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Use original trigger zone type for scenery targets
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parent
94801f859a
commit
fc9a1ad145
@ -39,7 +39,7 @@ from dcs.task import (
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OptAlarmState,
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)
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from dcs.translation import String
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from dcs.triggers import Event, TriggerOnce, TriggerStart, TriggerZone
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from dcs.triggers import Event, TriggerOnce, TriggerStart, TriggerZone, TriggerZoneQuadPoint
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from dcs.unit import Unit, InvisibleFARP, BaseFARP, SingleHeliPad, FARP
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from dcs.unitgroup import MovingGroup, ShipGroup, StaticGroup, VehicleGroup
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from dcs.unittype import ShipType, VehicleType
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@ -405,14 +405,24 @@ class GroundObjectGenerator:
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# is minimized. As long as the triggerzone is over the scenery object, we're ok.
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smallest_valid_radius = feet(16).meters
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trigger_zone = self.m.triggers.add_triggerzone(
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scenery.zone.position,
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smallest_valid_radius,
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scenery.zone.hidden,
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scenery.zone.name,
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color,
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scenery.zone.properties,
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)
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if isinstance(scenery.zone, TriggerZoneQuadPoint):
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trigger_zone = self.m.triggers.add_triggerzone_quad(
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scenery.zone.position,
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scenery.zone.verticies,
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scenery.zone.hidden,
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scenery.zone.name,
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color,
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scenery.zone.properties,
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)
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else:
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trigger_zone = self.m.triggers.add_triggerzone(
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scenery.zone.position,
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smallest_valid_radius,
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scenery.zone.hidden,
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scenery.zone.name,
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color,
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scenery.zone.properties,
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)
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# DCS only visually shows a scenery object is dead when
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# this trigger rule is applied. Otherwise you can kill a
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# structure twice.
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