--- **Core** - Spawn dynamically new groups of units in running missions. -- -- === -- -- ## Features: -- -- * Spawn new groups in running missions. -- * Schedule spawning of new groups. -- * Put limits on the amount of groups that can be spawned, and the amount of units that can be alive at the same time. -- * Randomize the spawning location between different zones. -- * Randomize the initial positions within the zones. -- * Spawn in array formation. -- * Spawn uncontrolled (for planes or helos only). -- * Clean up inactive helicopters that "crashed". -- * Place a hook to capture a spawn event, and tailor with customer code. -- * Spawn late activated. -- * Spawn with or without an initial delay. -- * Respawn after landing, on the runway or at the ramp after engine shutdown. -- * Spawn with custom heading, both for a group formation and for the units in the group. -- * Spawn with different skills. -- * Spawn with different liveries. -- * Spawn with an inner and outer radius to set the initial position. -- * Spawn with a randomize route. -- * Spawn with a randomized template. -- * Spawn with a randomized start points on a route. -- * Spawn with an alternative name. -- * Spawn and keep the unit names. -- * Spawn with a different coalition and country. -- * Enquiry methods to check on spawn status. -- -- === -- -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning) -- -- === -- -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL) -- -- === -- -- ### Author: **FlightControl** -- ### Contributions: A lot of people within this community! -- -- === -- -- @module Core.Spawn -- @image Core_Spawn.JPG --- SPAWN Class -- @type SPAWN -- @field ClassName -- @field #string SpawnTemplatePrefix -- @field #string SpawnAliasPrefix -- @field #number AliveUnits -- @field #number MaxAliveUnits -- @field #number SpawnIndex -- @field #number MaxAliveGroups -- @field #SPAWN.SpawnZoneTable SpawnZoneTable -- @extends Core.Base#BASE --- Allows to spawn dynamically new @{Core.Group}s. -- -- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME), -- which is a normal group with the **Late Activation** flag set. -- This template group will never be activated in your mission. -- SPAWN uses that **template group** to reference to all the characteristics -- (air, ground, livery, unit composition, formation, skill level etc) of each new group to be spawned. -- -- Therefore, when creating a SPAWN object, the @{#SPAWN.New} and @{#SPAWN.NewWithAlias} require -- **the name of the template group** to be given as a string to those constructor methods. -- -- Initialization settings can be applied on the SPAWN object, -- which modify the behaviour or the way groups are spawned. -- These initialization methods have the prefix **Init**. -- There are also spawn methods with the prefix **Spawn** and will spawn new groups in various ways. -- -- ### IMPORTANT! The methods with prefix **Init** must be used before any methods with prefix **Spawn** method are used, or unexpected results may appear!!! -- -- Because SPAWN can spawn multiple groups of a template group, -- SPAWN has an **internal index** that keeps track -- which was the latest group that was spawned. -- -- **Limits** can be set on how many groups can be spawn in each SPAWN object, -- using the method @{#SPAWN.InitLimit}. SPAWN has 2 kind of limits: -- -- * The maximum amount of @{Wrapper.Unit}s that can be **alive** at the same time... -- * The maximum amount of @{Wrapper.Group}s that can be **spawned**... This is more of a **resource**-type of limit. -- -- When new groups get spawned using the **Spawn** methods, -- it will be evaluated whether any limits have been reached. -- When no spawn limit is reached, a new group will be created by the spawning methods, -- and the internal index will be increased with 1. -- -- These limits ensure that your mission does not accidentally get flooded with spawned groups. -- Additionally, it also guarantees that independent of the group composition, -- at any time, the most optimal amount of groups are alive in your mission. -- For example, if your template group has a group composition of 10 units, and you specify a limit of 100 units alive at the same time, -- with unlimited resources = :InitLimit( 100, 0 ) and 10 groups are alive, but two groups have only one unit alive in the group, -- then a sequent Spawn(Scheduled) will allow a new group to be spawned!!! -- -- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Wrapper.Group} had been spawned!!! -- -- Spawned groups get **the same name** as the name of the template group. -- Spawned units in those groups keep _by default_ **the same name** as the name of the template group. -- However, because multiple groups and units are created from the template group, -- a suffix is added to each spawned group and unit. -- -- Newly spawned groups will get the following naming structure at run-time: -- -- 1. Spawned groups will have the name _GroupName_#_nnn_, where _GroupName_ is the name of the **template group**, -- and _nnn_ is a **counter from 0 to 999**. -- 2. Spawned units will have the name _GroupName_#_nnn_-_uu_, -- where _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group. -- -- That being said, there is a way to keep the same unit names! -- The method @{#SPAWN.InitKeepUnitNames}() will keep the same unit names as defined within the template group, thus: -- -- 3. Spawned units will have the name _UnitName_#_nnn_-_uu_, -- where _UnitName_ is the **unit name as defined in the template group*, -- and _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group. -- -- Some **additional notes that need to be considered!!**: -- -- * templates are actually groups defined within the mission editor, with the flag "Late Activation" set. -- As such, these groups are never used within the mission, but are used by the @{#SPAWN} module. -- * It is important to defined BEFORE you spawn new groups, -- a proper initialization of the SPAWN instance is done with the options you want to use. -- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn template(s), -- or the SPAWN module logic won't work anymore. -- -- ## SPAWN construction methods -- -- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods: -- -- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition). -- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Wrapper.Group} an different name. -- -- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned. -- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons. -- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient. -- -- ## SPAWN **Init**ialization methods -- -- A spawn object will behave differently based on the usage of **initialization** methods, which all start with the **Init** prefix: -- -- ### Unit Names -- -- * @{#SPAWN.InitKeepUnitNames}(): Keeps the unit names as defined within the mission editor, but note that anything after a # mark is ignored, and any spaces before and after the resulting name are removed. IMPORTANT! This method MUST be the first used after :New !!! -- -- ### Route randomization -- -- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height. -- -- ### Group composition randomization -- -- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. -- -- ### Uncontrolled -- -- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled. -- -- ### Array formation -- -- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array. -- -- ### Position randomization -- -- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens. -- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Wrapper.Unit}s in the @{Wrapper.Group} that is spawned within a **radius band**, given an Outer and Inner radius. -- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor. -- -- ### Enable / Disable AI when spawning a new @{Wrapper.Group} -- -- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Wrapper.Group} object. -- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Wrapper.Group} object. -- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Wrapper.Group} object. -- -- ### Limit scheduled spawning -- -- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned. -- -- ### Delay initial scheduled spawn -- -- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Wrapper.Group} object. -- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Wrapper.Group} object. -- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Wrapper.Group} object. -- -- ### Repeat spawned @{Wrapper.Group}s upon landing -- -- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed. -- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp. -- -- -- ## SPAWN **Spawn** methods -- -- Groups can be spawned at different times and methods: -- -- ### **Single** spawning methods -- -- * @{#SPAWN.Spawn}(): Spawn one new group based on the last spawned index. -- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index. -- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air). -- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ). -- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}. -- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}. -- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}. -- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad. -- -- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object. -- You can use the @{GROUP} object to do further actions with the DCSGroup. -- -- ### **Scheduled** spawning methods -- -- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals. --- * @{#SPAWN.SpawnScheduleStart}(): Start or continue to spawn groups at scheduled time intervals. -- * @{#SPAWN.SpawnScheduleStop}(): Stop the spawning of groups at scheduled time intervals. -- -- -- ## Retrieve alive GROUPs spawned by the SPAWN object -- -- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution. -- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS. -- SPAWN provides methods to iterate through that internal GROUP object reference table: -- -- * @{#SPAWN.GetFirstAliveGroup}(): Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found. -- * @{#SPAWN.GetNextAliveGroup}(): Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found. -- * @{#SPAWN.GetLastAliveGroup}(): Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found. -- -- You can use the methods @{#SPAWN.GetFirstAliveGroup}() and sequently @{#SPAWN.GetNextAliveGroup}() to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example. -- The method @{#SPAWN.GetGroupFromIndex}() will return the GROUP object reference from the given Index, dead or alive... -- -- ## Spawned cleaning of inactive groups -- -- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive. -- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't, -- and it may occur that no new groups are or can be spawned as limits are reached. -- To prevent this, a @{#SPAWN.InitCleanUp}() initialization method has been defined that will silently monitor the status of each spawned group. -- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time. -- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"... -- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically. -- This models AI that has succesfully returned to their airbase, to restart their combat activities. -- Check the @{#SPAWN.InitCleanUp}() for further info. -- -- ## Catch the @{Wrapper.Group} Spawn Event in a callback function! -- -- When using the @{#SPAWN.SpawnScheduled)() method, new @{Wrapper.Group}s are created following the spawn time interval parameters. -- When a new @{Wrapper.Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event. -- The SPAWN class supports this functionality through the method @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ), -- which takes a function as a parameter that you can define locally. -- Whenever a new @{Wrapper.Group} is spawned, the given function is called, and the @{Wrapper.Group} that was just spawned, is given as a parameter. -- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Wrapper.Group} object. -- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method. -- -- ## Delay the initial spawning -- -- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Wrapper.Group} -- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to -- activate a delay before the first @{Wrapper.Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that -- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a -- @{#SPAWN.SpawnScheduleStop}() ; @{#SPAWN.SpawnScheduleStart}() sequence would have been used. -- -- -- @field #SPAWN SPAWN -- SPAWN = { ClassName = "SPAWN", SpawnTemplatePrefix = nil, SpawnAliasPrefix = nil, } --- Enumerator for spawns at airbases -- @type SPAWN.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff --- @field #SPAWN.Takeoff Takeoff SPAWN.Takeoff = { Air = 1, Runway = 2, Hot = 3, Cold = 4, } --- @type SPAWN.SpawnZoneTable -- @list SpawnZone --- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME. -- @param #SPAWN self -- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ) -- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME. function SPAWN:New( SpawnTemplatePrefix ) local self = BASE:Inherit( self, BASE:New() ) -- #SPAWN self:F( { SpawnTemplatePrefix } ) local TemplateGroup = GROUP:FindByName( SpawnTemplatePrefix ) if TemplateGroup then self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnIndex = 0 self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. self.SpawnInitLimit = false -- By default, no InitLimit self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. self.AIOnOff = true -- The AI is on by default when spawning a group. self.SpawnUnControlled = false self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.DelayOnOff = false -- No intial delay when spawning the first group. self.SpawnGrouping = nil -- No grouping. self.SpawnInitLivery = nil -- No special livery. self.SpawnInitSkill = nil -- No special skill. self.SpawnInitFreq = nil -- No special frequency. self.SpawnInitModu = nil -- No special modulation. self.SpawnInitRadio = nil -- No radio comms setting. self.SpawnInitModex = nil self.SpawnInitAirbase = nil self.TweakedTemplate = false -- Check if the user is using self made template. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. else error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) end self:SetEventPriority( 5 ) self.SpawnHookScheduler = SCHEDULER:New( nil ) return self end --- Creates a new SPAWN instance to create new groups based on the defined template and using a new alias for each new group. -- @param #SPAWN self -- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. -- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) -- @usage local PlaneWithAlias = SPAWN:NewWithAlias( "Plane", "Bomber" ) -- Creates a new local variable that can instantiate new planes with the name "Bomber#ddd" using the template "Plane" as defined within the ME. function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix ) local self = BASE:Inherit( self, BASE:New() ) self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } ) local TemplateGroup = GROUP:FindByName( SpawnTemplatePrefix ) if TemplateGroup then self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnAliasPrefix = SpawnAliasPrefix self.SpawnIndex = 0 self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. self.SpawnInitLimit = false -- By default, no InitLimit self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. self.AIOnOff = true -- The AI is on by default when spawning a group. self.SpawnUnControlled = false self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.DelayOnOff = false -- No intial delay when spawning the first group. self.SpawnGrouping = nil -- No grouping. self.SpawnInitLivery = nil -- No special livery. self.SpawnInitSkill = nil -- No special skill. self.SpawnInitFreq = nil -- No special frequency. self.SpawnInitModu = nil -- No special modulation. self.SpawnInitRadio = nil -- No radio comms setting. self.SpawnInitModex = nil self.SpawnInitAirbase = nil self.TweakedTemplate = false -- Check if the user is using self made template. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. else error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) end self:SetEventPriority( 5 ) self.SpawnHookScheduler = SCHEDULER:New( nil ) return self end --- Creates a new SPAWN instance to create new groups based on the provided template. -- @param #SPAWN self -- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure! -- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn. -- @param #string SpawnAliasPrefix (optional) is the name that will be given to the Group at runtime. -- @return #SPAWN -- @usage -- -- Create a new SPAWN object based on a Group Template defined from scratch. -- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) -- @usage -- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier. -- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" ) function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix ) local self = BASE:Inherit( self, BASE:New() ) self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } ) if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then BASE:I("ERROR: in function NewFromTemplate, required paramter SpawnAliasPrefix is not set") return nil end if SpawnTemplate then self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnAliasPrefix = SpawnAliasPrefix self.SpawnIndex = 0 self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. self.SpawnInitLimit = false -- By default, no InitLimit. self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. self.AIOnOff = true -- The AI is on by default when spawning a group. self.SpawnUnControlled = false self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.DelayOnOff = false -- No intial delay when spawning the first group. self.Grouping = nil -- No grouping. self.SpawnInitLivery = nil -- No special livery. self.SpawnInitSkill = nil -- No special skill. self.SpawnInitFreq = nil -- No special frequency. self.SpawnInitModu = nil -- No special modulation. self.SpawnInitRadio = nil -- No radio comms setting. self.SpawnInitModex = nil self.SpawnInitAirbase = nil self.TweakedTemplate = true -- Check if the user is using self made template. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. else error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) end self:SetEventPriority( 5 ) self.SpawnHookScheduler = SCHEDULER:New( nil ) return self end --- Stops any more repeat spawns from happening once the UNIT count of Alive units, spawned by the same SPAWN object, exceeds the first parameter. Also can stop spawns from happening once a total GROUP still alive is met. -- Exceptionally powerful when combined with SpawnSchedule for Respawning. -- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units. -- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this method should be used... -- When a @{#SPAWN.New} is executed and the limit of the amount of units alive is reached, then no new spawn will happen of the group, until some of these units of the spawn object will be destroyed. -- @param #SPAWN self -- @param #number SpawnMaxUnitsAlive The maximum amount of units that can be alive at runtime. -- @param #number SpawnMaxGroups The maximum amount of groups that can be spawned. When the limit is reached, then no more actual spawns will happen of the group. -- This parameter is useful to define a maximum amount of airplanes, ground troops, helicopters, ships etc within a supply area. -- This parameter accepts the value 0, which defines that there are no maximum group limits, but there are limits on the maximum of units that can be alive at the same time. -- @return #SPAWN self -- @usage -- -- NATO helicopters engaging in the battle field. -- -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE. -- -- There will be maximum 24 groups spawned during the whole mission lifetime. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 ) function SPAWN:InitLimit( SpawnMaxUnitsAlive, SpawnMaxGroups ) self:F( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } ) self.SpawnInitLimit = true self.SpawnMaxUnitsAlive = SpawnMaxUnitsAlive -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned. for SpawnGroupID = 1, self.SpawnMaxGroups do self:_InitializeSpawnGroups( SpawnGroupID ) end return self end --- Keeps the unit names as defined within the mission editor, -- but note that anything after a # mark is ignored, -- and any spaces before and after the resulting name are removed. -- IMPORTANT! This method MUST be the first used after :New !!! -- @param #SPAWN self -- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided to make new unit names. -- @return #SPAWN self function SPAWN:InitKeepUnitNames( KeepUnitNames ) self:F( ) self.SpawnInitKeepUnitNames = KeepUnitNames or true return self end --- Flags that the spawned groups must be spawned late activated. -- @param #SPAWN self -- @param #boolean LateActivated (optional) If true, the spawned groups are late activated. -- @return #SPAWN self function SPAWN:InitLateActivated( LateActivated ) self:F( ) self.LateActivated = LateActivated or true return self end --- Set spawns to happen at a particular airbase. Only for aircraft, of course. -- @param #SPAWN self -- @param #string AirbaseName Name of the airbase. -- @param #number Takeoff (Optional) Takeoff type. Can be SPAWN.Takeoff.Hot (default), SPAWN.Takeoff.Cold or SPAWN.Takeoff.Runway. -- @param #number TerminalTyple (Optional) The terminal type. -- @return #SPAWN self function SPAWN:InitAirbase( AirbaseName, Takeoff, TerminalType ) self:F( ) self.SpawnInitAirbase=AIRBASE:FindByName(AirbaseName) self.SpawnInitTakeoff=Takeoff or SPAWN.Takeoff.Hot self.SpawnInitTerminalType=TerminalType return self end --- Defines the Heading for the new spawned units. -- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees. -- @param #SPAWN self -- @param #number HeadingMin The minimum or fixed heading in degrees. -- @param #number HeadingMax (optional) The maximum heading in degrees. This there is no maximum heading, then the heading will be fixed for all units using minimum heading. -- @return #SPAWN self -- @usage -- -- Spawn = SPAWN:New( ... ) -- -- -- Spawn the units pointing to 100 degrees. -- Spawn:InitHeading( 100 ) -- -- -- Spawn the units pointing between 100 and 150 degrees. -- Spawn:InitHeading( 100, 150 ) -- function SPAWN:InitHeading( HeadingMin, HeadingMax ) self:F( ) self.SpawnInitHeadingMin = HeadingMin self.SpawnInitHeadingMax = HeadingMax return self end --- Defines the heading of the overall formation of the new spawned group. -- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees. -- The Group's formation as laid out in its template will be rotated around the first unit in the group -- Group individual units facings will rotate to match. If InitHeading is also applied to this SPAWN then that will take precedence for individual unit facings. -- Note that InitGroupHeading does *not* rotate the groups route; only its initial facing! -- @param #SPAWN self -- @param #number HeadingMin The minimum or fixed heading in degrees. -- @param #number HeadingMax (optional) The maximum heading in degrees. This there is no maximum heading, then the heading for the group will be HeadingMin. -- @param #number unitVar (optional) Individual units within the group will have their heading randomized by +/- unitVar degrees. Default is zero. -- @return #SPAWN self -- @usage -- -- mySpawner = SPAWN:New( ... ) -- -- -- Spawn the Group with the formation rotated +100 degrees around unit #1, compared to the mission template. -- mySpawner:InitGroupHeading( 100 ) -- -- Spawn the Group with the formation rotated units between +100 and +150 degrees around unit #1, compared to the mission template, and with individual units varying by +/- 10 degrees from their templated facing. -- mySpawner:InitGroupHeading( 100, 150, 10 ) -- -- Spawn the Group with the formation rotated -60 degrees around unit #1, compared to the mission template, but with all units facing due north regardless of how they were laid out in the template. -- mySpawner:InitGroupHeading(-60):InitHeading(0) -- or -- mySpawner:InitHeading(0):InitGroupHeading(-60) -- function SPAWN:InitGroupHeading( HeadingMin, HeadingMax, unitVar ) self:F({HeadingMin=HeadingMin, HeadingMax=HeadingMax, unitVar=unitVar}) self.SpawnInitGroupHeadingMin = HeadingMin self.SpawnInitGroupHeadingMax = HeadingMax self.SpawnInitGroupUnitVar = unitVar return self end --- Sets the coalition of the spawned group. Note that it might be necessary to also set the country explicitly! -- @param #SPAWN self -- @param DCS#coalition.side Coalition Coalition of the group as number of enumerator: -- -- * @{DCS#coaliton.side.NEUTRAL} -- * @{DCS#coaliton.side.RED} -- * @{DCS#coalition.side.BLUE} -- -- @return #SPAWN self function SPAWN:InitCoalition( Coalition ) self:F({coalition=Coalition}) self.SpawnInitCoalition = Coalition return self end --- Sets the country of the spawn group. Note that the country determins the coalition of the group depending on which country is defined to be on which side for each specific mission! -- @param #SPAWN self -- @param #number Country Country id as number or enumerator: -- -- * @{DCS#country.id.RUSSIA} -- * @{DCS#county.id.USA} -- -- @return #SPAWN self function SPAWN:InitCountry( Country ) self:F( ) self.SpawnInitCountry = Country return self end --- Sets category ID of the group. -- @param #SPAWN self -- @param #number Category Category id. -- @return #SPAWN self function SPAWN:InitCategory( Category ) self:F( ) self.SpawnInitCategory = Category return self end --- Sets livery of the group. -- @param #SPAWN self -- @param #string Livery Livery name. Note that this is not necessarily the same name as displayed in the mission edior. -- @return #SPAWN self function SPAWN:InitLivery( Livery ) self:F({livery=Livery} ) self.SpawnInitLivery = Livery return self end --- Sets skill of the group. -- @param #SPAWN self -- @param #string Skill Skill, possible values "Average", "Good", "High", "Excellent" or "Random". -- @return #SPAWN self function SPAWN:InitSkill( Skill ) self:F({skill=Skill}) if Skill:lower()=="average" then self.SpawnInitSkill="Average" elseif Skill:lower()=="good" then self.SpawnInitSkill="Good" elseif Skill:lower()=="excellent" then self.SpawnInitSkill="Excellent" elseif Skill:lower()=="random" then self.SpawnInitSkill="Random" else self.SpawnInitSkill="High" end return self end --- Sets the radio comms on or off. Same as checking/unchecking the COMM box in the mission editor. -- @param #SPAWN self -- @param #number switch If true (or nil), enables the radio comms. If false, disables the radio for the spawned group. -- @return #SPAWN self function SPAWN:InitRadioCommsOnOff(switch) self:F({switch=switch} ) self.SpawnInitRadio=switch or true return self end --- Sets the radio frequency of the group. -- @param #SPAWN self -- @param #number frequency The frequency in MHz. -- @return #SPAWN self function SPAWN:InitRadioFrequency(frequency) self:F({frequency=frequency} ) self.SpawnInitFreq=frequency return self end --- Set radio modulation. Default is AM. -- @param #SPAWN self -- @param #string modulation Either "FM" or "AM". If no value is given, modulation is set to AM. -- @return #SPAWN self function SPAWN:InitRadioModulation(modulation) self:F({modulation=modulation}) if modulation and modulation:lower()=="fm" then self.SpawnInitModu=radio.modulation.FM else self.SpawnInitModu=radio.modulation.AM end return self end --- Sets the modex of the first unit of the group. If more units are in the group, the number is increased by one with every unit. -- @param #SPAWN self -- @param #number modex Modex of the first unit. -- @return #SPAWN self function SPAWN:InitModex(modex) if modex then self.SpawnInitModex=tonumber(modex) end return self end --- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups. -- @param #SPAWN self -- @param #number SpawnStartPoint is the waypoint where the randomization begins. -- Note that the StartPoint = 0 equaling the point where the group is spawned. -- @param #number SpawnEndPoint is the waypoint where the randomization ends counting backwards. -- This parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route. -- @param #number SpawnRadius is the radius in meters in which the randomization of the new waypoints, with the original waypoint of the original template located in the middle ... -- @param #number SpawnHeight (optional) Specifies the **additional** height in meters that can be added to the base height specified at each waypoint in the ME. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 ) function SPAWN:InitRandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight } ) self.SpawnRandomizeRoute = true self.SpawnRandomizeRouteStartPoint = SpawnStartPoint self.SpawnRandomizeRouteEndPoint = SpawnEndPoint self.SpawnRandomizeRouteRadius = SpawnRadius self.SpawnRandomizeRouteHeight = SpawnHeight for GroupID = 1, self.SpawnMaxGroups do self:_RandomizeRoute( GroupID ) end return self end --- Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens. -- @param #SPAWN self -- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Wrapper.Group}s position between a given outer and inner radius. -- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned. -- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned. -- @return #SPAWN function SPAWN:InitRandomizePosition( RandomizePosition, OuterRadius, InnerRadius ) self:F( { self.SpawnTemplatePrefix, RandomizePosition, OuterRadius, InnerRadius } ) self.SpawnRandomizePosition = RandomizePosition or false self.SpawnRandomizePositionOuterRadius = OuterRadius or 0 self.SpawnRandomizePositionInnerRadius = InnerRadius or 0 for GroupID = 1, self.SpawnMaxGroups do self:_RandomizeRoute( GroupID ) end return self end --- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius. -- @param #SPAWN self -- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius. -- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned. -- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 ) function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius ) self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } ) self.SpawnRandomizeUnits = RandomizeUnits or false self.SpawnOuterRadius = OuterRadius or 0 self.SpawnInnerRadius = InnerRadius or 0 for GroupID = 1, self.SpawnMaxGroups do self:_RandomizeRoute( GroupID ) end return self end --- This method is rather complicated to understand. But I'll try to explain. -- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- but they will all follow the same Template route and have the same prefix name. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- @param #SPAWN self -- @param #string SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be choosen when a new group will be spawned. -- @return #SPAWN -- @usage -- -- NATO Tank Platoons invading Gori. -- -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the -- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes. -- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5', -- 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10', -- 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' } -- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable ) self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } ) self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable self.SpawnRandomizeTemplate = true for SpawnGroupID = 1, self.SpawnMaxGroups do self:_RandomizeTemplate( SpawnGroupID ) end return self end --- Randomize templates to be used as the unit representatives for the Spawned group, defined using a SET_GROUP object. -- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- but they will all follow the same Template route and have the same prefix name. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- @param #SPAWN self -- @param Core.Set#SET_GROUP SpawnTemplateSet A SET_GROUP object set, that contains the groups that are possible unit representatives of the group to be spawned. -- @return #SPAWN -- @usage -- -- NATO Tank Platoons invading Gori. -- -- -- Choose between different 'US Tank Platoon Template' configurations to be spawned for the -- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. -- -- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- -- Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce() -- -- --- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet. -- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) -- R2.3 self:F( { self.SpawnTemplatePrefix } ) self.SpawnTemplatePrefixTable = SpawnTemplateSet:GetSetNames() self.SpawnRandomizeTemplate = true for SpawnGroupID = 1, self.SpawnMaxGroups do self:_RandomizeTemplate( SpawnGroupID ) end return self end --- Randomize templates to be used as the unit representatives for the Spawned group, defined by specifying the prefix names. -- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- but they will all follow the same Template route and have the same prefix name. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- @param #SPAWN self -- @param #string SpawnTemplatePrefixes A string or a list of string that contains the prefixes of the groups that are possible unit representatives of the group to be spawned. -- @return #SPAWN -- @usage -- -- NATO Tank Platoons invading Gori. -- -- -- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the -- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. -- -- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- -- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes ) --R2.3 self:F( { self.SpawnTemplatePrefix } ) local SpawnTemplateSet = SET_GROUP:New():FilterPrefixes( SpawnTemplatePrefixes ):FilterOnce() self:InitRandomizeTemplateSet( SpawnTemplateSet ) return self end --- When spawning a new group, make the grouping of the units according the InitGrouping setting. -- @param #SPAWN self -- @param #number Grouping Indicates the maximum amount of units in the group. -- @return #SPAWN function SPAWN:InitGrouping( Grouping ) -- R2.2 self:F( { self.SpawnTemplatePrefix, Grouping } ) self.SpawnGrouping = Grouping return self end --- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types. -- @param #SPAWN self -- @param #table SpawnZoneTable A table with @{Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Zone}s objects. -- @return #SPAWN -- @usage -- -- Create a zone table of the 2 zones. -- ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) } -- -- Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ) -- :InitLimit( 10, 10 ) -- :InitRandomizeRoute( 1, 1, 200 ) -- :InitRandomizeZones( ZoneTable ) -- :SpawnScheduled( 5, .5 ) -- function SPAWN:InitRandomizeZones( SpawnZoneTable ) self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } ) self.SpawnZoneTable = SpawnZoneTable self.SpawnRandomizeZones = true for SpawnGroupID = 1, self.SpawnMaxGroups do self:_RandomizeZones( SpawnGroupID ) end return self end --- For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment. -- This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed. -- This will enable a spawned group to be re-spawned after it lands, until it is destroyed... -- Note: When the group is respawned, it will re-spawn from the original airbase where it took off. -- So ensure that the routes for groups that respawn, always return to the original airbase, or players may get confused ... -- @param #SPAWN self -- @return #SPAWN self -- @usage -- -- RU Su-34 - AI Ship Attack -- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- SpawnRU_SU34 = SPAWN -- :New( 'Su-34' ) -- :Schedule( 2, 3, 1800, 0.4 ) -- :SpawnUncontrolled() -- :InitRandomizeRoute( 1, 1, 3000 ) -- :InitRepeatOnEngineShutDown() -- function SPAWN:InitRepeat() self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) self.Repeat = true self.RepeatOnEngineShutDown = false self.RepeatOnLanding = true return self end --- Respawn group after landing. -- @param #SPAWN self -- @return #SPAWN self -- @usage -- -- RU Su-34 - AI Ship Attack -- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- SpawnRU_SU34 = SPAWN -- :New( 'Su-34' ) -- :InitRandomizeRoute( 1, 1, 3000 ) -- :InitRepeatOnLanding() -- :Spawn() function SPAWN:InitRepeatOnLanding() self:F( { self.SpawnTemplatePrefix } ) self:InitRepeat() self.RepeatOnEngineShutDown = false self.RepeatOnLanding = true return self end --- Respawn after landing when its engines have shut down. -- @param #SPAWN self -- @return #SPAWN self -- @usage -- -- RU Su-34 - AI Ship Attack -- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- SpawnRU_SU34 = SPAWN -- :New( 'Su-34' ) -- :SpawnUncontrolled() -- :InitRandomizeRoute( 1, 1, 3000 ) -- :InitRepeatOnEngineShutDown() -- :Spawn() function SPAWN:InitRepeatOnEngineShutDown() self:F( { self.SpawnTemplatePrefix } ) self:InitRepeat() self.RepeatOnEngineShutDown = true self.RepeatOnLanding = false return self end --- Delete groups that have not moved for X seconds - AIR ONLY!!! -- DO NOT USE ON GROUPS THAT DO NOT MOVE OR YOUR SERVER WILL BURN IN HELL (Pikes - April 2020) -- When groups are still alive and have become inactive due to damage and are unable to contribute anything, then this group will be removed at defined intervals in seconds. -- @param #SPAWN self -- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds. -- @return #SPAWN self -- @usage -- Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive. function SPAWN:InitCleanUp( SpawnCleanUpInterval ) self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } ) self.SpawnCleanUpInterval = SpawnCleanUpInterval self.SpawnCleanUpTimeStamps = {} local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup() self:T( { "CleanUp Scheduler:", SpawnGroup } ) --self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval ) self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 ) return self end --- Makes the groups visible before start (like a batallion). -- The method will take the position of the group as the first position in the array. -- CAUTION: this directive will NOT work with OnSpawnGroup function. -- @param #SPAWN self -- @param #number SpawnAngle The angle in degrees how the groups and each unit of the group will be positioned. -- @param #number SpawnWidth The amount of Groups that will be positioned on the X axis. -- @param #number SpawnDeltaX The space between each Group on the X-axis. -- @param #number SpawnDeltaY The space between each Group on the Y-axis. -- @return #SPAWN self -- @usage -- -- Define an array of Groups. -- Spawn_BE_Ground = SPAWN -- :New( 'BE Ground' ) -- :InitLimit( 2, 24 ) -- :InitArray( 90, 10, 100, 50 ) -- function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } ) self.SpawnVisible = true -- When the first Spawn executes, all the Groups need to be made visible before start. local SpawnX = 0 local SpawnY = 0 local SpawnXIndex = 0 local SpawnYIndex = 0 for SpawnGroupID = 1, self.SpawnMaxGroups do self:T( { SpawnX, SpawnY, SpawnXIndex, SpawnYIndex } ) self.SpawnGroups[SpawnGroupID].Visible = true self.SpawnGroups[SpawnGroupID].Spawned = false SpawnXIndex = SpawnXIndex + 1 if SpawnWidth and SpawnWidth ~= 0 then if SpawnXIndex >= SpawnWidth then SpawnXIndex = 0 SpawnYIndex = SpawnYIndex + 1 end end local SpawnRootX = self.SpawnGroups[SpawnGroupID].SpawnTemplate.x local SpawnRootY = self.SpawnGroups[SpawnGroupID].SpawnTemplate.y self:_TranslateRotate( SpawnGroupID, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle ) self.SpawnGroups[SpawnGroupID].SpawnTemplate.lateActivation = true self.SpawnGroups[SpawnGroupID].SpawnTemplate.visible = true self.SpawnGroups[SpawnGroupID].Visible = true self:HandleEvent( EVENTS.Birth, self._OnBirth ) self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash ) if self.Repeat then self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff ) self:HandleEvent( EVENTS.Land, self._OnLand ) end if self.RepeatOnEngineShutDown then self:HandleEvent( EVENTS.EngineShutdown, self._OnEngineShutDown ) end self.SpawnGroups[SpawnGroupID].Group = _DATABASE:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate ) SpawnX = SpawnXIndex * SpawnDeltaX SpawnY = SpawnYIndex * SpawnDeltaY end return self end do -- AI methods --- Turns the AI On or Off for the @{Wrapper.Group} when spawning. -- @param #SPAWN self -- @param #boolean AIOnOff A value of true sets the AI On, a value of false sets the AI Off. -- @return #SPAWN The SPAWN object function SPAWN:InitAIOnOff( AIOnOff ) self.AIOnOff = AIOnOff return self end --- Turns the AI On for the @{Wrapper.Group} when spawning. -- @param #SPAWN self -- @return #SPAWN The SPAWN object function SPAWN:InitAIOn() return self:InitAIOnOff( true ) end --- Turns the AI Off for the @{Wrapper.Group} when spawning. -- @param #SPAWN self -- @return #SPAWN The SPAWN object function SPAWN:InitAIOff() return self:InitAIOnOff( false ) end end -- AI methods do -- Delay methods --- Turns the Delay On or Off for the first @{Wrapper.Group} scheduled spawning. -- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Wrapper.Group}. -- @param #SPAWN self -- @param #boolean DelayOnOff A value of true sets the Delay On, a value of false sets the Delay Off. -- @return #SPAWN The SPAWN object function SPAWN:InitDelayOnOff( DelayOnOff ) self.DelayOnOff = DelayOnOff return self end --- Turns the Delay On for the @{Wrapper.Group} when spawning. -- @param #SPAWN self -- @return #SPAWN The SPAWN object function SPAWN:InitDelayOn() return self:InitDelayOnOff( true ) end --- Turns the Delay Off for the @{Wrapper.Group} when spawning. -- @param #SPAWN self -- @return #SPAWN The SPAWN object function SPAWN:InitDelayOff() return self:InitDelayOnOff( false ) end end -- Delay methods --- Will spawn a group based on the internal index. -- Note: Uses @{DATABASE} module defined in MOOSE. -- @param #SPAWN self -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. function SPAWN:Spawn() self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, self.AliveUnits } ) if self.SpawnInitAirbase then return self:SpawnAtAirbase(self.SpawnInitAirbase, self.SpawnInitTakeoff, nil, self.SpawnInitTerminalType) else return self:SpawnWithIndex( self.SpawnIndex + 1 ) end end --- Will re-spawn a group based on a given index. -- Note: Uses @{DATABASE} module defined in MOOSE. -- @param #SPAWN self -- @param #string SpawnIndex The index of the group to be spawned. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. function SPAWN:ReSpawn( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) if not SpawnIndex then SpawnIndex = 1 end -- TODO: This logic makes DCS crash and i don't know why (yet). -- ED (Pikes -- not in the least bit scary to see this, right?) local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) local WayPoints = SpawnGroup and SpawnGroup.WayPoints or nil if SpawnGroup then local SpawnDCSGroup = SpawnGroup:GetDCSObject() if SpawnDCSGroup then SpawnGroup:Destroy() end end local SpawnGroup = self:SpawnWithIndex( SpawnIndex ) if SpawnGroup and WayPoints then -- If there were WayPoints set, then Re-Execute those WayPoints! SpawnGroup:WayPointInitialize( WayPoints ) SpawnGroup:WayPointExecute( 1, 5 ) end if SpawnGroup.ReSpawnFunction then SpawnGroup:ReSpawnFunction() end SpawnGroup:ResetEvents() return SpawnGroup end --- Set the spawn index to a specified index number. -- This method can be used to "reset" the spawn counter to a specific index number. -- This will actually enable a respawn of groups from the specific index. -- @param #SPAWN self -- @param #string SpawnIndex The index of the group from where the spawning will start again. The default value would be 0, which means a complete reset of the spawnindex. -- @return #SPAWN self function SPAWN:SetSpawnIndex( SpawnIndex ) self.SpawnIndex = SpawnIndex or 0 end --- Will spawn a group with a specified index number. -- Uses @{DATABASE} global object defined in MOOSE. -- @param #SPAWN self -- @param #string SpawnIndex The index of the group to be spawned. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth ) self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } ) if self:_GetSpawnIndex( SpawnIndex ) then if self.SpawnGroups[self.SpawnIndex].Visible then self.SpawnGroups[self.SpawnIndex].Group:Activate() else local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate self:T( SpawnTemplate.name ) if SpawnTemplate then local PointVec3 = POINT_VEC3:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y ) self:T( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } ) -- If RandomizePosition, then Randomize the formation in the zone band, keeping the template. if self.SpawnRandomizePosition then local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnRandomizePositionOuterRadius, self.SpawnRandomizePositionInnerRadius ) local CurrentX = SpawnTemplate.units[1].x local CurrentY = SpawnTemplate.units[1].y SpawnTemplate.x = RandomVec2.x SpawnTemplate.y = RandomVec2.y for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].x = SpawnTemplate.units[UnitID].x + ( RandomVec2.x - CurrentX ) SpawnTemplate.units[UnitID].y = SpawnTemplate.units[UnitID].y + ( RandomVec2.y - CurrentY ) self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) end end -- If RandomizeUnits, then Randomize the formation at the start point. if self.SpawnRandomizeUnits then for UnitID = 1, #SpawnTemplate.units do local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius ) SpawnTemplate.units[UnitID].x = RandomVec2.x SpawnTemplate.units[UnitID].y = RandomVec2.y self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) end end -- Get correct heading in Radians. local function _Heading(courseDeg) local h if courseDeg<=180 then h=math.rad(courseDeg) else h=-math.rad(360-courseDeg) end return h end local Rad180 = math.rad(180) local function _HeadingRad(courseRad) if courseRad<=Rad180 then return courseRad else return -((2*Rad180)-courseRad) end end -- Generate a random value somewhere between two floating point values. local function _RandomInRange ( min, max ) if min and max then return min + ( math.random()*(max-min) ) else return min end end -- Apply InitGroupHeading rotation if requested. -- We do this before InitHeading unit rotation so that can take precedence -- NOTE: Does *not* rotate the groups route; only its initial facing. if self.SpawnInitGroupHeadingMin and #SpawnTemplate.units > 0 then local pivotX = SpawnTemplate.units[1].x -- unit #1 is the pivot point local pivotY = SpawnTemplate.units[1].y local headingRad = math.rad(_RandomInRange(self.SpawnInitGroupHeadingMin or 0,self.SpawnInitGroupHeadingMax)) local cosHeading = math.cos(headingRad) local sinHeading = math.sin(headingRad) local unitVarRad = math.rad(self.SpawnInitGroupUnitVar or 0) for UnitID = 1, #SpawnTemplate.units do if UnitID > 1 then -- don't rotate position of unit #1 local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1 local unitYOff = SpawnTemplate.units[UnitID].y - pivotY SpawnTemplate.units[UnitID].x = pivotX + (unitXOff*cosHeading) - (unitYOff*sinHeading) SpawnTemplate.units[UnitID].y = pivotY + (unitYOff*cosHeading) + (unitXOff*sinHeading) end -- adjust heading of all units, including unit #1 local unitHeading = SpawnTemplate.units[UnitID].heading + headingRad -- add group rotation to units default rotation SpawnTemplate.units[UnitID].heading = _HeadingRad(_RandomInRange(unitHeading-unitVarRad, unitHeading+unitVarRad)) SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading end end -- If Heading is given, point all the units towards the given Heading. Overrides any heading set in InitGroupHeading above. if self.SpawnInitHeadingMin then for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].heading = _Heading(_RandomInRange(self.SpawnInitHeadingMin, self.SpawnInitHeadingMax)) SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading end end -- Set livery. if self.SpawnInitLivery then for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].livery_id = self.SpawnInitLivery end end -- Set skill. if self.SpawnInitSkill then for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].skill = self.SpawnInitSkill end end -- Set tail number. if self.SpawnInitModex then for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].onboard_num = string.format("%03d", self.SpawnInitModex+(UnitID-1)) end end -- Set radio comms on/off. if self.SpawnInitRadio then SpawnTemplate.communication=self.SpawnInitRadio end -- Set radio frequency. if self.SpawnInitFreq then SpawnTemplate.frequency=self.SpawnInitFreq end -- Set radio modulation. if self.SpawnInitModu then SpawnTemplate.modulation=self.SpawnInitModu end -- Set country, coaliton and categroy. SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID -- if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then -- if SpawnTemplate.route.points[1].type == "TakeOffParking" then -- SpawnTemplate.uncontrolled = self.SpawnUnControlled -- end -- end end if not NoBirth then self:HandleEvent( EVENTS.Birth, self._OnBirth ) end self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash ) if self.Repeat then self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff ) self:HandleEvent( EVENTS.Land, self._OnLand ) end if self.RepeatOnEngineShutDown then self:HandleEvent( EVENTS.EngineShutdown, self._OnEngineShutDown ) end self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( SpawnTemplate ) local SpawnGroup = self.SpawnGroups[self.SpawnIndex].Group -- Wrapper.Group#GROUP --TODO: Need to check if this function doesn't need to be scheduled, as the group may not be immediately there! if SpawnGroup then SpawnGroup:SetAIOnOff( self.AIOnOff ) end self:T3( SpawnTemplate.name ) -- If there is a SpawnFunction hook defined, call it. if self.SpawnFunctionHook then -- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group. self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments)}, 0.1 ) end -- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats. --if self.Repeat then -- _DATABASE:SetStatusGroup( SpawnTemplate.name, "ReSpawn" ) --end end self.SpawnGroups[self.SpawnIndex].Spawned = true return self.SpawnGroups[self.SpawnIndex].Group else --self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } ) end return nil end --- Spawns new groups at varying time intervals. -- This is useful if you want to have continuity within your missions of certain (AI) groups to be present (alive) within your missions. -- @param #SPAWN self -- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups. -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- The variation is a number between 0 and 1, representing the %-tage of variation to be applied on the time interval. -- @return #SPAWN self -- @usage -- -- NATO helicopters engaging in the battle field. -- -- The time interval is set to SPAWN new helicopters between each 600 seconds, with a time variation of 50%. -- -- The time variation in this case will be between 450 seconds and 750 seconds. -- -- This is calculated as follows: -- -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450 -- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 -- -- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 ) function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation ) self:F( { SpawnTime, SpawnTimeVariation } ) if SpawnTime ~= nil and SpawnTimeVariation ~= nil then local InitialDelay = 0 if self.DelayOnOff == true then InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation ) end self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation ) end return self end --- Will re-start the spawning scheduler. -- Note: This method is only required to be called when the schedule was stopped. -- @param #SPAWN self -- @return #SPAWN function SPAWN:SpawnScheduleStart() self:F( { self.SpawnTemplatePrefix } ) self.SpawnScheduler:Start() return self end --- Will stop the scheduled spawning scheduler. -- @param #SPAWN self -- @return #SPAWN function SPAWN:SpawnScheduleStop() self:F( { self.SpawnTemplatePrefix } ) self.SpawnScheduler:Stop() return self end --- Allows to place a CallFunction hook when a new group spawns. -- The provided method will be called when a new group is spawned, including its given parameters. -- The first parameter of the SpawnFunction is the @{Wrapper.Group#GROUP} that was spawned. -- @param #SPAWN self -- @param #function SpawnCallBackFunction The function to be called when a group spawns. -- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns. -- @return #SPAWN -- @usage -- -- Declare SpawnObject and call a function when a new Group is spawned. -- local SpawnObject = SPAWN -- :New( "SpawnObject" ) -- :InitLimit( 2, 10 ) -- :OnSpawnGroup( -- function( SpawnGroup ) -- SpawnGroup:E( "I am spawned" ) -- end -- ) -- :SpawnScheduled( 300, 0.3 ) -- function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... ) self:F( "OnSpawnGroup" ) self.SpawnFunctionHook = SpawnCallBackFunction self.SpawnFunctionArguments = {} if arg then self.SpawnFunctionArguments = arg end return self end --- Will spawn a group at an @{Wrapper.Airbase}. -- This method is mostly advisable to be used if you want to simulate spawning units at an airbase. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- -- The @{Wrapper.Airbase#AIRBASE} object must refer to a valid airbase known in the sim. -- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS: -- -- * @{Wrapper.Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map. -- * @{Wrapper.Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map. -- * @{Wrapper.Airbase#AIRBASE.Normandy}: The airbases on the Normandy map. -- -- Use the method @{Wrapper.Airbase#AIRBASE.FindByName}() to retrieve the airbase object. -- The known AIRBASE objects are automatically imported at mission start by MOOSE. -- Therefore, there isn't any New() constructor defined for AIRBASE objects. -- -- Ships and Farps are added within the mission, and are therefore not known. -- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined. -- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method! -- -- @param #SPAWN self -- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group. -- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot. -- @param #number TakeoffAltitude (optional) The altitude above the ground. -- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}. -- @param #boolean EmergencyAirSpawn (optional) If true (default), groups are spawned in air if there is no parking spot at the airbase. If false, nothing is spawned if no parking spot is available. -- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots! -- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned. -- @usage -- Spawn_Plane = SPAWN:New( "Plane" ) -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold ) -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot ) -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway ) -- -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold ) -- -- Spawn_Heli = SPAWN:New( "Heli") -- -- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Cold" ), SPAWN.Takeoff.Cold ) -- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Hot" ), SPAWN.Takeoff.Hot ) -- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Runway" ), SPAWN.Takeoff.Runway ) -- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Air" ), SPAWN.Takeoff.Air ) -- -- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold ) -- -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold, nil, AIRBASE.TerminalType.OpenBig ) -- function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType, EmergencyAirSpawn, Parkingdata ) -- R2.2, R2.4 self:F( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType } ) -- Get position of airbase. local PointVec3 = SpawnAirbase:GetCoordinate() self:T2(PointVec3) -- Set take off type. Default is hot. Takeoff = Takeoff or SPAWN.Takeoff.Hot -- By default, groups are spawned in air if no parking spot is available. if EmergencyAirSpawn==nil then EmergencyAirSpawn=true end self:F( { SpawnIndex = self.SpawnIndex } ) if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then -- Get group template. local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate self:F( { SpawnTemplate = SpawnTemplate } ) if SpawnTemplate then -- Check if the aircraft with the specified SpawnIndex is already spawned. -- If yes, ensure that the aircraft is spawned at the same aircraft spot. local GroupAlive = self:GetGroupFromIndex( self.SpawnIndex ) self:F( { GroupAlive = GroupAlive } ) -- Debug output self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } ) -- Template group, unit and its attributes. local TemplateGroup = GROUP:FindByName(self.SpawnTemplatePrefix) local TemplateUnit=TemplateGroup:GetUnit(1) -- General category of spawned group. local group=TemplateGroup local istransport=group:HasAttribute("Transports") and group:HasAttribute("Planes") local isawacs=group:HasAttribute("AWACS") local isfighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers")) local isbomber=group:HasAttribute("Strategic bombers") local istanker=group:HasAttribute("Tankers") local ishelo=TemplateUnit:HasAttribute("Helicopters") -- Number of units in the group. With grouping this can actually differ from the template group size! local nunits=#SpawnTemplate.units -- First waypoint of the group. local SpawnPoint = SpawnTemplate.route.points[1] -- These are only for ships and FARPS. SpawnPoint.linkUnit = nil SpawnPoint.helipadId = nil SpawnPoint.airdromeId = nil -- Get airbase ID and category. local AirbaseID = SpawnAirbase:GetID() local AirbaseCategory = SpawnAirbase:GetAirbaseCategory() self:F( { AirbaseCategory = AirbaseCategory } ) -- Set airdromeId. if AirbaseCategory == Airbase.Category.SHIP then SpawnPoint.linkUnit = AirbaseID SpawnPoint.helipadId = AirbaseID elseif AirbaseCategory == Airbase.Category.HELIPAD then SpawnPoint.linkUnit = AirbaseID SpawnPoint.helipadId = AirbaseID elseif AirbaseCategory == Airbase.Category.AIRDROME then SpawnPoint.airdromeId = AirbaseID end -- Set waypoint type/action. SpawnPoint.alt = 0 SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action -- Check if we spawn on ground. local spawnonground=not (Takeoff==SPAWN.Takeoff.Air) self:T({spawnonground=spawnonground, TOtype=Takeoff, TOair=Takeoff==SPAWN.Takeoff.Air}) -- Check where we actually spawn if we spawn on ground. local spawnonship=false local spawnonfarp=false local spawnonrunway=false local spawnonairport=false if spawnonground then if AirbaseCategory == Airbase.Category.SHIP then spawnonship=true elseif AirbaseCategory == Airbase.Category.HELIPAD then spawnonfarp=true elseif AirbaseCategory == Airbase.Category.AIRDROME then spawnonairport=true end spawnonrunway=Takeoff==SPAWN.Takeoff.Runway end -- Array with parking spots coordinates. local parkingspots={} local parkingindex={} local spots -- Spawn happens on ground, i.e. at an airbase, a FARP or a ship. if spawnonground and not SpawnTemplate.parked then -- Number of free parking spots. local nfree=0 -- Set terminal type. local termtype=TerminalType if spawnonrunway then if spawnonship then -- Looks like there are no runway spawn spots on the stennis! if ishelo then termtype=AIRBASE.TerminalType.HelicopterUsable else termtype=AIRBASE.TerminalType.OpenMedOrBig end else termtype=AIRBASE.TerminalType.Runway end end -- Scan options. Might make that input somehow. local scanradius=50 local scanunits=true local scanstatics=true local scanscenery=false local verysafe=false -- Number of free parking spots at the airbase. if spawnonship or spawnonfarp or spawnonrunway then -- These places work procedural and have some kind of build in queue ==> Less effort. self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true) spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true) --[[ elseif Parkingdata~=nil then -- Parking data explicitly set by user as input parameter. nfree=#Parkingdata spots=Parkingdata ]] else if ishelo then if termtype==nil then -- Helo is spawned. Try exclusive helo spots first. self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly)) spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata) nfree=#spots if nfree=1 then -- All units get the same spot. DCS takes care of the rest. for i=1,nunits do table.insert(parkingspots, spots[1].Coordinate) table.insert(parkingindex, spots[1].TerminalID) end -- This is actually used... PointVec3=spots[1].Coordinate else -- If there is absolutely no spot ==> air start! _notenough=true end elseif spawnonairport then if nfree>=nunits then for i=1,nunits do table.insert(parkingspots, spots[i].Coordinate) table.insert(parkingindex, spots[i].TerminalID) end else -- Not enough spots for the whole group ==> air start! _notenough=true end end -- Not enough spots ==> Prepare airstart. if _notenough then if EmergencyAirSpawn and not self.SpawnUnControlled then self:E(string.format("WARNING: Group %s has no parking spots at %s ==> air start!", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) -- Not enough parking spots at the airport ==> Spawn in air. spawnonground=false spawnonship=false spawnonfarp=false spawnonrunway=false -- Set waypoint type/action to turning point. SpawnPoint.type = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][1] -- type = Turning Point SpawnPoint.action = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][2] -- action = Turning Point -- Adjust altitude to be 500-1000 m above the airbase. PointVec3.x=PointVec3.x+math.random(-500,500) PointVec3.z=PointVec3.z+math.random(-500,500) if ishelo then PointVec3.y=PointVec3:GetLandHeight()+math.random(100,1000) else -- Randomize position so that multiple AC wont be spawned on top even in air. PointVec3.y=PointVec3:GetLandHeight()+math.random(500,2500) end Takeoff=GROUP.Takeoff.Air else self:E(string.format("WARNING: Group %s has no parking spots at %s ==> No emergency air start or uncontrolled spawning ==> No spawn!", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) return nil end end else -- Air start requested initially ==> Set altitude. if TakeoffAltitude then PointVec3.y=TakeoffAltitude else if ishelo then PointVec3.y=PointVec3:GetLandHeight()+math.random(100,1000) else -- Randomize position so that multiple AC wont be spawned on top even in air. PointVec3.y=PointVec3:GetLandHeight()+math.random(500,2500) end end end if not SpawnTemplate.parked then -- Translate the position of the Group Template to the Vec3. SpawnTemplate.parked = true for UnitID = 1, nunits do self:T2('Before Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) -- Template of the current unit. local UnitTemplate = SpawnTemplate.units[UnitID] -- Tranlate position and preserve the relative position/formation of all aircraft. local SX = UnitTemplate.x local SY = UnitTemplate.y local BX = SpawnTemplate.route.points[1].x local BY = SpawnTemplate.route.points[1].y local TX = PointVec3.x + (SX-BX) local TY = PointVec3.z + (SY-BY) if spawnonground then -- Ships and FARPS seem to have a build in queue. if spawnonship or spawnonfarp or spawnonrunway then self:T(string.format("Group %s spawning at farp, ship or runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) -- Spawn on ship. We take only the position of the ship. SpawnTemplate.units[UnitID].x = PointVec3.x --TX SpawnTemplate.units[UnitID].y = PointVec3.z --TY SpawnTemplate.units[UnitID].alt = PointVec3.y else self:T(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID])) -- Get coordinates of parking spot. SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y --parkingspots[UnitID]:MarkToAll(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID])) end else self:T(string.format("Group %s spawning in air at %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) -- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set. SpawnTemplate.units[UnitID].x = TX SpawnTemplate.units[UnitID].y = TY SpawnTemplate.units[UnitID].alt = PointVec3.y end -- Parking spot id. UnitTemplate.parking = nil UnitTemplate.parking_id = nil if parkingindex[UnitID] then UnitTemplate.parking = parkingindex[UnitID] end -- Debug output. self:T(string.format("Group %s unit number %d: Parking = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking))) self:T(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id))) self:T2('After Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) end end -- Set gereral spawnpoint position. SpawnPoint.x = PointVec3.x SpawnPoint.y = PointVec3.z SpawnPoint.alt = PointVec3.y SpawnTemplate.x = PointVec3.x SpawnTemplate.y = PointVec3.z SpawnTemplate.uncontrolled = self.SpawnUnControlled -- Spawn group. local GroupSpawned = self:SpawnWithIndex( self.SpawnIndex ) -- When spawned in the air, we need to generate a Takeoff Event. if Takeoff == GROUP.Takeoff.Air then for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 5 ) end end -- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive. if Takeoff~=SPAWN.Takeoff.Runway and Takeoff~=SPAWN.Takeoff.Air and spawnonairport then SCHEDULER:New(nil, AIRBASE.CheckOnRunWay, {SpawnAirbase, GroupSpawned, 75, true} , 1.0) end return GroupSpawned end end return nil end --- Spawn a group on an @{Wrapper.Airbase} at a specific parking spot. -- @param #SPAWN self -- @param Wrapper.Airbase#AIRBASE Airbase The @{Wrapper.Airbase} where to spawn the group. -- @param #table Spots Table of parking spot IDs. Note that these in general are different from the numbering in the mission editor! -- @param #SPAWN.Takeoff Takeoff (Optional) Takeoff type, i.e. either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is Hot. -- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned. function SPAWN:SpawnAtParkingSpot(Airbase, Spots, Takeoff) -- R2.5 self:F({Airbase=Airbase, Spots=Spots, Takeoff=Takeoff}) -- Ensure that Spots parameter is a table. if type(Spots)~="table" then Spots={Spots} end -- Get template group. local group=GROUP:FindByName(self.SpawnTemplatePrefix) -- Get number of units in group. local nunits=self.SpawnGrouping or #group:GetUnits() -- Quick check. if nunits then -- Check that number of provided parking spots is large enough. if #Spots=nunits then return self:SpawnAtAirbase(Airbase, Takeoff, nil, nil, nil, Parkingdata) else self:E("ERROR: Could not find enough free parking spots!") end else self:E("ERROR: Could not get number of units in group!") end return nil end --- Will park a group at an @{Wrapper.Airbase}. -- -- @param #SPAWN self -- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group. -- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}. -- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots! -- @return #nil Nothing is returned! function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex ) self:F( { SpawnIndex = SpawnIndex, SpawnMaxGroups = self.SpawnMaxGroups } ) -- Get position of airbase. local PointVec3 = SpawnAirbase:GetCoordinate() self:T2(PointVec3) -- Set take off type. Default is hot. local Takeoff = SPAWN.Takeoff.Cold -- Get group template. local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate if SpawnTemplate then -- Check if the aircraft with the specified SpawnIndex is already spawned. -- If yes, ensure that the aircraft is spawned at the same aircraft spot. local GroupAlive = self:GetGroupFromIndex( SpawnIndex ) -- Debug output self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } ) -- Template group, unit and its attributes. local TemplateGroup = GROUP:FindByName(self.SpawnTemplatePrefix) local TemplateUnit=TemplateGroup:GetUnit(1) local ishelo=TemplateUnit:HasAttribute("Helicopters") local isbomber=TemplateUnit:HasAttribute("Bombers") local istransport=TemplateUnit:HasAttribute("Transports") local isfighter=TemplateUnit:HasAttribute("Battleplanes") -- Number of units in the group. With grouping this can actually differ from the template group size! local nunits=#SpawnTemplate.units -- First waypoint of the group. local SpawnPoint = SpawnTemplate.route.points[1] -- These are only for ships and FARPS. SpawnPoint.linkUnit = nil SpawnPoint.helipadId = nil SpawnPoint.airdromeId = nil -- Get airbase ID and category. local AirbaseID = SpawnAirbase:GetID() local AirbaseCategory = SpawnAirbase:GetAirbaseCategory() self:F( { AirbaseCategory = AirbaseCategory } ) -- Set airdromeId. if AirbaseCategory == Airbase.Category.SHIP then SpawnPoint.linkUnit = AirbaseID SpawnPoint.helipadId = AirbaseID elseif AirbaseCategory == Airbase.Category.HELIPAD then SpawnPoint.linkUnit = AirbaseID SpawnPoint.helipadId = AirbaseID elseif AirbaseCategory == Airbase.Category.AIRDROME then SpawnPoint.airdromeId = AirbaseID end -- Set waypoint type/action. SpawnPoint.alt = 0 SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action -- Check if we spawn on ground. local spawnonground=not (Takeoff==SPAWN.Takeoff.Air) self:T({spawnonground=spawnonground, TOtype=Takeoff, TOair=Takeoff==SPAWN.Takeoff.Air}) -- Check where we actually spawn if we spawn on ground. local spawnonship=false local spawnonfarp=false local spawnonrunway=false local spawnonairport=false if spawnonground then if AirbaseCategory == Airbase.Category.SHIP then spawnonship=true elseif AirbaseCategory == Airbase.Category.HELIPAD then spawnonfarp=true elseif AirbaseCategory == Airbase.Category.AIRDROME then spawnonairport=true end spawnonrunway=Takeoff==SPAWN.Takeoff.Runway end -- Array with parking spots coordinates. local parkingspots={} local parkingindex={} local spots -- Spawn happens on ground, i.e. at an airbase, a FARP or a ship. if spawnonground and not SpawnTemplate.parked then -- Number of free parking spots. local nfree=0 -- Set terminal type. local termtype=TerminalType -- Scan options. Might make that input somehow. local scanradius=50 local scanunits=true local scanstatics=true local scanscenery=false local verysafe=false -- Number of free parking spots at the airbase. if spawnonship or spawnonfarp or spawnonrunway then -- These places work procedural and have some kind of build in queue ==> Less effort. self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true) spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true) --[[ elseif Parkingdata~=nil then -- Parking data explicitly set by user as input parameter. nfree=#Parkingdata spots=Parkingdata ]] else if ishelo then if termtype==nil then -- Helo is spawned. Try exclusive helo spots first. self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly)) spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata) nfree=#spots if nfree=1 then -- All units get the same spot. DCS takes care of the rest. for i=1,nunits do table.insert(parkingspots, spots[1].Coordinate) table.insert(parkingindex, spots[1].TerminalID) end -- This is actually used... PointVec3=spots[1].Coordinate else -- If there is absolutely no spot ==> air start! _notenough=true end elseif spawnonairport then if nfree>=nunits then for i=1,nunits do table.insert(parkingspots, spots[i].Coordinate) table.insert(parkingindex, spots[i].TerminalID) end else -- Not enough spots for the whole group ==> air start! _notenough=true end end -- Not enough spots ==> Prepare airstart. if _notenough then if not self.SpawnUnControlled then else self:E(string.format("WARNING: Group %s has no parking spots at %s ==> No emergency air start or uncontrolled spawning ==> No spawn!", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) return nil end end else end if not SpawnTemplate.parked then -- Translate the position of the Group Template to the Vec3. SpawnTemplate.parked = true for UnitID = 1, nunits do self:F('Before Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) -- Template of the current unit. local UnitTemplate = SpawnTemplate.units[UnitID] -- Tranlate position and preserve the relative position/formation of all aircraft. local SX = UnitTemplate.x local SY = UnitTemplate.y local BX = SpawnTemplate.route.points[1].x local BY = SpawnTemplate.route.points[1].y local TX = PointVec3.x + (SX-BX) local TY = PointVec3.z + (SY-BY) if spawnonground then -- Ships and FARPS seem to have a build in queue. if spawnonship or spawnonfarp or spawnonrunway then self:T(string.format("Group %s spawning at farp, ship or runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) -- Spawn on ship. We take only the position of the ship. SpawnTemplate.units[UnitID].x = PointVec3.x --TX SpawnTemplate.units[UnitID].y = PointVec3.z --TY SpawnTemplate.units[UnitID].alt = PointVec3.y else self:T(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID])) -- Get coordinates of parking spot. SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y --parkingspots[UnitID]:MarkToAll(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID])) end else self:T(string.format("Group %s spawning in air at %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) -- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set. SpawnTemplate.units[UnitID].x = TX SpawnTemplate.units[UnitID].y = TY SpawnTemplate.units[UnitID].alt = PointVec3.y end -- Parking spot id. UnitTemplate.parking = nil UnitTemplate.parking_id = nil if parkingindex[UnitID] then UnitTemplate.parking = parkingindex[UnitID] end -- Debug output. self:T2(string.format("Group %s unit number %d: Parking = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking))) self:T2(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id))) self:T2('After Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) end end -- Set general spawnpoint position. SpawnPoint.x = PointVec3.x SpawnPoint.y = PointVec3.z SpawnPoint.alt = PointVec3.y SpawnTemplate.x = PointVec3.x SpawnTemplate.y = PointVec3.z SpawnTemplate.uncontrolled = true -- Spawn group. local GroupSpawned = self:SpawnWithIndex( SpawnIndex, true ) -- When spawned in the air, we need to generate a Takeoff Event. if Takeoff == GROUP.Takeoff.Air then for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 5 ) end end -- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive. if Takeoff~=SPAWN.Takeoff.Runway and Takeoff~=SPAWN.Takeoff.Air and spawnonairport then SCHEDULER:New(nil, AIRBASE.CheckOnRunWay, {SpawnAirbase, GroupSpawned, 75, true} , 1.0) end end end --- Will park a group at an @{Wrapper.Airbase}. -- This method is mostly advisable to be used if you want to simulate parking units at an airbase and be visible. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- -- All groups that are in the spawn collection and that are alive, and not in the air, are parked. -- -- The @{Wrapper.Airbase#AIRBASE} object must refer to a valid airbase known in the sim. -- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS: -- -- * @{Wrapper.Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map. -- * @{Wrapper.Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map. -- * @{Wrapper.Airbase#AIRBASE.Normandy}: The airbases on the Normandy map. -- -- Use the method @{Wrapper.Airbase#AIRBASE.FindByName}() to retrieve the airbase object. -- The known AIRBASE objects are automatically imported at mission start by MOOSE. -- Therefore, there isn't any New() constructor defined for AIRBASE objects. -- -- Ships and Farps are added within the mission, and are therefore not known. -- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined. -- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method! -- -- @param #SPAWN self -- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group. -- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}. -- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots! -- @return #nil Nothing is returned! -- @usage -- Spawn_Plane = SPAWN:New( "Plane" ) -- Spawn_Plane:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ) ) -- -- Spawn_Heli = SPAWN:New( "Heli") -- -- Spawn_Heli:ParkAtAirbase( AIRBASE:FindByName( "FARP Cold" ) ) -- -- Spawn_Heli:ParkAtAirbase( AIRBASE:FindByName( "Carrier" ) ) -- -- Spawn_Plane:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), AIRBASE.TerminalType.OpenBig ) -- function SPAWN:ParkAtAirbase( SpawnAirbase, TerminalType, Parkingdata ) -- R2.2, R2.4, R2.5 self:F( { self.SpawnTemplatePrefix, SpawnAirbase, TerminalType } ) self:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, 1 ) for SpawnIndex = 2, self.SpawnMaxGroups do self:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex ) --self:ScheduleOnce( SpawnIndex * 0.1, SPAWN.ParkAircraft, self, SpawnAirbase, TerminalType, Parkingdata, SpawnIndex ) end self:SetSpawnIndex( 0 ) return nil end --- Will spawn a group from a Vec3 in 3D space. -- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param DCS#Vec3 Vec3 The Vec3 coordinates where to spawn the group. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. function SPAWN:SpawnFromVec3( Vec3, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } ) local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) self:T2(PointVec3) if SpawnIndex then else SpawnIndex = self.SpawnIndex + 1 end if self:_GetSpawnIndex( SpawnIndex ) then local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate if SpawnTemplate then self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } ) local TemplateHeight = SpawnTemplate.route and SpawnTemplate.route.points[1].alt or nil SpawnTemplate.route = SpawnTemplate.route or {} SpawnTemplate.route.points = SpawnTemplate.route.points or {} SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {} SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0 SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0 -- Translate the position of the Group Template to the Vec3. for UnitID = 1, #SpawnTemplate.units do --self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) local UnitTemplate = SpawnTemplate.units[UnitID] local SX = UnitTemplate.x or 0 local SY = UnitTemplate.y or 0 local BX = SpawnTemplate.route.points[1].x local BY = SpawnTemplate.route.points[1].y local TX = Vec3.x + ( SX - BX ) local TY = Vec3.z + ( SY - BY ) SpawnTemplate.units[UnitID].x = TX SpawnTemplate.units[UnitID].y = TY if SpawnTemplate.CategoryID ~= Group.Category.SHIP then SpawnTemplate.units[UnitID].alt = Vec3.y or TemplateHeight end self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) end SpawnTemplate.route.points[1].x = Vec3.x SpawnTemplate.route.points[1].y = Vec3.z if SpawnTemplate.CategoryID ~= Group.Category.SHIP then SpawnTemplate.route.points[1].alt = Vec3.y or TemplateHeight end SpawnTemplate.x = Vec3.x SpawnTemplate.y = Vec3.z SpawnTemplate.alt = Vec3.y or TemplateHeight return self:SpawnWithIndex( self.SpawnIndex ) end end return nil end --- Will spawn a group from a Coordinate in 3D space. -- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param Core.Point#Coordinate Coordinate The Coordinate coordinates where to spawn the group. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. function SPAWN:SpawnFromCoordinate( Coordinate, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) return self:SpawnFromVec3( Coordinate:GetVec3(), SpawnIndex ) end --- Will spawn a group from a PointVec3 in 3D space. -- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @usage -- -- local SpawnPointVec3 = ZONE:New( ZoneName ):GetPointVec3( 2000 ) -- Get the center of the ZONE object at 2000 meters from the ground. -- -- -- Spawn at the zone center position at 2000 meters from the ground! -- SpawnAirplanes:SpawnFromPointVec3( SpawnPointVec3 ) -- function SPAWN:SpawnFromPointVec3( PointVec3, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) return self:SpawnFromVec3( PointVec3:GetVec3(), SpawnIndex ) end --- Will spawn a group from a Vec2 in 3D space. -- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param DCS#Vec2 Vec2 The Vec2 coordinates where to spawn the group. -- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. -- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @usage -- -- local SpawnVec2 = ZONE:New( ZoneName ):GetVec2() -- -- -- Spawn at the zone center position at the height specified in the ME of the group template! -- SpawnAirplanes:SpawnFromVec2( SpawnVec2 ) -- -- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnFromVec2( SpawnVec2, 2000, 4000 ) -- function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, Vec2, MinHeight, MaxHeight, SpawnIndex } ) local Height = nil if MinHeight and MaxHeight then Height = math.random( MinHeight, MaxHeight) end return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air. end --- Will spawn a group from a POINT_VEC2 in 3D space. -- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group. -- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. -- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @usage -- -- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2() -- -- -- Spawn at the zone center position at the height specified in the ME of the group template! -- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 ) -- -- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2, 2000, 4000 ) -- function SPAWN:SpawnFromPointVec2( PointVec2, MinHeight, MaxHeight, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) return self:SpawnFromVec2( PointVec2:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) end --- Will spawn a group from a hosting unit. This method is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param Wrapper.Unit#UNIT HostUnit The air or ground unit dropping or unloading the group. -- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. -- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned. -- @return #nil Nothing was spawned. -- @usage -- -- local SpawnStatic = STATIC:FindByName( StaticName ) -- -- -- Spawn from the static