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Last step of bid folder restructure
This commit is contained in:
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-- Name: SPA-011 - Ground Ops - Simple Spawning
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn a ground vehicle.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicle is spawned.
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-- Tests Gudauta
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-- -------------
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-- Spawn a gound vehicle...
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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Spawn_Group_1 = Spawn_Vehicle_1:Spawn()
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-- Name: SPA-012 - Ground Ops - Multiple Spawns
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- Tests Gudauta
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-- -------------
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-- Spawn a gound vehicle...
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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Spawn_Group_1 = Spawn_Vehicle_1:Spawn()
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Spawn_Group_2 = Spawn_Vehicle_1:Spawn()
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Spawn_Group_3 = Spawn_Vehicle_1:Spawn()
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Spawn_Group_4 = Spawn_Vehicle_1:Spawn()
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Spawn_Group_5 = Spawn_Vehicle_1:Spawn()
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-- Name: SPA-013 - Ground Ops - Scheduled Spawns
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- Tests Gudauta
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-- -------------
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ):SpawnScheduled( 10, 0.5 )
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-- Name: SPA-014 - Ground Ops - Scheduled Spawns Limited
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. There should not be more than 5 groups spawned.
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-- Tests Gudauta
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-- -------------
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ):InitLimit( 5, 0 ):SpawnScheduled( 5, .5 )
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-- Name: SPA-015 - Ground Ops - Randomize Route
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. There should not be more than 5 groups spawned.
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-- 4. Observe that the route that the vehicles follow is randomized starting from point 1 till point 3.
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-- Tests Gudauta
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-- -------------
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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:InitLimit( 10, 10 )
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:InitRandomizeRoute( 1, 1, 200 ) -- Randomize route starting from point 1 till point 3, with a radius of 200 meters around each point.
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:SpawnScheduled( 5, .5 )
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-- Name: SPA-016 - Ground Ops - Randomize Zones
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. There should not be more than 5 groups spawned.
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-- 4. Observe that the route that the vehicles follow is randomized starting from point 1 till point 3.
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-- 5. Observe that the position where the units are spawned, is randomized according the zones.
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-- Tests Gudauta
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-- -------------
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-- Create a zone table of the 2 zones.
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ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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:InitLimit( 10, 10 )
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:InitRandomizeRoute( 1, 1, 200 )
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:InitRandomizeZones( ZoneTable )
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:SpawnScheduled( 5, .5 )
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-- Name: SPA-017 - Ground Ops - Set AI inactive while spawning
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-- Author: FlightControl
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-- Date Created: 24 Jan 2017
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-- Checked in 15 dez 2020 by ZERO
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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-- But set the AI inactive when spawning.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. There should not be more than 10 groups spawned.
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-- 4. Observe that the AI is inactivated, and thus, the vehicles aren't moving.
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-- 5. Observe that the position where the units are spawned, is randomized in the zones perimeters.
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-- Tests Gudauta
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-- -------------
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-- Create a zone table of the 2 zones.
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ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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:InitLimit( 10, 10 )
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:InitRandomizeRoute( 1, 1, 200 )
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:InitRandomizeZones( ZoneTable )
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:InitAIOnOff( false ) -- This will disable the AI. You can also use :InitAIOff(). Set AI On (for those groups with AI Off in the ME), with :InitAIOn().
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:SpawnScheduled( 5, .5 )
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---
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-- Name: SPA-018 - Ground Ops - Randomize Templates
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-- Author: FlightControl
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-- Date Created: 10 Jan 2017
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-- Checked in 15 dez 2020 by ZERO
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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||||
--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. There should not be more than 10 groups spawned.
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-- 4. Observe that the route that the vehicles follow is randomized starting from point 1 till point 3.
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-- 5. Observe that the position where the units are spawned, is randomized according the zones.
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-- 6. Observe that the ground vehicles are spawned with randomized templates.
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-- Tests Gudauta
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-- -------------
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-- Create a zone table of the 2 zones.
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ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
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TemplateTable = { "A", "B", "C" }
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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:InitLimit( 10, 10 )
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:InitRandomizeRoute( 1, 1, 200 )
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:InitRandomizeZones( ZoneTable )
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:InitRandomizeTemplate( TemplateTable )
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:SpawnScheduled( 5, .5 )
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---
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-- Name: SPA-019 - Ground Ops - Randomize Templates with Waypoints
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-- Author: FlightControl
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-- Date Created: 24 Feb 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned with randomized templates.
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-- 2. Observe that the ground vehicles are spread around the spawning area and are not stacked upon each other.
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-- Tests Gudauta
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-- -------------
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-- Create a zone table of the 2 zones.
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ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
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TemplateTable = { "A", "B", "C" }
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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:InitLimit( 10, 10 )
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:InitRandomizeTemplate( TemplateTable )
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:SpawnScheduled( 5, .5 )
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---
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-- Name: SPA-020 - Ground Ops - Randomize Templates in Random Zones without Waypoints
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-- Author: FlightControl
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-- Date Created: 24 Feb 2017
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned with randomized templates.
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-- 2. Observe that the ground vehicles are spread around the spawning area and are not stacked upon each other.
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-- 3. Observe that the ground vehicles are spread over the random zones, and that the initial templates formations are kept.
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-- Tests Gudauta
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-- -------------
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-- Create a zone table of the 2 zones.
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ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
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TemplateTable = { "A", "B", "C" }
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
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:InitLimit( 100, 10 )
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:InitRandomizeTemplate( TemplateTable )
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:InitRandomizeZones( ZoneTable )
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:SpawnScheduled( 5, .5 )
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SPA-017 - The Mission was not working. I have done it again! Now its working.
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SPA-018 - Changed the code and the units into MAP. Checked and it is working.
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SPA-019 - Note by ZERO (15/12/2020): the vehicles are spawned upon each other
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SPA-021 - Changed the code for spawn 20 units. it was not working like described
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SPA-022 - Changed the description of the mission
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SPA-024 - Changed the description of the mission
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SPA-100 - is not working. the function initclean() is not working
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SPA-110 - Its working but its good to rework
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SPA-140 - Doesnt work
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---
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-- Name: SPA-021 - Ground Ops - Scheduled Spawns Limited Keep Unit Names
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-- Author: FlightControl
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-- Date Created: 14 Mar 2017
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-- Checked in 15 dez 2020 by ZERO
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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--
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-- # Test cases:
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--
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. There should not be more than 5 groups spawned. (Number of units is 5 groups x 4 units in group = 20 that is a unit limits in :initLimit function in this implementation (:InitLimit( 20 , 10 )))
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-- 4. Observe the unit names, they should have the name as defined within the ME.
