diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 889e61ab1..ffca7ef07 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -5034,11 +5034,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Flash messages to player
+Flash messages to player
+Flash messages to player
+Flash messages to player
+flash messages to players
-flash messages to players
-flash messages to players
-flash messages to players
-No loading happened, so we need to pickup something else.
-Aircraft is on a pickup mission.
- @@ -4736,9 +4733,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -5354,9 +5348,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- @@ -6860,9 +6851,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a pickup mission.
- diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 8935ade0a..b7a7efadc 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -3070,22 +3070,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defaumeter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+self.CargoObject:Destroy()
- -Now we spawn the new group based on the template created.
+Set cargo object.
+Set cargo object.
+The AI is on by default when spawning a group.
+Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+ @@ -4002,6 +4008,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
- @@ -4261,16 +4267,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -By default, no InitLimit
we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
- -When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+By default, no InitLimit
we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case - we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
- -Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Spawns a new static using a given template.
+Kickspeed
-Kickspeed
-The #DETECTION_AREAS object for AWACS
- - - -The #DETECTION_AREAS object for AWACS
- - - -Contains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -Type of terminal to be used when spawning at an airbase.
-Type of terminal to be used when spawning at an airbase.
- - - -Type of terminal to be used when spawning at an airbase.
- - - -Also decrease flag for section members of flight.
+Decrease stack/flag. Human player needs to take care himself.
Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-Set section lead of player flight.
+Set new time stamp.
+Set time stamp.
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 3040aeba7..0126c0637 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4529,7 +4529,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau my_ctld:AddCratesCargo("FARP",{"FOB"},CTLD_CARGO.Enum.FOB,2)
-Also, you need to have all statics with the fitting names as per the script in your mission already, as we're going to copy them, and a template -for FARP vehicles, so -- services are goin to work (e.g. for the blue side: an unarmed humvee, two trucks and a fuel truck. Optionally add a fire fighter).
+The following code will build a FARP at the coordinate the FOB was dropped and built (the UTILS function used below does not need a template for the statics):
-The following code will build a FARP at the coordinate the FOB was dropped and built:
+ -- FARP Radio. First one has 130AM name London, next 131 name Dallas, and so forth.
+ local FARPFreq = 129
+ local FARPName = 1 --numbers 1..10
- -- FARP Radio. First one has 130AM, next 131 and for forth
- local FARPFreq = 130
- local FARPName = 1 -- numbers 1..10
+ local FARPClearnames = {
+ [1]="London",
+ [2]="Dallas",
+ [3]="Paris",
+ [4]="Moscow",
+ [5]="Berlin",
+ [6]="Rome",
+ [7]="Madrid",
+ [8]="Warsaw",
+ [9]="Dublin",
+ [10]="Perth",
+ }
- local FARPClearnames = {
- [1]="London",
- [2]="Dallas",
- [3]="Paris",
- [4]="Moscow",
- [5]="Berlin",
- [6]="Rome",
- [7]="Madrid",
- [8]="Warsaw",
- [9]="Dublin",
- [10]="Perth",
- }
+ function BuildAFARP(Coordinate)
+ local coord = Coordinate --Core.Point#COORDINATE
- function BuildAFARP(Coordinate)
- local coord = Coordinate -- Core.Point#COORDINATE
+ local FarpNameNumber = ((FARPName-1)%10)+1 -- make sure 11 becomes 1 etc
+ local FName = FARPClearnames[FarpNameNumber] -- get clear namee
- local FarpName = ((FARPName-1)%10)+1
- local FName = FARPClearnames[FarpName]
+ FARPFreq = FARPFreq + 1
+ FARPName = FARPName + 1
- FARPFreq = FARPFreq + 1
- FARPName = FARPName + 1
+ FName = FName .. " FAT COW "..tostring(FARPFreq).."AM" -- make name unique
- -- Create a SPAWNSTATIC object from a template static FARP object.
- local SpawnStaticFarp=SPAWNSTATIC:NewFromStatic("Static Invisible FARP-1", country.id.USA)
+ -- Get a Zone for loading
+ local ZoneSpawn = ZONE_RADIUS:New("FARP "..FName,Coordinate:GetVec2(),150,false)
- -- Spawning FARPs is special in DCS. Therefore, we need to specify that this is a FARP. We also set the callsign and the frequency.
