dcs-retribution/resources/plugins/ewrj/EW script 2.02.lua
Drexyl 96ee73dd50
Fix for Offensive Jamming when object has been destroyed (#591)
* Fix Offensive Jamming when object has been destroyed
2025-10-18 09:42:02 -04:00

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-- EW Script 2.02
-- Original script by ESA_Matador
-- Adapted for Retribution with fixes by Drexyl
--
-- DEFENSIVE JAMMING
-- We all know that DCS lacks an Electronic War (EW) enviroment… The ECM, are available only for individual aircraft. But in modern conflicts, since Vietnam, the Jammers, with aircrafts like, F4 Phantom, A6 Intruder, F18 Hornet, or AWACS... have been used to avoid enemy SAMs to shot down aircrafts.
-- What I did in this Script is to Emulate this EW (not simulate!!!). We need to use a little bit our imagination and to imagine, that some aircraft has Jamming Pods... with chaffs, ECMs or whatever. So i recommend that if you or any of your friends is flying as if he is carrying ECM pods... just put One or Two Mk82-84 to simulate that they are carrying this pod. And AVOID them to use them as weapons... (I would love if someone can model an AN/ANQ pod...
-- To start Jamming just go to F10 radio menú, and select Defensive Jamming On... Take into account that you can also jamm friendly missiles!!!
-- This Defensive Script, creates a bubble with 5 layers (easily increased upon request) surrounding an aircraft called in the function, for instance "EWJamming('Prowler1')". THis will work in the aircraft which pilot´s name is “Prowler1”. What the scripts makes is, to explode the missile if the missile gets close enough the bubble. But the good point is that the missile will explode with certain probablility, depending on the distance to the Jammer, the closer the missile is to the Jammer, the more difficult, is for the missile to get its target.
-- So, long story short... whatever missile guided by RADAR (AG or AA) is launched to an aircraft and the missile cross inside the bubble, the missile will be Jammed with a certain probability. It doesnt matter if the missile is launched to the Jammer or to another aircraft who is inside its coverage bubble. The closer, the better!!...
-- The layers of the bubble I put is something like this this.... (to modyfy it go to line 320)
-- Layer 1 = 500 probability of succesfull Jamming = 85%
-- Layer 2 = 1000 probability of succesfull Jamming = 65%
-- Layer 3 = 2000 probability of succesfull Jamming = 50%
-- Layer 4 = 4000 probability of succesfull Jamming = 30%
-- Layer 5 = 7000 probability of succesfull Jamming = 15%
-- It gives us plenty of new tactical opportunities and situations to work with. You can fly the Jammer by, escorting in a cruise, create a Shield between the SAMs and the aircrafts, or even to Blind enemy SAMs by overflying them really close.
-- Each one has its adventages and inconvenient.
--You can also use an IA as a ECM carrier or Jammer by using the function, "startDjamming('jammer')"
-- OFFENSIVE
--So there we go… THis is an awesome script... you can be the Stand Off Jammer (EA6 or F18G style!!).
-- After the V1.0, which was based in a simple script where, it takes SAMs and switched them off depending on the distances and couple of other factors, i made this V2.0 which is much more advanced and have many other factors.
--The script can be used with a player (A6 Prowler style) or with an Standoff Jamming with an AWACS or E2/E3 style... with the command "startEWjamm(jammer)"
-- Now it takes into account distances, angles between Jammer and SAMs and Aircraft targeted by SAMs (hereinafter “Target”), jammer altitude, Jammer and Target altitude differences, banking, pitching, and few other factors such as the “dice”.
-- In this script I manage probabilities, and go/no go parameters. For instance, if the bank of the aircraft is too high, it takes into account, if the angle between the SAM and the Jammer... if it is not in the proper position, then, the jammer does not work. Others, such as distances, an altitudes, makes the probability of successful jamming to rise the lower the better... but if differences between Jammer and Target altitudes, the higher the differences, the lowest capacity of Jamming.
-- Now I ll explain all these factors so you can plan your successful mission taking into account what is best for your mission profile.
-- Another improvement is now, the radar does not Switch off. It just goes to Green Alarm state, it means, it does not fire, but is still working. Therefore, as in real life, you only know if the jamming is working if you are not being shot at!!!!!!.
-- The script start working, when a SAM is TRACKING (not Detecting) a Target... when it does so, the script start doing checks, and if it is succesfull, the radar goes to weapon hold for few seconds, then it goes to weapons free, and if it detects a Target, the checks starts again.