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-- Tests Gudauta
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-- -------------
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Spawn_Vehicle_1 = SPAWN
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:New( "Spawn Vehicle 1" )
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:InitKeepUnitNames()
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:InitLimit( 20 , 10 )
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:SpawnScheduled( 5, .5 )
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-- Name: SPA-022 - Ground Ops - Scheduled Spawns Limited with long interval
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-- Author: FlightControl
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-- Date Created: 18 Mar 2017
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-- Checked in 15 dez 2020 by ZERO
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--
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-- # Situation:
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--
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-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
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-- The vehicle should respawn when killed.
|
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--
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-- # Test cases:
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||||
--
|
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-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
|
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-- 2. The vehicles should spawn according the scheduler parameters.
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-- 3. When the vehicle spawned die, a new vehicle will be spawned
|
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|
||||
|
||||
|
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-- Tests Gudauta
|
||||
-- -------------
|
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Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ):InitLimit( 1, 0 ):SpawnScheduled( 30, .5 )
|
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|
||||
|
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|
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|
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---
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-- Name: SPA-023 - Ground Ops - SpawnStart and SpawnStop
|
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-- Author: FlightControl
|
||||
-- Date Created: 10 Jan 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
|
||||
-- The schedule is immediately stopped and started.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
|
||||
-- 2. The vehicles should spawn according the scheduler parameters.
|
||||
|
||||
|
||||
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
Spawn_Vehicle = SPAWN:New( "Spawn Vehicle 1" ):SpawnScheduled( 10, 0.5 ):SpawnScheduleStop()
|
||||
|
||||
Spawn_Vehicle:SpawnScheduleStart()
|
||||
|
||||
|
||||
|
||||
|
||||
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---
|
||||
-- Name: SPA-024 - Ground Ops - Arrays
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 19 Jul 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- At Gudauta spawn multiple ground vehicles, in an array.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
|
||||
-- 2. The vehicles should spawn according the array parameters.
|
||||
|
||||
|
||||
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
Spawn_Vehicle = SPAWN
|
||||
:New( "Spawn Vehicles" )
|
||||
:InitLimit( 12, 60 )
|
||||
:InitArray( 90, 10, 10, 10 )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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||||
---
|
||||
-- Name: SPA-024 - Ground Ops - Arrays
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 19 Jul 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- At Gudauta spawn multiple ground vehicles, in an array.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
|
||||
-- 2. The vehicles should spawn according the array parameters.
|
||||
|
||||
|
||||
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
Spawn_Vehicle = SPAWN
|
||||
:New( "Spawn Vehicles" )
|
||||
:InitLimit( 12, 60 )
|
||||
:InitArray( 90, 10, 10, 10 )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
---
|
||||
-- Name: SPA-024 - Ground Ops - Arrays
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 19 Jul 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- At Gudauta spawn multiple ground vehicles, in an array.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
|
||||
-- 2. The vehicles should spawn according the array parameters.
|
||||
|
||||
|
||||
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
Spawn_Vehicle = SPAWN
|
||||
:New( "Spawn Vehicles" )
|
||||
:InitLimit( 12, 60 )
|
||||
:InitArray( 90, 10, 10, 10 )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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||||
-- Name: SPA-025 - Ground Ops - Spawn Hidden
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 06 Sep 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- At Gudauta spawn a ground vehicle, hidden
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe that the ground vehicle is spawned and his hidden.
|
||||
|
||||
|
||||
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
-- Spawn a gound vehicle...
|
||||
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
|
||||
Spawn_Group_1 = Spawn_Vehicle_1:Spawn()
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,26 @@
|
||||
-- Name: SPA-026 - Ground Ops - Spawn RandomizeTemplate Hidden
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 06 Sep 2017
|
||||
-- Checked in 15 dez 2020 by ZERO
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- At Gudauta spawn a ground vehicle, hidden, based on a randomized template.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe that a random ground vehicle is spawned and his hidden.
|
||||
-- 2. Observe that templates are hidden on MAP on Mission Editor
|
||||
|
||||
|
||||
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
-- Spawn a gound vehicle...
|
||||
|
||||
Templates = { "A", "B" }
|
||||
|
||||
Spawn_Vehicle_1 = SPAWN:New( "vehicle" )
|
||||
Spawn_Vehicle_1:InitRandomizeTemplate( Templates )
|
||||
Spawn_Group_1 = Spawn_Vehicle_1:Spawn()
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,25 @@
|
||||
-- Name: SPA-027 - Ground Ops - Respawning After Destroy
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 10 Dec 2017
|
||||
--
|
||||
-- At Gudauta spawns ground vehicle, in a scheduled fashion.
|
||||
-- There can only be a maximum of 2 grond vehicles alive.
|
||||
-- When a ground vehicle is destroyed, a new one needs to be spawned at a different location in the zone.
|
||||
-- Until that one is also destroyed.
|
||||
--
|
||||
-- Red is attacking the spawned blue vehicles.
|
||||
-- Once blue is destroyed, a new blue needs to spawn.
|
||||
-- Until all 10 blue vehicles are spawned.
|
||||
-- The position of blue is randomized in the zone.
|
||||
-- Blue has ROE hold weapons.
|
||||
--
|
||||
|
||||
|
||||
BlueVehicleSpawn = SPAWN
|
||||
:New( "Tank" )
|
||||
:InitLimit( 2, 10 )
|
||||
:InitRandomizePosition( true, 200, 50 )
|
||||
:SpawnScheduled( 5, .5 )
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,8 @@
|
||||
-- Tests Kutaisi
|
||||
-- -------------
|
||||
-- Tests the CleanUp functionality.
|
||||
-- Limited spawning of groups, scheduled every 10 seconds, who are engaging into combat. Some helicopters may crash land on the ground.
|
||||
-- Observe when helicopters land but are not dead and are out of the danger zone, that they get removed after a while (+/- 180 seconds) and ReSpawn.
|
||||
Spawn_Helicopter_Scheduled_CleanUp = SPAWN:New( "Spawn Helicopter Scheduled CleanUp" ):InitLimit( 3, 100 ):InitRandomizeRoute( 1, 1, 1000 ):InitCleanUp( 60 ):SpawnScheduled( 10, 0 )
|
||||
Spawn_Vehicle_Scheduled_CleanUp = SPAWN:New( "Spawn Vehicle Scheduled CleanUp" ):InitLimit( 3, 100 ):InitRandomizeRoute( 1, 1, 1000 ):SpawnScheduled( 10, 0 )
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,8 @@
|
||||
-- Tests Kutaisi
|
||||
-- -------------
|
||||
-- Tests the CleanUp functionality.