position at the height specified in the ME of the group template! -- SpawnAirplanes:SpawnFromUnit( SpawnStatic ) -- -- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnFromUnit( SpawnStatic, 2000, 4000 ) -- function SPAWN:SpawnFromUnit( HostUnit, MinHeight, MaxHeight, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, HostUnit, MinHeight, MaxHeight, SpawnIndex } ) if HostUnit and HostUnit:IsAlive() ~= nil then -- and HostUnit:getUnit(1):inAir() == false then return self:SpawnFromVec2( HostUnit:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) end return nil end --- Will spawn a group from a hosting static. This method is mostly advisable to be used if you want to simulate spawning from buldings and structures (static buildings). -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param Wrapper.Static#STATIC HostStatic The static dropping or unloading the group. -- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. -- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @usage -- -- local SpawnStatic = STATIC:FindByName( StaticName ) -- -- -- Spawn from the static position at the height specified in the ME of the group template! -- SpawnAirplanes:SpawnFromStatic( SpawnStatic ) -- -- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnFromStatic( SpawnStatic, 2000, 4000 ) -- function SPAWN:SpawnFromStatic( HostStatic, MinHeight, MaxHeight, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, HostStatic, MinHeight, MaxHeight, SpawnIndex } ) if HostStatic and HostStatic:IsAlive() then return self:SpawnFromVec2( HostStatic:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) end return nil end --- Will spawn a Group within a given @{Zone}. -- The @{Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}. -- Once the @{Wrapper.Group} is spawned within the zone, the @{Wrapper.Group} will continue on its route. -- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates. -- @param #SPAWN self -- @param Core.Zone#ZONE Zone The zone where the group is to be spawned. -- @param #boolean RandomizeGroup (optional) Randomization of the @{Wrapper.Group} position in the zone. -- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. -- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @usage -- -- local SpawnZone = ZONE:New( ZoneName ) -- -- -- Spawn at the zone center position at the height specified in the ME of the group template! -- SpawnAirplanes:SpawnInZone( SpawnZone ) -- -- -- Spawn in the zone at a random position at the height specified in the Me of the group template. -- SpawnAirplanes:SpawnInZone( SpawnZone, true ) -- -- -- Spawn in the zone at a random position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnInZone( SpawnZone, true, 2000, 4000 ) -- -- -- Spawn at the zone center position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnInZone( SpawnZone, false, 2000, 4000 ) -- -- -- Spawn at the zone center position at the height randomized between 2000 and 4000 meters. -- SpawnAirplanes:SpawnInZone( SpawnZone, nil, 2000, 4000 ) -- function SPAWN:SpawnInZone( Zone, RandomizeGroup, MinHeight, MaxHeight, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, Zone, RandomizeGroup, MinHeight, MaxHeight, SpawnIndex } ) if Zone then if RandomizeGroup then return self:SpawnFromVec2( Zone:GetRandomVec2(), MinHeight, MaxHeight, SpawnIndex ) else return self:SpawnFromVec2( Zone:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) end end return nil end --- (**AIR**) Will spawn a plane group in UnControlled or Controlled mode... -- This will be similar to the uncontrolled flag setting in the ME. -- You can use UnControlled mode to simulate planes startup and ready for take-off but aren't moving (yet). -- ReSpawn the plane in Controlled mode, and the plane will move... -- @param #SPAWN self -- @param #boolean UnControlled true if UnControlled, false if Controlled. -- @return #SPAWN self function SPAWN:InitUnControlled( UnControlled ) self:F2( { self.SpawnTemplatePrefix, UnControlled } ) self.SpawnUnControlled = ( UnControlled == true ) and true or nil for SpawnGroupID = 1, self.SpawnMaxGroups do self.SpawnGroups[SpawnGroupID].UnControlled = self.SpawnUnControlled end return self end --- Get the Coordinate of the Group that is Late Activated as the template for the SPAWN object. -- @param #SPAWN self -- @return Core.Point#COORDINATE The Coordinate function SPAWN:GetCoordinate() local LateGroup = GROUP:FindByName( self.SpawnTemplatePrefix ) if LateGroup then return LateGroup:GetCoordinate() end return nil end --- Will return the SpawnGroupName either with with a specific count number or without any count. -- @param #SPAWN self -- @param #number SpawnIndex Is the number of the Group that is to be spawned. -- @return #string SpawnGroupName function SPAWN:SpawnGroupName( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) local SpawnPrefix = self.SpawnTemplatePrefix if self.SpawnAliasPrefix then SpawnPrefix = self.SpawnAliasPrefix end if SpawnIndex then local SpawnName = string.format( '%s#%03d', SpawnPrefix, SpawnIndex ) self:T( SpawnName ) return SpawnName else self:T( SpawnPrefix ) return SpawnPrefix end end --- Will find the first alive @{Wrapper.Group} it has spawned, and return the alive @{Wrapper.Group} object and the first Index where the first alive @{Wrapper.Group} object has been found. -- @param #SPAWN self -- @return Wrapper.Group#GROUP, #number The @{Wrapper.Group} object found, the new Index where the group was found. -- @return #nil, #nil When no group is found, #nil is returned. -- @usage -- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. -- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() -- while GroupPlane ~= nil do -- -- Do actions with the GroupPlane object. -- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) -- end function SPAWN:GetFirstAliveGroup() self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) for SpawnIndex = 1, self.SpawnCount do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then return SpawnGroup, SpawnIndex end end return nil, nil end --- Will find the next alive @{Wrapper.Group} object from a given Index, and return a reference to the alive @{Wrapper.Group} object and the next Index where the alive @{Wrapper.Group} has been found. -- @param #SPAWN self -- @param #number SpawnIndexStart A Index holding the start position to search from. This method can also be used to find the first alive @{Wrapper.Group} object from the given Index. -- @return Wrapper.Group#GROUP, #number The next alive @{Wrapper.Group} object found, the next Index where the next alive @{Wrapper.Group} object was found. -- @return #nil, #nil When no alive @{Wrapper.Group} object is found from the start Index position, #nil is returned. -- @usage -- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. -- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() -- while GroupPlane ~= nil do -- -- Do actions with the GroupPlane object. -- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) -- end function SPAWN:GetNextAliveGroup( SpawnIndexStart ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndexStart } ) SpawnIndexStart = SpawnIndexStart + 1 for SpawnIndex = SpawnIndexStart, self.SpawnCount do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then return SpawnGroup, SpawnIndex end end return nil, nil end --- Will find the last alive @{Wrapper.Group} object, and will return a reference to the last live @{Wrapper.Group} object and the last Index where the last alive @{Wrapper.Group} object has been found. -- @param #SPAWN self -- @return Wrapper.Group#GROUP, #number The last alive @{Wrapper.Group} object found, the last Index where the last alive @{Wrapper.Group} object was found. -- @return #nil, #nil When no alive @{Wrapper.Group} object is found, #nil is returned. -- @usage -- -- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. -- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup() -- if GroupPlane then -- GroupPlane can be nil!!! -- -- Do actions with the GroupPlane object. -- end function SPAWN:GetLastAliveGroup() self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) for SpawnIndex = self.SpawnCount, 1, -1 do -- Added local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then self.SpawnIndex = SpawnIndex return SpawnGroup end end self.SpawnIndex = nil return nil end --- Get the group from an index. -- Returns the group from the SpawnGroups list. -- If no index is given, it will return the first group in the list. -- @param #SPAWN self -- @param #number SpawnIndex The index of the group to return. -- @return Wrapper.Group#GROUP self function SPAWN:GetGroupFromIndex( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } ) if not SpawnIndex then SpawnIndex = 1 end if self.SpawnGroups and self.SpawnGroups[SpawnIndex] then local SpawnGroup = self.SpawnGroups[SpawnIndex].Group return SpawnGroup else return nil end end --- Return the prefix of a SpawnUnit. -- The method will search for a #-mark, and will return the text before the #-mark. -- It will return nil of no prefix was found. -- @param #SPAWN self -- @param Wrapper.Group#GROUP SpawnGroup The GROUP object. -- @return #string The prefix or #nil if nothing was found. function SPAWN:_GetPrefixFromGroup( SpawnGroup ) local GroupName = SpawnGroup:GetName() if GroupName then local SpawnPrefix=self:_GetPrefixFromGroupName(GroupName) return SpawnPrefix end return nil end --- Return the prefix of a spawned group. -- The method will search for a `#`-mark, and will return the text before the `#`-mark. It will return nil of no prefix was found. -- @param #SPAWN self -- @param #string SpawnGroupName The name of the spawned group. -- @return #string The prefix or #nil if nothing was found. function SPAWN:_GetPrefixFromGroupName(SpawnGroupName) if SpawnGroupName then local SpawnPrefix=string.match(SpawnGroupName, ".*#") if SpawnPrefix then SpawnPrefix = SpawnPrefix:sub(1, -2) end return SpawnPrefix end return nil end --- Get the index from a given group. -- The function will search the name of the group for a #, and will return the number behind the #-mark. function SPAWN:GetSpawnIndexFromGroup( SpawnGroup ) self:F2( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } ) local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 ) local Index = tonumber( IndexString ) self:T3( IndexString, Index ) return Index end --- Return the last maximum index that can be used. function SPAWN:_GetLastIndex() self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) return self.SpawnMaxGroups end --- Initalize the SpawnGroups collection. -- @param #SPAWN self function SPAWN:_InitializeSpawnGroups( SpawnIndex ) self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } ) if not self.SpawnGroups[SpawnIndex] then self.SpawnGroups[SpawnIndex] = {} self.SpawnGroups[SpawnIndex].Visible = false self.SpawnGroups[SpawnIndex].Spawned = false self.SpawnGroups[SpawnIndex].UnControlled = false self.SpawnGroups[SpawnIndex].SpawnTime = 0 self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex ) end self:_RandomizeTemplate( SpawnIndex ) self:_RandomizeRoute( SpawnIndex ) --self:_TranslateRotate( SpawnIndex ) return self.SpawnGroups[SpawnIndex] end --- Gets the CategoryID of the Group with the given SpawnPrefix function SPAWN:_GetGroupCategoryID( SpawnPrefix ) local TemplateGroup = Group.getByName( SpawnPrefix ) if TemplateGroup then return TemplateGroup:getCategory() else return nil end end --- Gets the CoalitionID of the Group with the given SpawnPrefix function SPAWN:_GetGroupCoalitionID( SpawnPrefix ) local TemplateGroup = Group.getByName( SpawnPrefix ) if TemplateGroup then return TemplateGroup:getCoalition() else return nil end end --- Gets the CountryID of the Group with the given SpawnPrefix function SPAWN:_GetGroupCountryID( SpawnPrefix ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnPrefix } ) local TemplateGroup = Group.getByName( SpawnPrefix ) if TemplateGroup then local TemplateUnits = TemplateGroup:getUnits() return TemplateUnits[1]:getCountry() else return nil end end --- Gets the Group Template from the ME environment definition. -- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE. -- @param #SPAWN self -- @param #string SpawnTemplatePrefix -- @return @SPAWN self function SPAWN:_GetTemplate( SpawnTemplatePrefix ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } ) local SpawnTemplate = nil local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template self:F( { Template = Template } ) SpawnTemplate = UTILS.DeepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template ) if SpawnTemplate == nil then error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix ) end --SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnTemplatePrefix ) --SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnTemplatePrefix ) --SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnTemplatePrefix ) self:T3( { SpawnTemplate } ) return SpawnTemplate end --- Prepares the new Group Template. -- @param #SPAWN self -- @param #string SpawnTemplatePrefix -- @param #number SpawnIndex -- @return #SPAWN self function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2 self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) -- if not self.SpawnTemplate then -- self.SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix ) -- end local SpawnTemplate if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then BASE:I("WARNING: You are using a tweaked template.") SpawnTemplate = self.SpawnTemplate else SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix ) SpawnTemplate.name = self:SpawnGroupName( SpawnIndex ) end SpawnTemplate.groupId = nil --SpawnTemplate.lateActivation = false SpawnTemplate.lateActivation = self.LateActivated or false if SpawnTemplate.CategoryID == Group.Category.GROUND then self:T3( "For ground units, visible needs to be false..." ) SpawnTemplate.visible = false end if self.SpawnGrouping then local UnitAmount = #SpawnTemplate.units self:F( { UnitAmount = UnitAmount, SpawnGrouping = self.SpawnGrouping } ) if UnitAmount > self.SpawnGrouping then for UnitID = self.SpawnGrouping + 1, UnitAmount do SpawnTemplate.units[UnitID] = nil end else if UnitAmount < self.SpawnGrouping then for UnitID = UnitAmount + 1, self.SpawnGrouping do SpawnTemplate.units[UnitID] = UTILS.DeepCopy( SpawnTemplate.units[1] ) SpawnTemplate.units[UnitID].unitId = nil end end end end if self.SpawnInitKeepUnitNames == false then for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID ) SpawnTemplate.units[UnitID].unitId = nil end else for UnitID = 1, #SpawnTemplate.units do local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" ) self:T( { UnitPrefix, Rest } ) SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID ) SpawnTemplate.units[UnitID].unitId = nil end end -- Callsign for UnitID = 1, #SpawnTemplate.units do local Callsign = SpawnTemplate.units[UnitID].callsign if Callsign then if type(Callsign) ~= "number" then -- blue callsign Callsign[2] = ( ( SpawnIndex - 1 ) % 10 ) + 1 local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignLen = CallsignName:len() SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub(1,CallsignLen) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] else SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex end end end self:T3( { "Template:", SpawnTemplate } ) return SpawnTemplate end --- Private method randomizing the routes. -- @param #SPAWN self -- @param #number SpawnIndex The index of the group to be spawned. -- @return #SPAWN function SPAWN:_RandomizeRoute( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } ) if self.SpawnRandomizeRoute then local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate local RouteCount = #SpawnTemplate.route.points for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) -- Manage randomization of altitude for airborne units ... if SpawnTemplate.CategoryID == Group.Category.AIRPLANE or SpawnTemplate.CategoryID == Group.Category.HELICOPTER then if SpawnTemplate.route.points[t].alt and self.SpawnRandomizeRouteHeight then SpawnTemplate.route.points[t].alt = SpawnTemplate.route.points[t].alt + math.random( 1, self.SpawnRandomizeRouteHeight ) end else SpawnTemplate.route.points[t].alt = nil end self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y ) end end self:_RandomizeZones( SpawnIndex ) return self end --- Private method that randomizes the template of the group. -- @param #SPAWN self -- @param #number SpawnIndex -- @return #SPAWN self function SPAWN:_RandomizeTemplate( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeTemplate } ) if self.SpawnRandomizeTemplate then self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ] self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex ) self.SpawnGroups[SpawnIndex].SpawnTemplate.route = UTILS.DeepCopy( self.SpawnTemplate.route ) self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time local OldX = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[1].x local OldY = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[1].y for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x = self.SpawnTemplate.units[1].x + ( self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x - OldX ) self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y = self.SpawnTemplate.units[1].y + ( self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y - OldY ) self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].alt = self.SpawnTemplate.units[1].alt end end self:_RandomizeRoute( SpawnIndex ) return self end --- Private method that randomizes the @{Zone}s where the Group will be spawned. -- @param #SPAWN self -- @param #number SpawnIndex -- @return #SPAWN self function SPAWN:_RandomizeZones( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } ) if self.SpawnRandomizeZones then local SpawnZone = nil -- Core.Zone#ZONE_BASE while not SpawnZone do self:T( { SpawnZoneTableCount = #self.SpawnZoneTable, self.SpawnZoneTable } ) local ZoneID = math.random( #self.SpawnZoneTable ) self:T( ZoneID ) SpawnZone = self.SpawnZoneTable[ ZoneID ]:GetZoneMaybe() end self:T( "Preparing Spawn in Zone", SpawnZone:GetName() ) local SpawnVec2 = SpawnZone:GetRandomVec2() self:T( { SpawnVec2 = SpawnVec2 } ) local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate self:T( { Route = SpawnTemplate.route } ) for UnitID = 1, #SpawnTemplate.units do local UnitTemplate = SpawnTemplate.units[UnitID] self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y ) local SX = UnitTemplate.x local SY = UnitTemplate.y local BX = SpawnTemplate.route.points[1].x local BY = SpawnTemplate.route.points[1].y local TX = SpawnVec2.x + ( SX - BX ) local TY = SpawnVec2.y + ( SY - BY ) UnitTemplate.x = TX UnitTemplate.y = TY -- TODO: Manage altitude based on landheight... --SpawnTemplate.units[UnitID].alt = SpawnVec2: self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y ) end SpawnTemplate.x = SpawnVec2.x SpawnTemplate.y = SpawnVec2.y SpawnTemplate.route.points[1].x = SpawnVec2.x SpawnTemplate.route.points[1].y = SpawnVec2.y end return self end function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } ) -- Translate local TranslatedX = SpawnX local TranslatedY = SpawnY -- Rotate -- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations -- x' = x \cos \theta - y \sin \theta\ -- y' = x \sin \theta + y \cos \theta\ local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) ) + TranslatedY * math.sin( math.rad( SpawnAngle ) ) local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) ) + TranslatedY * math.cos( math.rad( SpawnAngle ) ) -- Assign self.SpawnGroups[SpawnIndex].SpawnTemplate.x = SpawnRootX - RotatedX self.SpawnGroups[SpawnIndex].SpawnTemplate.y = SpawnRootY + RotatedY local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnIndex].SpawnTemplate.units ) for u = 1, SpawnUnitCount do -- Translate local TranslatedX = SpawnX local TranslatedY = SpawnY - 10 * ( u - 1 ) -- Rotate local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) ) + TranslatedY * math.sin( math.rad( SpawnAngle ) ) local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) ) + TranslatedY * math.cos( math.rad( SpawnAngle ) ) -- Assign self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].x = SpawnRootX - RotatedX self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].y = SpawnRootY + RotatedY self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading + math.rad( SpawnAngle ) end return self end --- Get the next index of the groups to be spawned. This method is complicated, as it is used at several spaces. -- @param #SPAWN self -- @param #number SpawnIndex Spawn index. -- @return #number self.SpawnIndex function SPAWN:_GetSpawnIndex( SpawnIndex ) self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } ) if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive ) or self.UnControlled == true then self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } ) if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then self.SpawnCount = self.SpawnCount + 1 SpawnIndex = self.SpawnCount end self.SpawnIndex = SpawnIndex if not self.SpawnGroups[self.SpawnIndex] then self:_InitializeSpawnGroups( self.SpawnIndex ) end else return nil end else return nil end return self.SpawnIndex end -- TODO Need to delete this... _DATABASE does this now ... --- @param #SPAWN self -- @param Core.Event#EVENTDATA EventData function SPAWN:_OnBirth( EventData ) self:F( self.SpawnTemplatePrefix ) local SpawnGroup = EventData.IniGroup if SpawnGroup then local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! self:T( { "Birth Event:", EventPrefix, self.SpawnTemplatePrefix } ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then self.AliveUnits = self.AliveUnits + 1 self:T( "Alive Units: " .. self.AliveUnits ) end end end end --- Obscolete -- @todo Need to delete this... _DATABASE does this now ... --- @param #SPAWN self -- @param Core.Event#EVENTDATA EventData function SPAWN:_OnDeadOrCrash( EventData ) self:F( self.SpawnTemplatePrefix ) local unit=UNIT:FindByName(EventData.IniUnitName) if unit then local EventPrefix = self:_GetPrefixFromGroupName(unit.GroupName) if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! self:T( { "Dead event: " .. EventPrefix } ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then self.AliveUnits = self.AliveUnits - 1 self:T( "Alive Units: " .. self.AliveUnits ) end end end end --- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne... -- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -- @param #SPAWN self -- @param Core.Event#EVENTDATA EventData function SPAWN:_OnTakeOff( EventData ) self:F( self.SpawnTemplatePrefix ) local SpawnGroup = EventData.IniGroup if SpawnGroup then local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! self:T( { "TakeOff event: " .. EventPrefix } ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then self:T( "self.Landed = false" ) SpawnGroup:SetState( SpawnGroup, "Spawn_Landed", false ) end end end end --- Will detect AIR Units landing... When the event takes place, the spawned Group is registered as landed. -- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups. -- @param #SPAWN self -- @param Core.Event#EVENTDATA EventData function SPAWN:_OnLand( EventData ) self:F( self.SpawnTemplatePrefix ) local SpawnGroup = EventData.IniGroup if SpawnGroup then local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! self:T( { "Land event: " .. EventPrefix } ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then -- TODO: Check if this is the last unit of the group that lands. SpawnGroup:SetState( SpawnGroup, "Spawn_Landed", true ) if self.RepeatOnLanding then local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup ) self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } ) --self:ReSpawn( SpawnGroupIndex ) -- Delay respawn by three seconds due to DCS 2.5.4.26368 OB bug https://github.com/FlightControl-Master/MOOSE/issues/1076 -- Bug was initially only for engine shutdown event but after ED "fixed" it, it now happens on landing events. SCHEDULER:New(nil, self.ReSpawn, {self, SpawnGroupIndex}, 3) end end end end end --- Will detect AIR Units shutting down their engines ... -- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. -- But only when the Unit was registered to have landed. -- @param #SPAWN self -- @param Core.Event#EVENTDATA EventData function SPAWN:_OnEngineShutDown( EventData ) self:F( self.SpawnTemplatePrefix ) local SpawnGroup = EventData.IniGroup if SpawnGroup then local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! self:T( { "EngineShutdown event: " .. EventPrefix } ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then -- todo: test if on the runway local Landed = SpawnGroup:GetState( SpawnGroup, "Spawn_Landed" ) if Landed and self.RepeatOnEngineShutDown then local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup ) self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } ) --self:ReSpawn( SpawnGroupIndex ) -- Delay respawn by three seconds due to DCS 2.5.4 OB bug https://github.com/FlightControl-Master/MOOSE/issues/1076 SCHEDULER:New(nil, self.ReSpawn, {self, SpawnGroupIndex}, 3) end end end end end --- This function is called automatically by the Spawning scheduler. -- It is the internal worker method SPAWNing new Groups on the defined time intervals. -- @param #SPAWN self function SPAWN:_Scheduler() self:F2( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } ) -- Validate if there are still groups left in the batch... self:Spawn() return true end --- Schedules the CleanUp of Groups -- @param #SPAWN self -- @return #boolean True = Continue Scheduler function SPAWN:_SpawnCleanUpScheduler() self:F( { "CleanUp Scheduler:", self.SpawnTemplatePrefix } ) local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup() self:T( { "CleanUp Scheduler:", SpawnGroup, SpawnCursor } ) while SpawnGroup do local SpawnUnits = SpawnGroup:GetUnits() for UnitID, UnitData in pairs( SpawnUnits ) do local SpawnUnit = UnitData -- Wrapper.Unit#UNIT local SpawnUnitName = SpawnUnit:GetName() self.SpawnCleanUpTimeStamps[SpawnUnitName] = self.SpawnCleanUpTimeStamps[SpawnUnitName] or {} local Stamp = self.SpawnCleanUpTimeStamps[SpawnUnitName] self:T( { SpawnUnitName, Stamp } ) if Stamp.Vec2 then if SpawnUnit:InAir() == false and SpawnUnit:GetVelocityKMH() < 1 then local NewVec2 = SpawnUnit:GetVec2() if (Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y) or (SpawnUnit:GetLife() <= 1) then -- If the plane is not moving or dead , and is on the ground, assign it with a timestamp... if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } ) self:ReSpawn( SpawnCursor ) Stamp.Vec2 = nil Stamp.Time = nil end else Stamp.Time = timer.getTime() Stamp.Vec2 = SpawnUnit:GetVec2() end else Stamp.Vec2 = nil Stamp.Time = nil end else if SpawnUnit:InAir() == false then Stamp.Vec2 = SpawnUnit:GetVec2() if (SpawnUnit:GetVelocityKMH() < 1) then Stamp.Time = timer.getTime() end else Stamp.Time = nil Stamp.Vec2 = nil end end end SpawnGroup, SpawnCursor = self:GetNextAliveGroup( SpawnCursor ) self:T( { "CleanUp Scheduler:", SpawnGroup, SpawnCursor } ) end return true -- Repeat end