-- So... lets start, you have the instrucctions attached in a PDF document.
------------------------ SOME TRIGONOMETRIC FUNCTIONS AND STUFF
getMag = function(vec) -- from mist
return (vec.x^2 + vec.y^2 + vec.z^2)^0.5
end
get3DDist = function(point1, point2)
return getMag({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z})
end
function smallestAngleDiff( target, source )
local a = target - source
if (a > 180) then
a = a - 360
elseif (a < -180) then
a = a + 360
end
return a
end
---------------------------- LOOP TO SEE IF A SAM SHOULD BE SHUT OFF DEPENDING ON THE TARGET DETECTED, THE JAMMER AND THE SAM
-- ensure ActiveJammers table exists for multi-jammer support
ActiveJammers = ActiveJammers or {}
function check(jammer, samunit)
-- trigger.action.outText(samunit.."Checking",1)
--- New logic to replace unreliable getRadar() ---
local UnitObject = Unit.getByName(samunit)
if UnitObject == nil or not Unit.isExist(UnitObject) then
-- env.info("[DEBUG] check(): SAM unit does not exist: "..tostring(samunit))
return
end
local status, target = false, nil
local controller = UnitObject:getController()
local detectedTargets = controller and controller:getDetectedTargets() or {}
for _, tgt in pairs(detectedTargets) do
if tgt and tgt.object and tgt.object:isExist() then
status = true
target = tgt.object
break
end
end
--- Start of original script ---
if target ~= nil then
local targetname = target:getName()
local jammerobject = Unit.getByName(jammer)
if jammerobject == nil or not Unit.isExist(jammerobject) then
-- env.info("[DEBUG] check(): jammer missing or destroyed: "..tostring(jammer).." for SAM "..tostring(samunit))
-- if jammer doesn't exist, only restore SAM if no other jammer active
local anyActive = false
for otherJammer, active in pairs(ActiveJammers or {}) do
if active and otherJammer ~= jammer then
-- env.info("[DEBUG] check(): other jammer still active ("..tostring(otherJammer)..") - keeping "..tostring(samunit).." suppressed")
anyActive = true
break
end
end
if not anyActive then
-- env.info("[DEBUG] check(): no other jammers - restoring "..tostring(samunit))
mist.scheduleFunction(samON, {samunit}, timer.getTime()+ math.random(15,25))
end
return
end
-- ensure target object still valid
local targetobject = Unit.getByName(targetname)
if targetobject == nil or not Unit.isExist(targetobject) then
-- env.info("[DEBUG] check(): target missing or destroyed: "..tostring(targetname).." for SAM "..tostring(samunit))
return
end
-- env.info("[DEBUG] Target Name = ".. tostring(targetname) .." | Sam UNIT = ".. tostring(samunit) .." | Jammer Name = ".. tostring(jammer))
-- LOS check
if not isLOS(samunit, jammer) then
-- LOS broken: only restore if no other jammer
local anyActive = false
for otherJammer, active in pairs(ActiveJammers or {}) do
if active and otherJammer ~= jammer then
-- env.info("[DEBUG] check(): LOS lost for "..tostring(jammer).." but "..tostring(otherJammer).." still jamming "..tostring(samunit))
anyActive = true
break
end
end
if not anyActive then
-- env.info("[DEBUG] check(): LOS lost and no other jammers - restoring "..tostring(samunit))
mist.scheduleFunction(samON, {samunit}, timer.getTime()+ math.random(15,25))
end
return
end
------------------------------------------------------------------------
-- distance/angle/probability logic (now guarded against nils)
------------------------------------------------------------------------
-- compute distances safely
local distSamJammer = nil
local distSamTarget = nil
if UnitObject and jammerobject then
local p1 = UnitObject:getPoint()
local p2 = jammerobject:getPoint()
if p1 and p2 then
distSamJammer = get3DDist(p1, p2)
end
end
if UnitObject and targetobject then
local p1 = UnitObject:getPoint()
local p3 = targetobject:getPoint()
if p1 and p3 then
distSamTarget = get3DDist(p1, p3)
end
end
if not distSamJammer or not distSamTarget or distSamJammer == 0 then
-- env.info("[DEBUG] check(): invalid distances for SAM "..tostring(samunit).." (distSamJammer="..tostring(distSamJammer)..", distSamTarget="..tostring(distSamTarget)..")")