|
||||
-- Limited spawning of groups, scheduled every 10 seconds, who are engaging into combat. Some helicopters may crash land on the ground.
|
||||
-- Observe when helicopters land but are not dead and are out of the danger zone, that they get removed after a while (+/- 180 seconds) and ReSpawn.
|
||||
Spawn_Helicopter_Scheduled_CleanUp = SPAWN:New( "Spawn Helicopter Scheduled CleanUp" ):InitLimit( 3, 100 ):InitRandomizeRoute( 1, 1, 1000 ):InitCleanUp( 60 ):SpawnScheduled( 10, 0 )
|
||||
Spawn_Vehicle_Scheduled_CleanUp = SPAWN:New( "Spawn Vehicle Scheduled CleanUp" ):InitLimit( 3, 100 ):InitRandomizeRoute( 1, 1, 1000 ):SpawnScheduled( 10, 0 )
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
---
|
||||
-- Tests Gudauta
|
||||
-- -------------
|
||||
-- Limited scheduled spawning of groups...
|
||||
Spawn_Plane_Limited_Scheduled = SPAWN:New( "Spawn Plane Limited Scheduled" ):InitLimit( 4, 20 ):SpawnScheduled( 30, 0 )
|
||||
Spawn_Helicopter_Limited_Scheduled = SPAWN:New( "Spawn Helicopter Limited Scheduled" ):InitLimit( 4, 20 ):SpawnScheduled( 30, 0 )
|
||||
Spawn_Ground_Limited_Scheduled = SPAWN:New( "Spawn Vehicle Limited Scheduled" ):InitLimit( 4, 20 ):SpawnScheduled( 90, 0 )
|
||||
|
||||
---
|
||||
-- Tests Sukhumi
|
||||
-- -------------
|
||||
-- Limited scheduled spawning of groups with destruction...
|
||||
Spawn_Plane_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Plane Limited Scheduled Destroy" ):InitLimit( 4, 20 ):SpawnScheduled( 10, 0 )
|
||||
Spawn_Helicopter_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Helicopter Limited Scheduled Destroy" ):InitLimit( 4, 20 ):SpawnScheduled( 10, 0 )
|
||||
Spawn_Vehicle_Limited_Scheduled_RandomizeRoute = SPAWN:New( "Spawn Vehicle Limited Scheduled Destroy" ):InitLimit( 4, 20 ):SpawnScheduled( 10, 0 )
|
||||
|
||||
|
||||
BIN
Core/Spawn/SPA-110 - Limit Spawning/SPA-110 - Limit Spawning.miz
Normal file
BIN
Core/Spawn/SPA-110 - Limit Spawning/SPA-110 - Limit Spawning.miz
Normal file
Binary file not shown.
@@ -0,0 +1,35 @@
|
||||
---
|
||||
-- Name: SPA-120 - Air Ops - Scheduled Spawns with Repeat on Landing with Limit
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 05 Feb 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- One airplane and one helicopter will be spawned.
|
||||
-- Only one airplane and one helicopter can be alive at the same time.
|
||||
-- Upon landing, the airplane and helicopter will respawn at Kutaisi.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the spawning of the airplane and helicopter
|
||||
-- 2. There should not be more airplanes alive than there are set by InitLimit.
|
||||
-- 3. Upon landing, the planes should respawn.
|
||||
-- 5. The plane should respawn itself when the air unit has parked at the ramp or has landed.
|
||||
|
||||
|
||||
do
|
||||
|
||||
-- Declare SPAWN objects
|
||||
Spawn_Plane = SPAWN:New("Plane"):InitLimit( 2, 0 )
|
||||
|
||||
-- Choose repeat functionality
|
||||
|
||||
-- Repeat on ... (when landed on the airport)
|
||||
Spawn_Plane:InitRepeatOnEngineShutDown()
|
||||
|
||||
-- Now SPAWN the GROUPs
|
||||
Spawn_Plane:SpawnScheduled(30,0)
|
||||
|
||||
-- Now run the mission and observe the behaviour.
|
||||
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,41 @@
|
||||
---
|
||||
-- MOOSE SPAWN repeat test scenario
|
||||
-- -------------------------------
|
||||
-- There are 8 GROUPs Spawned.
|
||||
-- They fly around Kutaisi and will land.
|
||||
-- Upon landing:
|
||||
-- 1. The KA-50 and the C-101EB should respawn itself directly when landed.
|
||||
-- 2. the MI-8MTV2 and the A-10C should respawn itself when the air unit has parked at the ramp.
|
||||
--
|
||||
|
||||
do
|
||||
|
||||
-- Declare SPAWN objects
|
||||
local Spawn_KA_50 = SPAWN:New("KA-50")
|
||||
local Spawn_MI_8MTV2 = SPAWN:New("MI-8MTV2")
|
||||
local Spawn_C_101EB = SPAWN:New("C-101EB")
|
||||
local Spawn_A_10C = SPAWN:New("A-10C")
|
||||
|
||||
-- Choose repeat functionality
|
||||
|
||||
-- Repeat on landing
|
||||
Spawn_KA_50:InitRepeatOnLanding()
|
||||
Spawn_C_101EB:InitRepeatOnLanding()
|
||||
|
||||
-- Repeat on enging shutdown (when landed on the airport)
|
||||
Spawn_MI_8MTV2:InitRepeatOnEngineShutDown()
|
||||
Spawn_A_10C:InitRepeatOnEngineShutDown()
|
||||
|
||||
-- Now SPAWN the GROUPs
|
||||
Spawn_KA_50:Spawn()
|
||||
Spawn_C_101EB:Spawn()
|
||||
Spawn_MI_8MTV2:Spawn()
|
||||
Spawn_A_10C:Spawn()
|
||||
Spawn_KA_50:Spawn()
|
||||
Spawn_C_101EB:Spawn()
|
||||
Spawn_MI_8MTV2:Spawn()
|
||||
Spawn_A_10C:Spawn()
|
||||
|
||||
-- Now run the mission and observe the behaviour.
