diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 6405458f6..69be64507 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4648,17 +4648,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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.
+ @@ -4702,6 +4705,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5314,6 +5320,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6818,6 +6827,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 8ce186ace..88571f4de 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2621,6 +2621,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauAircraft is on a depoly mission.
-Aircraft is on a depoly mission.
-Aircraft is on a depoly mission.
-Aircraft is on a depoly mission.
-meter
-kph
-meter
-kph
-meter
-kph
-meter
-kph
-self.CargoObject:Destroy()
+ +Now we spawn the new group based on the template created.
+self.CargoObject:Destroy()
+ +Now we spawn the new group based on the template created.
+At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
@@ -1600,7 +1599,6 @@ Controls a network of short range air/missile defense groups.Place markers (text boxes with clarifications for briefings, target locations or any other reference point) @@ -1658,8 +1656,8 @@ on the map for all players, coalitions or specific groups:
Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate. -Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line. -The method COORDINATE.IsLOS() returns if the two coodinates have LOS.
+Mountains, trees and other objects can be positioned between the two 3D points, preventing visibility in a straight continuous line. +The method COORDINATE.IsLOS() returns if the two coordinates have LOS.A new POINT_VEC3 object can be created with:
@@ -1843,12 +1838,10 @@ Note that the Set and Add methods return the current POINT_VEC3 object, so these local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
-
Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
-Various methods exist to calculate random locations around a given 3D point.
@@ -1858,7 +1851,6 @@ Note that the Set and Add methods return the current POINT_VEC3 object, so these -Return a direction vector Vec3 from COORDINATE to the COORDINATE.
+Return a direction vector Vec3 from this COORDINATE to the target COORDINATE.
Returns the heading from this to another coordinate.
+Returns the heading from this to another COORDINATE.
Return a direction vector Vec3 from COORDINATE to the COORDINATE.
+Return a direction vector Vec3 from this COORDINATE to the target COORDINATE.
Returns the heading from this to another coordinate.
+Returns the heading from this to another COORDINATE.
- #numberr + #number Radius
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
The angle in randians
+The angle in radians
The angle in randians
+The angle in radians
The angle in randians.
+The angle in radians.
(Optional) Type of the terminal. Default any execpt valid spawn points on runway.
+(Optional) Type of the terminal. Default any except valid spawn points on runway.
(Optional) If true, closest point to railroad is returned rather than closest point to conventional road. Default false.
+(Optional) If true, closest point to railroad is returned rather than closest point to conventional road. Default false.
Return a direction vector Vec3 from COORDINATE to the COORDINATE.
+Return a direction vector Vec3 from this COORDINATE to the target COORDINATE.
(Optional) If true, put (green) smoke along the
+(Optional) If true, put (green) smoke along the the path.
If true a valid path on road/rail was found. If false, only the direct way is possible.
+If true a valid path on road/rail was found. If false, only the direct way is possible.
The text will contain always the pressure in hPa and:
A text containing a pressure will look like this:
+A text containing a pressure will look like this:
QFE: x hPa (y mmHg) QFE: x hPa (y mmHg)QFE: x hPa (y inHg)If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
If true, return the sun set time in seconds.
+If true, return the sun set time in seconds.
If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
The text will reflect the temperature like this:
A text containing a pressure will look like this:
+A text containing a pressure will look like this:
Temperature: %n.d °C Temperature: %n.d °F
- Temperature: %n.d °CTemperature: %n.d °FA text containing a pressure will look like this:
+A text containing a pressure will look like this:
Wind: %n ° at n.d mps Wind: %n ° at n.d kps
- Wind: %n ° at n.d mpsWind: %n ° at n.d kpsReturns the heading from this to another coordinate.
+Returns the heading from this to another COORDINATE.
Heading in degrees.
+Heading in degrees.
COORDIANTE to where the line is drawn.
+COORDINATE to where the line is drawn.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
COORDIANTE in the opposite corner.
+COORDINATE in the opposite corner.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
the y coordinate in meters.
+ + + +the y coordinate in meters.
+ + + +- #numberr + #number Radius
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
The angle in randians
+The angle in radians
The angle in randians
+The angle in radians
The angle in randians.
+The angle in radians.
(Optional) Type of the terminal. Default any execpt valid spawn points on runway.
+(Optional) Type of the terminal. Default any except valid spawn points on runway.
(Optional) If true, closest point to railroad is returned rather than closest point to conventional road. Default false.
+(Optional) If true, closest point to railroad is returned rather than closest point to conventional road. Default false.
Return a direction vector Vec3 from COORDINATE to the COORDINATE.