return
end
local dice = math.random(0,100)
local conditiondist = 100 * distSamTarget / distSamJammer
-- HEIGHT OF JAMMER
local Position_vec3 = jammerobject:getPoint()
local _elevation = land.getHeight({x = Position_vec3.x, y = Position_vec3.z})
local _height = Position_vec3.y - _elevation
local tPosition_vec3 = targetobject:getPoint()
local t_elevation = land.getHeight({x = tPosition_vec3.x, y = tPosition_vec3.z})
local t_height = tPosition_vec3.y - t_elevation
local prob = dice + _height/1000 + (_height - t_height)/1000
-- trigger.action.outText("dice "..dice.."prob "..prob.."altjammer".._height.."alttarget"..t_height,20)
-- LOBE parameter
local SamPos = mist.utils.makeVec2(UnitObject:getPosition().p) -- tenemos un vector x e y
local JammerPos = mist.utils.makeVec2(jammerobject:getPosition().p)
local TargetPos = mist.utils.makeVec2(targetobject:getPosition().p)
local AngleSamJammer = mist.utils.toDegree(mist.utils.getDir(mist.vec.sub(mist.utils.makeVec3GL(JammerPos),mist.utils.makeVec3GL(SamPos))))
local AngleSamTarget = mist.utils.toDegree(mist.utils.getDir(mist.vec.sub(mist.utils.makeVec3GL(TargetPos),mist.utils.makeVec3GL(SamPos))))
local offsetJamTar = smallestAngleDiff(AngleSamJammer, AngleSamTarget )
local offsetJamSam = smallestAngleDiff(AngleSamJammer, 180 )
local TargetandOffsetJamSam = smallestAngleDiff(AngleSamTarget, offsetJamSam )*2
if TargetandOffsetJamSam < 0 then
TargetandOffsetJamSam = -TargetandOffsetJamSam
end
-- trigger.action.outText(conditiondist.." relacion ".. prob.." probabilidad",20)
local anglecondition = 2/3 * distSamJammer/1000
-- trigger.action.outText(anglecondition.." target difference "..TargetandOffsetJamSam,20)
-- PITCH and BANK
local bankr = mist.utils.toDegree(mist.getRoll(jammerobject))
if bankr < 0 then
bankr = -bankr
end
local bank = bankr - 30
-- trigger.action.outText("real"..bankr.."tocado"..bank,20)
local pitchr = mist.utils.toDegree(mist.getPitch(jammerobject))
if pitchr < 0 then
pitchr = -pitchr
end
local pitch = pitchr - 30
-- trigger.action.outText("real"..pitchr.."tocado"..pitch,20)
local sPosition_vec3 = UnitObject:getPoint()
-- trigger.action.outText(mist.utils.tableShow(sPosition_vec3),20)
local s_elevation = land.getHeight({x = sPosition_vec3.x, y = sPosition_vec3.z})
local s_height = sPosition_vec3.y - s_elevation
local cateto = _height - s_height
-- trigger.action.outText("altura sam "..cateto,20)
local samunitposition = UnitObject:getPosition().p
local jammerposition = jammerobject:getPosition().p
local _2DDistSamJammer = mist.utils.get2DDist(samunitposition, jammerposition)
local anglesamjam = mist.utils.toDegree(math.asin(cateto/_2DDistSamJammer))
-- trigger.action.outText("angulo is "..anglesamjam,20)
------------------------------------------------------------------------
local probsector1 = ((5/2)*conditiondist)+10
local probsector2 = (conditiondist+30)
local probsector3 = ((conditiondist/3)+57)
if (conditiondist > 40.5)
and (prob <= probsector3)
and (anglecondition < TargetandOffsetJamSam)
and anglesamjam >= bank
and anglesamjam > pitch
then
mist.scheduleFunction(samOFF, {samunit}, timer.getTime())
elseif ((conditiondist < 40.5) and (conditiondist > 13.33))
and (prob <= probsector2)
and (anglecondition < TargetandOffsetJamSam)
and anglesamjam >= bank
and anglesamjam > pitch
then
mist.scheduleFunction(samOFF, {samunit}, timer.getTime())
elseif (conditiondist < 13.33)
and (prob <= probsector1 )
and (anglecondition < TargetandOffsetJamSam)
and anglesamjam >= bank
and anglesamjam > pitch
then
mist.scheduleFunction(samOFF, {samunit}, timer.getTime())
else
-- Only restore SAM if no other jammer is still active
local anyActive = false
local blockingJammer = nil
for otherJammer, active in pairs(ActiveJammers or {}) do
if active and otherJammer ~= jammer then
anyActive = true
blockingJammer = otherJammer
break
end
end
if not anyActive then
-- env.info("[DEBUG] check(): SAM "..tostring(samunit).." restored (no other jammers)")
mist.scheduleFunction(samON, {samunit}, timer.getTime()+ math.random(15,25))
else
-- env.info("[DEBUG] check(): SAM "..tostring(samunit).." still jammed by "..tostring(blockingJammer))
end
end
else
-- no target
-- trigger.action.outText(samunit.." No detection",5)
return
end
offscriptfunc = mist.scheduleFunction(check, {jammer, samunit}, timer.getTime() + 5)
end
-- check('radar1')
-- check('radar2')
---------------------------- SAM ON OFF. IT CHANGES THE RULE OF ENGAGEMENT OR ALERT STATE.