|
||||
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,51 @@
|
||||
---
|
||||
-- Name: SPA-121 - Air Ops - Scheduled Spawns with Repeat on Landing with Limit
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 05 Feb 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- Multiple airplanes will be spawned at a scheduled interval.
|
||||
-- There is a limit on how many airplanes can be alive at the same time.
|
||||
-- Upon landing, the airplanes will respawn at Kutaisi.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the spawning of the airplanes
|
||||
-- 2. There should not be more airplanes alive than there are set by InitLimit.
|
||||
-- 3. Upon landing, the planes should respawn.
|
||||
-- 4. The KA-50 and the C-101EB should respawn itself directly when landed.
|
||||
-- 5. the MI-8MTV2 and the A-10C should respawn itself when the air unit has parked at the ramp.
|
||||
|
||||
|
||||
do
|
||||
|
||||
-- Declare SPAWN objects
|
||||
Spawn_KA_50 = SPAWN:New("KA-50"):InitLimit( 2, 10 )
|
||||
Spawn_MI_8MTV2 = SPAWN:New("MI-8MTV2"):InitLimit( 2, 10 )
|
||||
Spawn_C_101EB = SPAWN:New("C-101EB"):InitLimit( 2, 10 )
|
||||
Spawn_A_10C = SPAWN:New("A-10C")
|
||||
:InitLimit( 2, 10 )
|
||||
|
||||
-- Choose repeat functionality
|
||||
|
||||
-- Repeat on landing
|
||||
Spawn_KA_50:InitRepeatOnLanding()
|
||||
Spawn_KA_50:InitDelayOff()
|
||||
|
||||
Spawn_C_101EB:InitRepeatOnLanding()
|
||||
Spawn_C_101EB:InitDelayOff()
|
||||
|
||||
-- Repeat on enging shutdown (when landed on the airport)
|
||||
Spawn_MI_8MTV2:InitRepeatOnEngineShutDown()
|
||||
Spawn_A_10C:InitRepeatOnEngineShutDown()
|
||||
|
||||
-- Now SPAWN the GROUPs
|
||||
Spawn_KA_50:SpawnScheduled(180,0)
|
||||
Spawn_C_101EB:SpawnScheduled(180,0)
|
||||
Spawn_MI_8MTV2:SpawnScheduled(180,0)
|
||||
Spawn_A_10C:SpawnScheduled(180,0)
|
||||
|
||||
-- Now run the mission and observe the behaviour.
|
||||
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,47 @@
|
||||
---
|
||||
-- Name: SPA-122 - Air Ops - OnLand test for Scheduled Spawns
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 21 Mar 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- An airplane is spawned at a scheduled interval.
|
||||
-- There is a limit on how many airplanes can be alive at the same time.
|
||||
-- Upon landing, the airplane will respawn in the air.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the spawning of the airplanes
|
||||
-- 2. There should not be more airplanes alive than there are set by InitLimit.
|
||||
-- 3. Upon landing, the planes should respawn.
|
||||
-- 4. The KA-50 and the C-101EB should respawn itself directly when landed.
|
||||
-- 5. the MI-8MTV2 and the A-10C should respawn itself when the air unit has parked at the ramp.
|
||||
|
||||
|
||||
do
|
||||
|
||||
-- Declare SPAWN objects
|
||||
Spawn_KA_50 = SPAWN:New("KA-50"):InitLimit( 1, 0 )
|
||||
Spawn_MI_8MTV2 = SPAWN:New("MI-8MTV2"):InitLimit( 1, 0 )
|
||||
Spawn_C_101EB = SPAWN:New("C-101EB"):InitLimit( 1, 0 )
|
||||
Spawn_A_10C = SPAWN:New("A-10C"):InitLimit( 1, 0 )
|
||||
|
||||
-- Choose repeat functionality
|
||||
|
||||
-- Repeat on landing
|
||||
Spawn_KA_50:InitRepeatOnLanding()
|
||||
Spawn_C_101EB:InitRepeatOnLanding()
|
||||
|
||||
-- Repeat on enging shutdown (when landed on the airport)
|
||||
Spawn_MI_8MTV2:InitRepeatOnEngineShutDown()
|
||||
Spawn_A_10C:InitRepeatOnEngineShutDown()
|
||||
|
||||
-- Now SPAWN the GROUPs
|
||||
Spawn_KA_50:SpawnScheduled(30,0)
|
||||
Spawn_C_101EB:SpawnScheduled(30,0)
|
||||
Spawn_MI_8MTV2:SpawnScheduled(30,0)
|
||||
Spawn_A_10C:SpawnScheduled(30,0)
|
||||
|
||||
-- Now run the mission and observe the behaviour.
|
||||
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,29 @@
|
||||
---
|
||||
-- Name: SPA-123 - Air Ops - Repeat on Landing and InitCleanUp
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 15 Sep 2018
|
||||
-- Checked in 15 dez 2020 by ZERO
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- Helicpters spawn and are lightly shot until the crash land, but don't really destroy.
|
||||
-- The should be respawned after a while.
|
||||
-- No performance overhead should be noticed.
|
||||
|
||||
do
|
||||
|
||||
-- Declare SPAWN objects
|
||||
Spawn_KA_50 = SPAWN:New("KA-50")
|
||||
:InitLimit( 2, 0 )
|
||||
|
||||
-- Choose repeat functionality
|
||||
|
||||
-- Repeat on landing
|
||||
Spawn_KA_50:InitRepeatOnLanding()
|
||||
Spawn_KA_50:InitDelayOff()
|
||||
Spawn_KA_50:InitCleanUp( 300 )
|
||||
Spawn_KA_50:SpawnScheduled( 180, 0.2 )
|
||||
|
||||
-- Now run the mission and observe the behaviour.
|
||||
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,52 @@
|
||||
----------------------------------------------------------------------
|
||||
--SPA-124 - Air Ops - Scheduled Spawns with OnSpawnGroup() Escort Task
|
||||
----------------------------------------------------------------------
|
||||
--//////////////////////////////////
|
||||
--////////////Tankers and awacs v1
|
||||
--//////////////////////////////////
|
||||
--////////// By Targs35 /////////////
|
||||
--//////////////// from 62nd Air Wing, Brisbane server..
|
||||
--///////////////////////////////////
|
||||
------- With thanks to the guys at MOOSE and in particular Pikes, Nolove, Delta99 and Wingthor
|
||||
-- Funky Frank is the man..