- SpawnStaticFarp:InitFARP(FARPName, FARPFreq, 0)
- SpawnStaticFarp:InitDead(false)
+ -- Spawn a FARP with our little helper and fill it up with resources (10t fuel each type, 10 pieces of each known equipment)
+ UTILS.SpawnFARPAndFunctionalStatics(FName,Coordinate,ENUMS.FARPType.INVISIBLE,my_ctld.coalition,country.id.USA,FarpNameNumber,FARPFreq,radio.modulation.AM,nil,nil,nil,10,10)
- -- Spawn FARP
- local ZoneSpawn = ZONE_RADIUS:New("FARP "..FName,Coordinate:GetVec2(),160,false)
- local Heading = 0
- local FarpBerlin=SpawnStaticFarp:SpawnFromZone(ZoneSpawn, Heading, "FARP "..FName)
+ -- add a loadzone to CTLD
+ my_ctld:AddCTLDZone("FARP "..FName,CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true)
+ local m = MESSAGE:New(string.format("FARP %s in operation!",FName),15,"CTLD"):ToBlue()
+ end
- -- ATC and services - put them 125m from the center of the zone towards North
- local FarpVehicles = SPAWN:NewWithAlias("FARP Vehicles Template","FARP "..FName.." Technicals")
- FarpVehicles:InitHeading(180)
- local FarpVCoord = coord:Translate(125,0)
- FarpVehicles:SpawnFromCoordinate(FarpVCoord)
-
- -- We will put the rest of the statics in a nice circle around the center
- local base = 330
- local delta = 30
-
- local windsock = SPAWNSTATIC:NewFromStatic("Static Windsock-1",country.id.USA)
- local sockcoord = coord:Translate(125,base)
- windsock:SpawnFromCoordinate(sockcoord,Heading,"Windsock "..FName)
- base=base-delta
-
- local fueldepot = SPAWNSTATIC:NewFromStatic("Static FARP Fuel Depot-1",country.id.USA)
- local fuelcoord = coord:Translate(125,base)
- fueldepot:SpawnFromCoordinate(fuelcoord,Heading,"Fueldepot "..FName)
- base=base-delta
-
- local ammodepot = SPAWNSTATIC:NewFromStatic("Static FARP Ammo Storage-2-1",country.id.USA)
- local ammocoord = coord:Translate(125,base)
- ammodepot:SpawnFromCoordinate(ammocoord,Heading,"Ammodepot "..FName)
- base=base-delta
-
- local CommandPost = SPAWNSTATIC:NewFromStatic("Static FARP Command Post-1",country.id.USA)
- local CommandCoord = coord:Translate(125,base)
- CommandPost:SpawnFromCoordinate(CommandCoord,Heading,"Command Post "..FName)
- base=base-delta
-
- local Tent1 = SPAWNSTATIC:NewFromStatic("Static FARP Tent-11",country.id.USA)
- local Tent1Coord = coord:Translate(125,base)
- Tent1:SpawnFromCoordinate(Tent1Coord,Heading,"Command Tent "..FName)
- base=base-delta
-
- local Tent2 = SPAWNSTATIC:NewFromStatic("Static FARP Tent-11",country.id.USA)
- local Tent2Coord = coord:Translate(125,base)
- Tent2:SpawnFromCoordinate(Tent2Coord,Heading,"Command Tent2 "..FName)
-
- -- add a loadzone to CTLD
- my_ctld:AddCTLDZone("FARP "..FName,CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true)
- local m = MESSAGE:New(string.format("FARP %s in operation!",FName),15,"CTLD"):ToBlue()
- end
-
- function my_ctld:OnAfterCratesBuild(From,Event,To,Group,Unit,Vehicle)
- local name = Vehicle:GetName()
- if string.match(name,"FOB",1,true) then
- local Coord = Vehicle:GetCoordinate()
- Vehicle:Destroy(false)
- BuildAFARP(Coord)
- end
- end
+ function my_ctld:OnAfterCratesBuild(From,Event,To,Group,Unit,Vehicle)
+ local name = Vehicle:GetName()
+ if string.find(name,"FOB",1,true) then
+ local Coord = Vehicle:GetCoordinate()
+ Vehicle:Destroy(false)
+ BuildAFARP(Coord)
+ end
+ end
@@ -2451,13 +2405,13 @@ for FARP vehicles, so -- services are goin to work (e.g. for the blue side: an u
User function - Add generic crate-type loadable as cargo.
User function - Add generic repair crates loadable as cargo.
Add Stock.
+Add specific unit types to this CARGO (restrict what types can pick this up).
Add Resource Map information table
+Add specific static type and shape to this CARGO.
Set WasDropped.
+Individual shape if set.
+Individual type if set.
Table of #POSITIONABLE objects.
+Table of unit types able to pick this cargo up.
Beacons
- @@ -8360,14 +8341,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautables
-Folderpath.
+noob catch
+time to repairor build a unit/group
@@ -9370,7 +9351,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauUser function - Add generic crate-type loadable as cargo.
@@ -9502,6 +9483,56 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau+ #string + UnitTypes +
+Unit type names (optional). If set, only these unit types can pick up the cargo, e.g. "UH-1H" or {"UH-1H","OH-58D"}
+ ++ #string + TypeName +
+Static type name (optional). If set, spawn cargo crate with an alternate type shape.
+ ++ #string + ShapeName +
+Static shape name (optional). If set, spawn cargo crate with an alternate type sub-shape.
+ +self
+ +User function - Add generic repair crates loadable as cargo.
@@ -9642,6 +9673,56 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau+ #string + UnitTypes +
+Unit type names (optional). If set, only these unit types can pick up the cargo, e.g. "UH-1H" or {"UH-1H","OH-58D"}
+ ++ #string + TypeName +
+Static type name (optional). If set, spawn cargo crate with an alternate type shape.
+ ++ #string + ShapeName +
+Static shape name (optional). If set, spawn cargo crate with an alternate type sub-shape.
+ +self
+ +Beacons
- @@ -18881,14 +18959,11 @@ However, if you create a new folder inside the miz file, which contains the sountables
-Folderpath.
+noob catch
+time to repairor build a unit/group
@@ -21228,9 +21306,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -Beacons
- @@ -21315,14 +21390,11 @@ However, if you create a new folder inside the miz file, which contains the sountables
-Folderpath.
+noob catch
+time to repairor build a unit/group
@@ -26342,17 +26417,6 @@ When moose is loading dynamically (for moose class development), tracing is switCan transport crate.
- - - -Individual shape if set.
+ +Individual type if set.
+ +Table of unit types able to pick this cargo up.
+ +Add specific unit types to this CARGO (restrict what types can pick this up).
+ +CTLD_CARGO
++ #string + UnitTypes +
+Unit type name, can also be a #list<#string> table of unit type names.
+ +self
+ +Add specific static type and shape to this CARGO.
+ +CTLD_CARGO
++ #string + TypeName +
++ #string + ShapeName +
+self
+ +Individual shape if set.
+ +Individual type if set.
+ +Table of unit types able to pick this cargo up.
+ +template for a group of 10 paratroopers
+template for a group of 10 paratroopers
+ + + +set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+Stack by pointer.
+Stack by pointer.
+ + + +