function samON(groupsam)
-- local samName = groupsam
local unitObj = Unit.getByName(groupsam)
if not unitObj or not Unit.isExist(unitObj) then
-- Unit missing (dead or wrong name) — avoid nil indexing
-- env.info("[DEBUG] samON() - Unit not found or destroyed: " .. tostring(groupsam))
return
end
local _group = unitObj:getGroup()
if not _group then
-- env.info("[DEBUG] samON() - Group not found for unit: " .. tostring(groupsam))
return
end
local _controller = _group:getController()
if not _controller then
-- env.info("[DEBUG] samON() - Controller missing for group of: " .. tostring(groupsam))
return
end
_controller:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE)
-- trigger.action.outText(groupsam.." SAM SWITCHING ON", 10)
-- env.info("[DEBUG - OFFENSIVE] SAM has switched ON: " .. groupsam)
end
function samOFF(groupsam)
local unitObj = Unit.getByName(groupsam)
if not unitObj or not Unit.isExist(unitObj) then
-- env.info("[DEBUG] samOFF() - Unit not found or destroyed: " .. tostring(groupsam))
return
end
local _group = unitObj:getGroup()
if not _group then
-- env.info("[DEBUG] samOFF() - Group not found for unit: " .. tostring(groupsam))
return
end
local _controller = _group:getController()
if not _controller then
-- env.info("[DEBUG] samOFF() - Controller missing for group of: " .. tostring(groupsam))
return
end
_controller:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD)
-- trigger.action.outText(groupsam.." SAM SWITCHING OFF", 10)
-- local samName = groupsam
-- env.info("[DEBUG - OFFENSIVE] SAM has switched OFF: " .. groupsam)
mist.scheduleFunction(samON, {groupsam}, timer.getTime()+ math.random(15,25))
end
function isLOS(sam,radar) --- check if sam is LOS with Jammer
local mover = Unit.getByName(sam):getPosition().p
mover.y = mover.y + 3
-- trigger.action.outText(mist.utils.tableShow(mover),20)
local target = Unit.getByName(radar):getPosition().p
target.y = target.y + 1.8
-- trigger.action.outText(mist.utils.tableShow(target),20)
if land.isVisible(mover, target)then
-- trigger.action.outText('Is Visible: ', 2)
return true
else
return false
end
end
-------------------------------- GET A LIST OF POSSIBLE SAMS TO BE JAMMED (OFFENSIVELY)
radarList = {}
function getRadars()
local redUnits = mist.makeUnitTable({'[red][vehicle]','[blue][vehicle]','[red][ship]','[blue][ship]'})
-- trigger.action.outText(mist.utils.tableShow(redUnits),15)
for i, unitName in pairs (redUnits) do
if type(i) == "number" then -- makeUnitTable also has a ["processed"] = time index which does not represent a unit
local samUnit = Unit.getByName(unitName)
local samSensors = samUnit:getSensors()
-- if samSensors then
-- trigger.action.outText("unit '"..unitName.."' has sensors",5)
if samUnit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS) or samUnit:hasAttribute("SAM SR") or samUnit:hasAttribute("EWR") or samUnit:hasAttribute("SAM TR") or samUnit:hasAttribute("Armed ships") then
-- env.info(" - also has Radar")
-- trigger.action.outText("unit '"..unitName.."' has sensors",5)
table.insert(radarList, unitName)
end
-- end
end
end
end
getRadars()
-- trigger.action.outText(mist.utils.tableShow(radarList),20)
function startEWjamm(jammer)
trigger.action.outText("OFFENSIVE COUNTER MEASURES POD ON "..jammer, 5)
env.info("[DEBUG] Start Offensive Jamming: " .. jammer)
-- mark jammer active for multi-jammer logic
ActiveJammers[jammer] = true
-- clean radar list and process live units only
local validRadarList = {}
for k, radarName in pairs(radarList) do