|
||||
-----////////////////////////////////
|
||||
--/////////// Spawn Tanker and Escorts ///
|
||||
|
||||
do
|
||||
|
||||
local PointVec1 = POINT_VEC3:New( -100, 20, 80 ) -- This is a Vec3 class - defines the position of the escorts relative to the escorted group
|
||||
local PointVec2 = POINT_VEC3:New( -100, 20, 150 ) -- This is a Vec3 class - defines the position of the escorts relative to the escorted group
|
||||
|
||||
--Create Spawn Groups, use the OnSpawnGroup() function to spawn two escorts and task them
|
||||
|
||||
local Tanker_Texaco = SPAWN
|
||||
:New("Tanker_Texaco_Droge")
|
||||
:InitLimit( 1, 2 ) -- group with one unit, spawn 1 *alive* units max
|
||||
:InitCleanUp( 240 )
|
||||
:OnSpawnGroup(function (tanker) -- tanker contains the GROUP object when the tanker spawns
|
||||
local Escort_Texaco_1 = SPAWN
|
||||
:New("Escort_Texaco_F14 001")
|
||||
:InitLimit( 1, 2 )
|
||||
:InitCleanUp( 240 )
|
||||
:OnSpawnGroup(function (spawndgroup) -- spawndgrp contains the GROUP object when the escort spawns
|
||||
local FollowDCSTask1 = spawndgroup:TaskFollow( tanker, PointVec1 ) -- create task
|
||||
spawndgroup:SetTask( FollowDCSTask1, 1 ) -- push task on the GROUP
|
||||
end
|
||||
)
|
||||
:SpawnScheduled( 60, 0.5 )
|
||||
|
||||
local Escort_Texaco_2 = SPAWN
|
||||
:New("Escort_Texaco_F14 002")
|
||||
:InitLimit( 1, 2 )
|
||||
:InitCleanUp( 240 )
|
||||
:OnSpawnGroup(function (spawndgroup) -- spawndgrp contains the GROUP object when the escort spawns
|
||||
local FollowDCSTask2 = spawndgroup:TaskFollow( tanker, PointVec2 )
|
||||
spawndgroup:SetTask( FollowDCSTask2, 1 )
|
||||
end
|
||||
)
|
||||
:SpawnScheduled( 60, 0.5 )
|
||||
end
|
||||
)
|
||||
:SpawnScheduled( 60, 0.5 )
|
||||
|
||||
end
|
||||
@@ -0,0 +1,52 @@
|
||||
----------------------------------------------------------------------
|
||||
--SPA-124 - Air Ops - Scheduled Spawns with OnSpawnGroup() Escort Task
|
||||
----------------------------------------------------------------------
|
||||
--//////////////////////////////////
|
||||
--////////////Tankers and awacs v1
|
||||
--//////////////////////////////////
|
||||
--////////// By Targs35 /////////////
|
||||
--//////////////// from 62nd Air Wing, Brisbane server..
|
||||
--///////////////////////////////////
|
||||
------- With thanks to the guys at MOOSE and in particular Pikes, Nolove, Delta99 and Wingthor
|
||||
-- Funky Frank is the man..
|
||||
-----////////////////////////////////
|
||||
--/////////// Spawn Tanker and Escorts ///
|
||||
|
||||
do
|
||||
|
||||
local PointVec1 = POINT_VEC3:New( -100, 20, 80 ) -- This is a Vec3 class - defines the position of the escorts relative to the escorted group
|
||||
local PointVec2 = POINT_VEC3:New( -100, 20, 150 ) -- This is a Vec3 class - defines the position of the escorts relative to the escorted group
|
||||
|
||||
--Create Spawn Groups, use the OnSpawnGroup() function to spawn two escorts and task them
|
||||
|
||||
local Tanker_Texaco = SPAWN
|
||||
:New("Tanker_Texaco_Droge")
|
||||
:InitLimit( 1, 2 ) -- spawn 1 *alive* units max
|
||||
:InitCleanUp( 240 )
|
||||
:OnSpawnGroup(function (tanker) -- tanker contains the GROUP object when the tanker spawns
|
||||
local Escort_Texaco_1 = SPAWN
|
||||
:New("Escort_Texaco_F14 001")
|
||||
:InitLimit( 1, 2 )
|
||||
:InitCleanUp( 240 )
|
||||
:OnSpawnGroup(function (spawndgroup) -- spawndgrp contains the GROUP object when the escort spawns
|
||||
local FollowDCSTask1 = spawndgroup:TaskFollow( tanker, PointVec1 ) -- create task
|
||||
spawndgroup:SetTask( FollowDCSTask1, 1 ) -- push task on the GROUP
|
||||
end
|
||||
)
|
||||
:SpawnScheduled( 60, 0.5 )
|
||||
|
||||
local Escort_Texaco_2 = SPAWN
|
||||
:New("Escort_Texaco_F14 002")
|
||||
:InitLimit( 1, 2 )
|
||||
:InitCleanUp( 240 )
|
||||
:OnSpawnGroup(function (spawndgroup) -- spawndgrp contains the GROUP object when the escort spawns
|
||||
local FollowDCSTask2 = spawndgroup:TaskFollow( tanker, PointVec2 )
|
||||
spawndgroup:SetTask( FollowDCSTask2, 1 )
|
||||
end
|
||||
)
|
||||
:SpawnScheduled( 60, 0.5 )
|
||||
end
|
||||
)
|
||||
:SpawnScheduled( 60, 0.5 )
|
||||
|
||||
end
|
||||
Binary file not shown.
@@ -0,0 +1,47 @@
|
||||
---
|
||||
-- Name: SPA-130 - Uncontrolled Spawning
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 04 Feb 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- A plane will be spawned Uncontrolled and later one will be spawned Controlled.
|
||||
-- Only the Controlled plane will move, the other will remain idle at the parking spot.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the spawning of the UnControlled Plane.
|
||||
-- 2. Observe the spawning of the Controlled Plane.
|
||||
|
||||
|
||||
-- Create the SPAWN object looking for the group (template) "Plane".
|
||||
SpawnPlane = SPAWN:New( "Plane" )
|
||||
|
||||
-- Set the spawn mode to UnControlled.
|
||||
SpawnPlane:InitUnControlled( true )
|
||||
|
||||
-- Spawn the UnControlled Group
|
||||
UnControlledPlane = SpawnPlane:Spawn()
|
||||
|
||||
-- Set the spawn mode back to Controlled.
|
||||
SpawnPlane:InitUnControlled( false )
|
||||
|
||||
ControlledPlane = SpawnPlane:Spawn()
|
||||
|
||||
-- Now, let's create a menu option at a player slot plane...