+Return a direction vector Vec3 from this COORDINATE to the target COORDINATE.
(Optional) If true, put (green) smoke along the
+(Optional) If true, put (green) smoke along the the path.
If true a valid path on road/rail was found. If false, only the direct way is possible.
+If true a valid path on road/rail was found. If false, only the direct way is possible.
The text will contain always the pressure in hPa and:
A text containing a pressure will look like this:
+A text containing a pressure will look like this:
QFE: x hPa (y mmHg) QFE: x hPa (y mmHg)QFE: x hPa (y inHg)If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
If true, return the sun set time in seconds.
+If true, return the sun set time in seconds.
If true, return the sun rise time in seconds.
+If true, return the sun rise time in seconds.
The text will reflect the temperature like this:
A text containing a pressure will look like this:
+A text containing a pressure will look like this:
Temperature: %n.d °C Temperature: %n.d °F
- Temperature: %n.d °CTemperature: %n.d °FA text containing a pressure will look like this:
+A text containing a pressure will look like this:
Wind: %n ° at n.d mps Wind: %n ° at n.d kps
- Wind: %n ° at n.d mpsWind: %n ° at n.d kpsReturns the heading from this to another coordinate.
+Returns the heading from this to another COORDINATE.
Heading in degrees.
+Heading in degrees.
COORDIANTE to where the line is drawn.
+COORDINATE to where the line is drawn.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
COORDIANTE in the opposite corner.
+COORDINATE in the opposite corner.
Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
+Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
The resulting Mark ID, which is a number. Can be used to remove the object again.
+The resulting Mark ID, which is a number. Can be used to remove the object again.
the y coordinate in meters.
+ + + +Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
- @@ -3466,6 +3469,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +Spawns a new static using a given template.
+switch alarm state RED
-switch alarm state RED
- diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 56af5c9f5..632f6c845 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2148,6 +2148,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauContains the counter how many units are currently alive
+ +Contains the counter how many units are currently alive
+ +Function called before save event.
+Function called before load event.
-- Setup a Range
RangeOne = RANGE:New( "Range One" )
- -- Find the STATIC target object as setup in the ME
- RangeOneBombTarget = STATIC:FindByName( "RangeOneBombTarget" ):
- -- Add the coordinate of the STATIC target object as a bomb target (thus keeping the bomb function active, even if the STATIC target is destroyed)
+ -- Find the STATIC target object as setup in the ME.
+ RangeOneBombTarget = STATIC:FindByName( "RangeOneBombTarget" )
+ -- Add the coordinate of the STATIC target object as a bomb target (thus keeping the bomb function active, even if the STATIC target is destroyed).
RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate(), "RangeOneBombTarget", 50)
- -- Or, add the coordinate of the STATIC target object as a bomb target using default values (name will be "Bomb Target", goodhitrange will be 25 m)
+ -- Or, add the coordinate of the STATIC target object as a bomb target using default values (name will be "Bomb Target", goodhitrange will be 25 m).
RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate() )
+ -- Start Range.
+ RangeOne:Start()
@@ -5440,6 +5442,18 @@ Furthermore, the player must not be too high and fly in the direction of the pit
+
+ -- Setup a Range
+ RangeOne = RANGE:New( "Range One" )
+ -- Get distance between strafe target objext and foul line distance marker object.
+ RangeOneFoulDistance = RangeOne:GetFoullineDistance( "RangeOneStrafeTarget" , "RangeOneFoulLineObject" )
+ -- Add a strafe pit using the measured foul line distance. Where nil is used, strafe pit default values will be used - adjust as required.
+ RangeOne:AddStrafePit( "RangeOneStrafeTarget", nil, nil, nil, nil, nil, RangeOneFoulDistance )
+ -- Start Range.
+ RangeOne:Start()
+
+
@@ -6741,7 +6755,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat
Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!
+Path for sound files. Default "Range Soundfiles/". Mind the slash "/" at the end!
Function called before save event.
+Function called before load event.
Checks that io and lfs are desanitized.
diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index f6ae486aa..14df19be1 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3358,6 +3358,12 @@ 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.
+ + + +The weight of the whole asset group in kilo gramms.
+The weight of the whole asset group in kilograms.
The weight of the whole asset group in kilo gramms.
+The weight of the whole asset group in kilograms.
Radio queue of LSO.
+Radio queue of marshal.
+Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Set case of f
+Set case to that of lead.
@@ -38786,7 +38852,7 @@ BASE:TraceOnOff( false ) -Decrease stack/flag. Human player needs to take care himself.
