITIONABLE self -- @return Core.Spot#SPOT The Spot function POSITIONABLE:GetSpot() return self.Spot end --- Get the last assigned laser code -- @param #POSITIONABLE self -- @return #number The laser code function POSITIONABLE:GetLaserCode() return self.LaserCode end do -- Cargo --- Add cargo. -- @param #POSITIONABLE self -- @param Core.Cargo#CARGO Cargo -- @return #POSITIONABLE function POSITIONABLE:AddCargo( Cargo ) self.__.Cargo[Cargo] = Cargo return self end --- Get all contained cargo. -- @param #POSITIONABLE self -- @return #POSITIONABLE function POSITIONABLE:GetCargo() return self.__.Cargo end --- Remove cargo. -- @param #POSITIONABLE self -- @param Core.Cargo#CARGO Cargo -- @return #POSITIONABLE function POSITIONABLE:RemoveCargo( Cargo ) self.__.Cargo[Cargo] = nil return self end --- Returns if carrier has given cargo. -- @param #POSITIONABLE self -- @return Core.Cargo#CARGO Cargo function POSITIONABLE:HasCargo( Cargo ) return self.__.Cargo[Cargo] end --- Clear all cargo. -- @param #POSITIONABLE self function POSITIONABLE:ClearCargo() self.__.Cargo = {} end --- Is cargo bay empty. -- @param #POSITIONABLE self function POSITIONABLE:IsCargoEmpty() local IsEmpty = true for _, Cargo in pairs( self.__.Cargo ) do IsEmpty = false break end return IsEmpty end --- Get cargo item count. -- @param #POSITIONABLE self -- @return Core.Cargo#CARGO Cargo function POSITIONABLE:CargoItemCount() local ItemCount = 0 for CargoName, Cargo in pairs( self.__.Cargo ) do ItemCount = ItemCount + Cargo:GetCount() end return ItemCount end -- --- Get Cargo Bay Free Volume in m3. -- -- @param #POSITIONABLE self -- -- @return #number CargoBayFreeVolume -- function POSITIONABLE:GetCargoBayFreeVolume() -- local CargoVolume = 0 -- for CargoName, Cargo in pairs( self.__.Cargo ) do -- CargoVolume = CargoVolume + Cargo:GetVolume() -- end -- return self.__.CargoBayVolumeLimit - CargoVolume -- end -- --- Get Cargo Bay Free Weight in kg. -- @param #POSITIONABLE self -- @return #number CargoBayFreeWeight function POSITIONABLE:GetCargoBayFreeWeight() -- When there is no cargo bay weight limit set, then calculate this for this POSITIONABLE! if not self.__.CargoBayWeightLimit then self:SetCargoBayWeightLimit() end local CargoWeight = 0 for CargoName, Cargo in pairs( self.__.Cargo ) do CargoWeight = CargoWeight + Cargo:GetWeight() end return self.__.CargoBayWeightLimit - CargoWeight end -- --- Get Cargo Bay Volume Limit in m3. -- -- @param #POSITIONABLE self -- -- @param #number VolumeLimit -- function POSITIONABLE:SetCargoBayVolumeLimit( VolumeLimit ) -- self.__.CargoBayVolumeLimit = VolumeLimit -- end --- Set Cargo Bay Weight Limit in kg. -- @param #POSITIONABLE self -- @param #number WeightLimit function POSITIONABLE:SetCargoBayWeightLimit( WeightLimit ) if WeightLimit then self.__.CargoBayWeightLimit = WeightLimit elseif self.__.CargoBayWeightLimit ~= nil then -- Value already set ==> Do nothing! else -- If WeightLimit is not provided, we will calculate it depending on the type of unit. -- When an airplane or helicopter, we calculate the WeightLimit based on the descriptor. if self:IsAir() then local Desc = self:GetDesc() self:F( { Desc = Desc } ) local Weights = { ["C-17A"] = 35000, -- 77519 cannot be used, because it loads way too many APCs and infantry. ["C-130"] = 22000 -- The real value cannot be used, because it loads way too many APCs and infantry. } self.__.CargoBayWeightLimit = Weights[Desc.typeName] or (Desc.massMax - (Desc.massEmpty + Desc.fuelMassMax)) elseif self:IsShip() then local Desc = self:GetDesc() self:F( { Desc = Desc } ) local Weights = { ["Type_071"] = 245000, ["LHA_Tarawa"] = 500000, ["Ropucha-class"] = 150000, ["Dry-cargo ship-1"] = 70000, ["Dry-cargo ship-2"] = 70000, ["Higgins_boat"] = 3700, -- Higgins Boat can load 3700 kg of general cargo or 36 men (source wikipedia). ["USS_Samuel_Chase"] = 25000, -- Let's say 25 tons for now. Wiki says 33 Higgins boats, which would be 264 tons (can't be right!) and/or 578 troops. ["LST_Mk2"] = 2100000 -- Can carry 2100 tons according to wiki source! } self.