From 4295a6f68c5c5ad04889c2841c96fe2141e64a7f Mon Sep 17 00:00:00 2001
From: Applevangelist Flash messages to player
Flash messages to player
+Flash messages to player
+Flash messages to player
+The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -No loading happened, so we need to pickup something else.
-No loading happened, so we need to pickup something else.
-No loading happened, so we need to pickup something else.
-No loading happened, so we need to pickup something else.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a depoly mission.
+Set destination airbase for next :Route() command.
+ +Aircraft is on a depoly mission.
+Set destination airbase for next :Route() command.
+ +Aircraft is on a depoly mission.
+Set destination airbase for next :Route() command.
+ +Aircraft is on a depoly mission.
+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.
+ @@ -3509,20 +3521,6 @@ 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.
+By default, no InitLimit
Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
-Overwrite unit names by default with group name.
+By default, no InitLimit
@@ -9087,8 +9088,8 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.When the first Spawn executes, all the Groups need to be made visible before start.
Kickspeed
-Kickspeed
-The #DETECTION_AREAS object for AWACS
-switch alarm state RED
- @@ -8169,17 +8155,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`The #DETECTION_AREAS object for AWACS
- - - -switch alarm state RED
- diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index cd042bf15..3eba7bb83 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3435,12 +3435,6 @@ manager:Stop(7200)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.
- - - -Create the CSV file.
-Create the CSV file.
-Set case to that of lead.
+Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-contain a table for each SAR with all units he has with the original names
+ + + +counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -contain a table for each SAR with all units he has with the original names
+ + + +counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -contain a table for each SAR with all units he has with the original names
+ + + +counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -Caveat: -If you use units build by multiple templates, they will effectively double on loading. Dropped crates are not saved. Current stock is not saved. -
+If you use units build by multiple templates, they will effectively double on loading. Dropped crates are not saved. Current stock is not saved. + +Prerequisites - you need to add a cargo of type FOB to your CTLD instance, for simplification reasons we call it FOB:
+ + 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:
+ + -- 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",
+ }
+
+ function BuildAFARP(Coordinate)
+ local coord = Coordinate -- Core.Point#COORDINATE
+
+ local FarpName = ((FARPName-1)%10)+1
+ local FName = FARPClearnames[FarpName]
+
+ FARPFreq = FARPFreq + 1
+ FARPName = FARPName + 1
+
+ -- Create a SPAWNSTATIC object from a template static FARP object.
+ local SpawnStaticFarp=SPAWNSTATIC:NewFromStatic("Static Invisible FARP-1", country.id.USA)
+
+ -- 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 FARP
+ local ZoneSpawn = ZONE_RADIUS:New("FARP "..FName,Coordinate:GetVec2(),160,false)
+ local Heading = 0
+ local FarpBerlin=SpawnStaticFarp:SpawnFromZone(ZoneSpawn, Heading, "FARP "..FName)
+
+ -- 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
+
+
+
use as counter
- -holds #CTLD_ENGINEERING objects
-Folderpath.
+use as counter
- -holds #CTLD_ENGINEERING objects
-Folderpath.
+use as counter
- -holds #CTLD_ENGINEERING objects
-Folderpath.
+Flag for direct loading.
-Flag for direct loading.
-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.
-