+Set stack flag.
@@ -38956,9 +39022,6 @@ BASE:TraceOnOff( false ) - -Set Stable Hover
- diff --git a/Documentation/Ops.Atis.html b/Documentation/Ops.Atis.html index bc3c7640d..57901f447 100644 --- a/Documentation/Ops.Atis.html +++ b/Documentation/Ops.Atis.html @@ -1727,7 +1727,7 @@ If the parameter runway is omitted (nil) then the frequency is supposedatisBatumi:SetMetricUnits()
-With this, wind speed is given in meters per second, pressure in hecto Pascal (mbar), visibility in kilometers etc.
+With this, wind speed is given in meters per second, pressure in hectopascal (hPa, which is the same as millibar - mbar), visibility in kilometers etc.
If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hecto Pascal (=mili Bars) for metric units.
+If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hectopascal (hPa, which is the same as millibar - mbar) for metric units.
If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hecto Pascal (=mili Bars) for metric units.
+If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hectopascal (hPa, which is the same as millibar - mbar) for metric units.
@@ -7374,7 +7374,7 @@ Note that the dew point is only an artificial information as DCS does not have a #boolean ATIS.PmmHg -If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hecto Pascal (=mili Bars) for metric units.
+If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hectopascal (hPa, which is the same as millibar - mbar) for metric units.
@@ -9329,7 +9329,7 @@ Note that the dew point is only an artificial information as DCS does not have a #boolean ATIS.PmmHg -If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hecto Pascal (=mili Bars) for metric units.
+If true, give pressure in millimeters of Mercury. Default is inHg for imperial and hectopascal (hPa, which is the same as millibar - mbar) for metric units.
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index a0b29f046..59f3849f9 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -3806,11 +3806,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautable of CSAR unit names
+table of CSAR unit names
+table of CSAR unit names
+Simple Text-To-Speech
+Version 0.4 - Compatible with SRS version 1.9.6.0+
+ +You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitization.
Simple Text-To-Speech
+ +Version 0.4 - Compatible with SRS version 1.9.6.0+
+ +You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitization.
+ + +To do this remove all the code below the comment - the line starts "local function sanitizeModule(name)" +Do this without DCS running to allow mission scripts to use os functions.
+ +You WILL HAVE TO REAPPLY AFTER EVERY DCS UPDATE
+ +Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialize it +Make sure to edit the STTS.SRS_PORT and STTS.DIRECTORY to the correct values before adding to the mission. +Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts.
+ +Example calls:
+ +STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2)
+
+
+Arguments in order are:
+ +This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only
+ +STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,null,-5,"male","en-GB")
+
+
+This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT"
+ +STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB")
+
+
+Arguments in order are:
+ +This will play that MP3 on 255MHz AM & 31 FM at half volume with a client called "Multiple" and to Spectators only
+ +STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0)
+
| Fields and Methods inherited from STTS | +Description | +
|---|---|
| + |
+ Path of the SRS directory. + |
+
| + |
+ DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING + |
+
| + |
+ Google credentials file + |
+
STTS.PlayMP3(pathToMP3, freqs, modulations, volume, name, coalition, point) |
+
+ Play mp3 function. + |
+
| + |
+ LOCAL SRS PORT - DEFAULT IS 5002 + |
+
| + |
+ Text to speech function. + |
+
| + |
+ Function returns estimated speech time in seconds. + |
+
| + |
+ Round a number. + |
+
| + |
+ Function for UUID. + |
+
Path of the SRS directory.
+ +DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
+ +Google credentials file
+ +LOCAL SRS PORT - DEFAULT IS 5002
+ +Play mp3 function.
+ +STTS
++ #string + pathToMP3 +
+Path to the sound file.
+ ++ #string + freqs +
+Frequencies, e.g. "305, 256".
+ ++ #string + modulations +
+Modulations, e.g. "AM, FM".
+ ++ #string + volume +
+Volume, e.g. "0.5".
+ ++ name +
++ coalition +
++ point +
+Text to speech function.
+ +STTS
++ message +
++ freqs +
++ modulations +
++ volume +
++ name +
++ coalition +
++ point +
++ speed +
++ gender +
++ culture +
++ voice +
++ googleTTS +
+Function returns estimated speech time in seconds.
+ + +Assumptions for time calc: 100 Words per min, average of 5 letters for english word so
+ +So length of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
+ +STTS
++ length +
++ speed +
++ isGoogle +
+Round a number.
+ +STTS
++ #number + x +
+Number.
+ ++ #number + n +
+Precision.
+ +