__.CargoBayWeightLimit = (Weights[Desc.typeName] or 50000) else local Desc = self:GetDesc() local Weights = { ["AAV7"] = 25, ["Bedford_MWD"] = 8, -- new by kappa ["Blitz_36-6700A"] = 10, -- new by kappa ["BMD-1"] = 9, -- IRL should be 4 passengers ["BMP-1"] = 8, ["BMP-2"] = 7, ["BMP-3"] = 8, -- IRL should be 7+2 passengers ["Boman"] = 25, ["BTR-80"] = 9, -- IRL should be 7 passengers ["BTR-82A"] = 9, -- new by kappa -- IRL should be 7 passengers ["BTR_D"] = 12, -- IRL should be 10 passengers ["Cobra"] = 8, ["Land_Rover_101_FC"] = 11, -- new by kappa ["Land_Rover_109_S3"] = 7, -- new by kappa ["LAV-25"] = 6, ["M-2 Bradley"] = 6, ["M1043 HMMWV Armament"] = 4, ["M1045 HMMWV TOW"] = 4, ["M1126 Stryker ICV"] = 9, ["M1134 Stryker ATGM"] = 9, ["M2A1_halftrack"] = 9, ["M-113"] = 9, -- IRL should be 11 passengers ["Marder"] = 6, ["MCV-80"] = 9, -- IRL should be 7 passengers ["MLRS FDDM"] = 4, ["MTLB"] = 25, -- IRL should be 11 passengers ["GAZ-66"] = 8, ["GAZ-3307"] = 12, ["GAZ-3308"] = 14, ["Grad_FDDM"] = 6, -- new by kappa ["KAMAZ Truck"] = 12, ["KrAZ6322"] = 12, ["M 818"] = 12, ["Tigr_233036"] = 6, ["TPZ"] = 10, ["UAZ-469"] = 4, -- new by kappa ["Ural-375"] = 12, ["Ural-4320-31"] = 14, ["Ural-4320 APA-5D"] = 10, ["Ural-4320T"] = 14, ["ZBD04A"] = 7, -- new by kappa ["VAB_Mephisto"] = 8 -- new by Apple } local CargoBayWeightLimit = (Weights[Desc.typeName] or 0) * 95 self.__.CargoBayWeightLimit = CargoBayWeightLimit end end self:F( { CargoBayWeightLimit = self.__.CargoBayWeightLimit } ) end end --- Cargo --- Signal a flare at the position of the POSITIONABLE. -- @param #POSITIONABLE self -- @param Utilities.Utils#FLARECOLOR FlareColor function POSITIONABLE:Flare( FlareColor ) self:F2() trigger.action.signalFlare( self:GetVec3(), FlareColor, 0 ) end --- Signal a white flare at the position of the POSITIONABLE. -- @param #POSITIONABLE self function POSITIONABLE:FlareWhite() self:F2() trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White, 0 ) end --- Signal a yellow flare at the position of the POSITIONABLE. -- @param #POSITIONABLE self function POSITIONABLE:FlareYellow() self:F2() trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow, 0 ) end --- Signal a green flare at the position of the POSITIONABLE. -- @param #POSITIONABLE self function POSITIONABLE:FlareGreen() self:F2() trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green, 0 ) end --- Signal a red flare at the position of the POSITIONABLE. -- @param #POSITIONABLE self function POSITIONABLE:FlareRed() self:F2() local Vec3 = self:GetVec3() if Vec3 then trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 ) end end --- Smoke the POSITIONABLE. -- @param #POSITIONABLE self -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -- @param #number Range The range in meters to randomize the smoking around the POSITIONABLE. -- @param #number AddHeight The height in meters to add to the altitude of the POSITIONABLE. function POSITIONABLE:Smoke( SmokeColor, Range, AddHeight ) self:F2() if Range then local Vec3 = self:GetRandomVec3( Range ) Vec3.y = Vec3.y + AddHeight or 0 trigger.action.smoke( Vec3, SmokeColor ) else local Vec3 = self:GetVec3() Vec3.y = Vec3.y + AddHeight or 0 trigger.action.smoke( self:GetVec3(), SmokeColor ) end end --- Smoke the POSITIONABLE Green. -- @param #POSITIONABLE self function POSITIONABLE:SmokeGreen() self:F2() trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green ) end --- Smoke the POSITIONABLE Red. -- @param #POSITIONABLE self function POSITIONABLE:SmokeRed() self:F2() trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red ) end --- Smoke the POSITIONABLE White. -- @param #POSITIONABLE self function POSITIONABLE:SmokeWhite() self:F2() trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White ) end --- Smoke the POSITIONABLE Orange. -- @param #POSITIONABLE self function POSITIONABLE:SmokeOrange() self:F2() trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange ) end --- Smoke the POSITIONABLE Blue. -- @param #POSITIONABLE self function POSITIONABLE:SmokeBlue() self:F2() trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue ) end --- Returns true if the unit is within a @{Zone}. -- @param #POSITIONABLE self -- @param Core.Zone#ZONE_BASE Zone The zone to test. -- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE} function POSITIONABLE:IsInZone( Zone ) self:F2( { self.PositionableName, Zone } ) if self:IsAlive() then local IsInZone = Zone:IsVec3InZone( self:GetVec3() ) return IsInZone end return false end --- Returns true if the unit is not within a @{Zone}. -- @param #POSITIONABLE self -- @param Core.Zone#ZONE_BASE Zone The zone to test. -- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE} function POSITIONABLE:IsNotInZone( Zone ) self:F2( { self.PositionableName, Zone } ) if self:IsAlive() then local IsNotInZone = not Zone:IsVec3InZone( self:GetVec3() ) return IsNotInZone else return false end end