|
||||
-- We can only create the menu option if the player has joined the slot ...
|
||||
PlayerPlane = CLIENT:FindByName( "PlayerPlane", "Select Menu item to activate UnControlled plane" )
|
||||
|
||||
PlayerPlane:Alive(
|
||||
function( Client, SpawnPlane )
|
||||
|
||||
--- @param Functional.Spawn#SPAWN SpawnPlane
|
||||
local function ActivatePlane( SpawnPlane )
|
||||
SpawnPlane:InitUnControlled( false )
|
||||
SpawnPlane:ReSpawn( 1 )
|
||||
end
|
||||
|
||||
local Menu = MENU_CLIENT_COMMAND:New( Client, "Select to activate UnControlled plane", nil, ActivatePlane, SpawnPlane )
|
||||
end
|
||||
, SpawnPlane
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,20 @@
|
||||
-- Name: SPA-131 - Air Ops - SpawnAtAirbase
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 14 Sep 2017
|
||||
--
|
||||
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 )
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
-- Name: SPA-131 - Air Ops - SpawnAtAirbase
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 14 Sep 2017
|
||||
--
|
||||
Spawn_Plane = SPAWN:New( "Plane" )
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Nevada.Groom_Lake_AFB ), SPAWN.Takeoff.Cold )
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Nevada.Groom_Lake_AFB ), SPAWN.Takeoff.Hot )
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Nevada.Groom_Lake_AFB ), SPAWN.Takeoff.Runway )
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,11 @@
|
||||
---
|
||||
-- Tests Gudauta
|
||||
-- --------------
|
||||
-- Limited and scheduled spawning of groups, with RandomizeTemplate ...
|
||||
|
||||
Templates = { "Template1", "Template2", "Template3", "Template4" }
|
||||
|
||||
Spawn_Ground1 = SPAWN:New( "Spawn Vehicle1" ):InitLimit( 4, 20 ):InitRandomizeTemplate(Templates):SpawnScheduled( 15, 0 )
|
||||
Spawn_Ground2 = SPAWN:New( "Spawn Vehicle2" ):InitLimit( 4, 20 ):InitRandomizeTemplate(Templates):SpawnScheduled( 15, 0 )
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,51 @@
|
||||
-- This test will create 3 different zones of different types.
|
||||
-- 100 groups of 1 unit will be spawned.
|
||||
-- The test is about testing the zone randomization, and the place where the units are created.
|
||||
|
||||
local Iterations = 100
|
||||
local Iteration = 1
|
||||
|
||||
-- The PolygonGroup route defines zone 1
|
||||
local ZonePolygonGroup = GROUP:FindByName( "ZonePolygon" )
|
||||
|
||||
-- The ZoneUnit defines zone 4.
|
||||
local ZoneUnit = UNIT:FindByName( "ZoneUnit" )
|
||||
|
||||
-- The ZoneGroup defines zone 5
|
||||
local ZoneGroup = GROUP:FindByName( "ZoneGroup" )
|
||||
|
||||
-- This is the array that models the different zones types.
|
||||
-- The selection of the zones is done by taking into account the probability of the zone.
|
||||
-- The zone probabibility is 0 = 0%, 1 = 100%
|
||||
-- The default value of the probability is 1.
|
||||
-- Note that the SetZoneProbability is a method, that returns the self object of the zone,
|
||||
-- allowing to use the method within the zone array declaration!
|
||||
local SpawnZones = {
|
||||
ZONE_POLYGON:New( "Zone 1", ZonePolygonGroup ):SetZoneProbability( 0.8 ),
|
||||
ZONE_RADIUS:New( "Zone 2", ZONE:New( "GroundZone2" ):GetVec2(), 5000 ):SetZoneProbability( 0.2 ),
|
||||
ZONE:New( "GroundZone3" ):SetZoneProbability( 0.2 ),
|
||||
ZONE_UNIT:New( "Zone 4", ZoneUnit, 5000 ):SetZoneProbability( 0.6 ),
|
||||
ZONE_GROUP:New( "Zone 5", ZoneGroup, 5000 ):SetZoneProbability( 0.4 ),
|
||||
}
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN
|
||||
:New("Ground")
|
||||
:InitLimit( 100, 100 )
|
||||
-- This method will randomize the selection of the zones for each spawned Group during initialization,
|
||||
-- taking into account the probability factors.
|
||||
-- When you explore the code behind this method, you'll see that the GetZoneMaybe() method is used to select "maybe" the zone.
|
||||
:InitRandomizeZones( SpawnZones )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
SpawnGrounds:Spawn()
|
||||
end
|
||||
|
||||
end, {}, 0, 1, 0
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,52 @@
|
||||
|
||||
local Iterations = 10
|
||||
local Iteration = 1
|
||||
|
||||
GroundStatics = { "GroundStatic1", "GroundStatic2", "GroundStatic3" }
|
||||
AirplaneStatics = { "AirplaneStatic1", "AirplaneStatic2", "AirplaneStatic3" }
|
||||
HelicopterStatics = { "HelicopterStatic1", "HelicopterStatic2", "HelicopterStatic3" }
|
||||
ShipStatics = { "ShipStatic1", "ShipStatic2", "ShipStatic3" }
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN:New("Ground"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 500, 100 )
|
||||
SpawnAirplanes = SPAWN:New("Airplane"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 500, 100 )
|
||||
SpawnHelicopters = SPAWN:New("Helicopter"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 500, 100 )
|
||||
SpawnShips = SPAWN:New("Ship"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 500, 100 )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
local StaticName = GroundStatics[ math.random( 1, 3 ) ]
|
||||
local SpawnStatic = STATIC:FindByName( StaticName )
|
||||
SpawnGrounds:SpawnFromUnit( SpawnStatic )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Airplanes
|
||||
local StaticName = AirplaneStatics[ math.random( 1, 3 ) ]
|
||||
local SpawnStatic = STATIC:FindByName( StaticName )
|
||||
SpawnAirplanes:SpawnFromUnit( SpawnStatic )
|
||||
SpawnAirplanes:SpawnFromUnit( SpawnStatic, 2000, 4000 )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Helicopters
|
||||
local StaticName = HelicopterStatics[ math.random( 1, 3 ) ]
|
||||
local SpawnStatic = STATIC:FindByName( StaticName )
|
||||
SpawnHelicopters:SpawnFromUnit( SpawnStatic )
|
||||
SpawnHelicopters:SpawnFromUnit( SpawnStatic, 200, 500 ) -- Spawn between 200 and 500 meters.
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ships
|
||||
local StaticName = ShipStatics[ math.random( 1, 3 ) ]
|
||||
local SpawnStatic = STATIC:FindByName( StaticName )
|
||||
SpawnShips:SpawnFromUnit( SpawnStatic )
|
||||
end
|
||||
|
||||
end, {}, 0, 15, 0.5
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,52 @@
|
||||
|
||||
local Iterations = 10
|
||||
local Iteration = 1
|
||||
|
||||
GroundUnits = { "GroundUnit1", "GroundUnit2", "GroundUnit3" }
|
||||
AirplaneUnits = { "AirplaneUnit1", "AirplaneUnit2", "AirplaneUnit3" }
|
||||
HelicopterUnits = { "HelicopterUnit1", "HelicopterUnit2", "HelicopterUnit3" }
|
||||
ShipUnits = { "ShipUnit1", "ShipUnit2", "ShipUnit3" }
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN:New("Ground"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 10, 3 )
|
||||
SpawnAirplanes = SPAWN:New("Airplane"):InitLimit( 20, 10 )
|
||||
SpawnHelicopters = SPAWN:New("Helicopter"):InitLimit( 20, 10 )
|
||||
SpawnShips = SPAWN:New("Ship"):InitLimit( 20, 10 )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
local UnitName = GroundUnits[ math.random( 1, 3 ) ]
|
||||
local SpawnUnit = UNIT:FindByName( UnitName )
|
||||
SpawnGrounds:SpawnFromUnit( SpawnUnit )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Airplanes
|
||||
local UnitName = AirplaneUnits[ math.random( 1, 3 ) ]
|
||||
local SpawnUnit = UNIT:FindByName( UnitName )
|
||||
SpawnAirplanes:SpawnFromUnit( SpawnUnit )
|
||||
SpawnAirplanes:SpawnFromUnit( SpawnUnit, 200, 500 )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Helicopters
|
||||
local UnitName = HelicopterUnits[ math.random( 1, 3 ) ]
|
||||
local SpawnUnit = UNIT:FindByName( UnitName )
|
||||
SpawnHelicopters:SpawnFromUnit( SpawnUnit )
|
||||
SpawnHelicopters:SpawnFromUnit( SpawnUnit, 500, 2000 )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ships
|
||||
local UnitName = ShipUnits[ math.random( 1, 3 ) ]
|
||||
local SpawnUnit = UNIT:FindByName( UnitName )
|
||||
SpawnShips:SpawnFromUnit( SpawnUnit )
|
||||
end
|
||||
|
||||
end, {}, 0, 15, 0.5
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,61 @@
|
||||
|
||||
local Iterations = 10
|
||||
local Iteration = 1
|
||||
|
||||
GroundZones = { "GroundZone1", "GroundZone2", "GroundZone3" }
|
||||
GroundRandomizeZones = { "GroundRandomizeZone1", "GroundRandomizeZone2", "GroundRandomizeZone3" }
|
||||
AirplaneZones = { "AirplaneZone1", "AirplaneZone2", "AirplaneZone3" }
|
||||
HelicopterZones = { "HelicopterZone1", "HelicopterZone2", "HelicopterZone3" }
|
||||
ShipZones = { "ShipZone1", "ShipZone2", "ShipZone3" }
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN:New("Ground"):InitLimit( 20, 10 )
|
||||
SpawnRandomizeGrounds = SPAWN:New("GroundRandomize"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 500, 100 )
|
||||
SpawnAirplanes = SPAWN:New("Airplane"):InitLimit( 20, 10 )
|
||||
SpawnHelicopters = SPAWN:New("Helicopter"):InitLimit( 20, 10 )
|
||||
SpawnShips = SPAWN:New("Ship"):InitLimit( 20, 10 )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
local ZoneName = GroundZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnGrounds:SpawnFromVec2( SpawnVec3:GetVec2() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ground Randomize
|
||||
local ZoneName = GroundRandomizeZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnRandomizeGrounds:SpawnFromVec2( SpawnVec3:GetVec2() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Airplanes
|
||||
local ZoneName = AirplaneZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnAirplanes:SpawnFromVec2( SpawnVec3:GetVec2() )
|
||||
SpawnAirplanes:SpawnFromVec2( SpawnVec3:GetVec2(), 200, 500 )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Helicopters
|
||||
local ZoneName = HelicopterZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnHelicopters:SpawnFromVec2( SpawnVec3:GetVec2() )
|
||||
SpawnHelicopters:SpawnFromVec2( SpawnVec3:GetVec2(), 2000, 4000 )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ships
|
||||
local ZoneName = ShipZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnShips:SpawnFromVec2( SpawnVec3:GetVec2() )
|
||||
end
|
||||
|
||||
end, {}, 0, 15, 0.5
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,59 @@
|
||||
|
||||
local Iterations = 10
|
||||
local Iteration = 1
|
||||
|
||||
GroundZones = { "GroundZone1", "GroundZone2", "GroundZone3" }
|
||||
GroundRandomizeZones = { "GroundRandomizeZone1", "GroundRandomizeZone2", "GroundRandomizeZone3" }
|
||||
AirplaneZones = { "AirplaneZone1", "AirplaneZone2", "AirplaneZone3" }
|
||||
HelicopterZones = { "HelicopterZone1", "HelicopterZone2", "HelicopterZone3" }
|
||||
ShipZones = { "ShipZone1", "ShipZone2", "ShipZone3" }
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN:New("Ground"):InitLimit( 20, 10 )
|
||||
SpawnRandomizeGrounds = SPAWN:New("GroundRandomize"):InitLimit( 20, 10 ):InitRandomizeUnits( true, 500, 100 )
|
||||
SpawnAirplanes = SPAWN:New("Airplane"):InitLimit( 20, 10 )
|
||||
SpawnHelicopters = SPAWN:New("Helicopter"):InitLimit( 20, 10 )
|
||||
SpawnShips = SPAWN:New("Ship"):InitLimit( 20, 10 )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
local ZoneName = GroundZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnGrounds:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ground Randomize
|
||||
local ZoneName = GroundRandomizeZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnRandomizeGrounds:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Airplanes
|
||||
local ZoneName = AirplaneZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnAirplanes:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Helicopters
|
||||
local ZoneName = HelicopterZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnHelicopters:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ships
|
||||
local ZoneName = ShipZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnShips:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
end, {}, 0, 15, 0.5
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,73 @@
|
||||
---
|
||||
-- Name: SPA-350 - Spawn at Vec3 position RandomzePosition
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 14 Mar 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- Ground troops, Airplanes, Helicopters and Ships are spawning from Vec3 points.
|
||||
-- The API InitRandomizePosition is tested here, ensure that groups are replaced within a 900 to 1000 zone band at random positions.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the random positioning of the groups. There should be no scattering of units.
|
||||
--
|
||||
|
||||
local Iterations = 10
|
||||
local Iteration = 1
|
||||
|
||||
GroundZones = { "GroundZone1", "GroundZone2", "GroundZone3" }
|
||||
GroundRandomizeZones = { "GroundRandomizeZone1", "GroundRandomizeZone2", "GroundRandomizeZone3" }
|
||||
AirplaneZones = { "AirplaneZone1", "AirplaneZone2", "AirplaneZone3" }
|
||||
HelicopterZones = { "HelicopterZone1", "HelicopterZone2", "HelicopterZone3" }
|
||||
ShipZones = { "ShipZone1", "ShipZone2", "ShipZone3" }
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN:New("Ground"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnRandomizeGrounds = SPAWN:New("GroundRandomize"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnAirplanes = SPAWN:New("Airplane"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnHelicopters = SPAWN:New("Helicopter"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnShips = SPAWN:New("Ship"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
local ZoneName = GroundZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnGrounds:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ground Randomize
|
||||
local ZoneName = GroundRandomizeZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnRandomizeGrounds:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Airplanes
|
||||
local ZoneName = AirplaneZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnAirplanes:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Helicopters
|
||||
local ZoneName = HelicopterZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnHelicopters:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ships
|
||||
local ZoneName = ShipZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnShips:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
end, {}, 0, 15, 0.5
|
||||
)
|
||||
Binary file not shown.
@@ -0,0 +1,73 @@
|
||||
---
|
||||
-- Name: SPA-350 - Spawn at Vec3 position RandomzePosition
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 14 Mar 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- Ground troops, Airplanes, Helicopters and Ships are spawning from Vec3 points.
|
||||
-- The API InitRandomizePosition is tested here, ensure that groups are replaced within a 900 to 1000 zone band at random positions.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the random positioning of the groups. There should be no scattering of units.
|
||||
--
|
||||
|
||||
local Iterations = 10
|
||||
local Iteration = 1
|
||||
|
||||
GroundZones = { "GroundZone1", "GroundZone2", "GroundZone3" }
|
||||
GroundRandomizeZones = { "GroundRandomizeZone1", "GroundRandomizeZone2", "GroundRandomizeZone3" }
|
||||
AirplaneZones = { "AirplaneZone1", "AirplaneZone2", "AirplaneZone3" }
|
||||
HelicopterZones = { "HelicopterZone1", "HelicopterZone2", "HelicopterZone3" }
|
||||
ShipZones = { "ShipZone1", "ShipZone2", "ShipZone3" }
|
||||
|
||||
HeightLimit = 500
|
||||
|
||||
SpawnGrounds = SPAWN:New("Ground"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnRandomizeGrounds = SPAWN:New("GroundRandomize"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnAirplanes = SPAWN:New("Airplane"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnHelicopters = SPAWN:New("Helicopter"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
SpawnShips = SPAWN:New("Ship"):InitLimit( 20, 10 ):InitRandomizePosition( true , 1000, 900 )
|
||||
|
||||
--- Spawns these groups slowly.
|
||||
SCHEDULER:New( nil,
|
||||
|
||||
function( Interation, Iterations )
|
||||
do
|
||||
-- Spawn Ground
|
||||
local ZoneName = GroundZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnGrounds:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ground Randomize
|
||||
local ZoneName = GroundRandomizeZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnRandomizeGrounds:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Airplanes
|
||||
local ZoneName = AirplaneZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnAirplanes:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Helicopters
|
||||
local ZoneName = HelicopterZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnHelicopters:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
do
|
||||
-- Spawn Ships
|
||||
local ZoneName = ShipZones[ math.random( 1, 3 ) ]
|
||||
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetVec3() )
|
||||
SpawnShips:SpawnFromVec3( SpawnVec3:GetVec3() )
|
||||
end
|
||||
|
||||
end, {}, 0, 15, 0.5
|
||||
)
|
||||
28
Core/Spawn/SPA-400 - OnSpawnGroup/SPA-400 - OnSpawnGroup.lua
Normal file
28
Core/Spawn/SPA-400 - OnSpawnGroup/SPA-400 - OnSpawnGroup.lua
Normal file
@@ -0,0 +1,28 @@
|
||||
-------------------------------------------------------------------------
|
||||
-- SPA-400 - OnSpawnGroup
|
||||
-------------------------------------------------------------------------
|
||||
-- Documentation
|
||||
--
|
||||
-- SPAWN: https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html##(SPAWN).OnSpawnGroup
|
||||
--
|
||||
-------------------------------------------------------------------------
|
||||
-- Join the game master slot. The 2nd A-10 will start following the
|
||||
-- 1st A-10 around.
|
||||
-------------------------------------------------------------------------
|
||||
-- Date: Feb 2023
|
||||
-------------------------------------------------------------------------
|
||||
|
||||
local group1 = SPAWN:New("Aerial-1")
|
||||
:OnSpawnGroup(
|
||||
function(grp) -- this anonymous function will be called with the already spawned GROUP object for group one
|
||||
local group2 = SPAWN:New("Aerial-2")
|
||||
:OnSpawnGroup(
|
||||
function(grp2) -- this anonymous function will be called with the already spawned GROUP object for group two
|
||||
local task = grp2:TaskFollow(grp,{x=100,y=0,z=100}) -- create a DCS task structure
|
||||
grp2:SetTask(task,1) -- set this as only task for group two
|
||||
end
|
||||
)
|
||||
:Spawn() -- Spawn group two
|
||||
end
|
||||
)
|
||||
:Spawn() -- Spawn group one
|
||||
BIN
Core/Spawn/SPA-400 - OnSpawnGroup/SPA-400 - OnSpawnGroup.miz
Normal file
BIN
Core/Spawn/SPA-400 - OnSpawnGroup/SPA-400 - OnSpawnGroup.miz
Normal file
Binary file not shown.
Reference in New Issue
Block a user