local radarUnit = Unit.getByName(radarName)
if radarUnit and Unit.isExist(radarUnit) then
table.insert(validRadarList, radarName)
else
-- env.info("[DEBUG EW] Removing destroyed or missing radar: " .. tostring(radarName))
end
-- env.info(radarList[k])
end
radarList = validRadarList -- update the global list safely
-- now run checks for remaining valid radars
for _, radarName in pairs(radarList) do
local radarUnit = Unit.getByName(radarName)
local jammerUnit = Unit.getByName(jammer)
if radarUnit and jammerUnit and radarUnit:isExist() and jammerUnit:isExist() then
if radarUnit:getCoalition() ~= jammerUnit:getCoalition() then
check(jammer, radarName)
-- env.info("[DEBUG EW] Checking radar: " .. radarName)
end
else
if not radarUnit or not radarUnit:isExist() then
-- env.info("[DEBUG] Skipping destroyed radar: " .. tostring(radarName))
elseif not jammerUnit or not jammerUnit:isExist() then
-- env.info("[DEBUG EW] Jammer destroyed or missing: " .. tostring(jammer))
return -- stop processing if jammer gone
end
end
end
end -- startEWjamm('Prowler1')
function stopEWjamm(jammer)
ActiveJammers[jammer] = nil
trigger.action.outText("OFFENSIVE COUNTER MEASURES OFF "..jammer,5)
env.info("[DEBUG] Stop Offensive Jamming: " .. jammer)
-- Check if *any* other jammer is still active
local anyActive = false
for otherJammer, active in pairs(ActiveJammers) do
if active and otherJammer ~= jammer then
-- env.info("[DEBUG] stopEWjamm(): "..jammer.." stopped, but "..otherJammer.." still active")
anyActive = true
break
end
end
-- Only restore SAMs if no other jammer exists
if not anyActive then
-- env.info("[DEBUG] stopEWjamm(): No jammers left, restoring all SAMs")
for _, samName in pairs(radarList) do
local samUnit = Unit.getByName(samName)
if samUnit and samUnit:isExist() then
mist.scheduleFunction(samON, {samName}, timer.getTime()+ math.random(5,15))
end
end
else
-- env.info("[DEBUG] stopEWjamm(): SAMs remain suppressed due to other active jammers")
end
end
switch = {}
function EWJscript(jammer)
-- createmenu(jammer)
EWJD(jammer)
end
--------------------- MENU CRATION FOR START/STOP JAMMING
--function createmenu(jammer)
--if Unit.getByName(jammer) ~= nil then
--local _groupID = Unit.getByName(jammer):getGroup():getID()
--
--local _jammermenu = missionCommands.addSubMenuForGroup(_groupID,"Jammer menu", nil)
--local _jammermenudef = missionCommands.addSubMenuForGroup(_groupID,"Defensive Jamming", _jammermenu)
--local _jammermenuoff = missionCommands.addSubMenuForGroup(_groupID,"Offensive Jamming", _jammermenu)
--
--missionCommands.addCommandForGroup(_groupID, "Start Defensive Jamming ",_jammermenudef, function () startDjamming(jammer)end, nil)
--missionCommands.addCommandForGroup(_groupID, "Stop Defensive Jamming ",_jammermenudef, function () stopDjamming(jammer)end, nil)
--missionCommands.addCommandForGroup(_groupID, "Start Offensive Jamming ",_jammermenuoff, function () startEWjamm(jammer)end, nil)
--missionCommands.addCommandForGroup(_groupID, "Stop Offensive Jamming ",_jammermenuoff, function () stopEWjamm(jammer)end, nil)
--end
--end
-------------------- Retribution Specific Menu Creation
function createmenu(jammer)
if Unit.getByName(jammer) ~= nil then
local _groupID = Unit.getByName(jammer):getGroup():getID()
local ecmFlag = trigger.misc.getUserFlag("offensive_jamming_" .. jammer)
local _jammermenu = missionCommands.addSubMenuForGroup(_groupID, "Jammer menu", nil)
local _jammermenudef = missionCommands.addSubMenuForGroup(_groupID, "Defensive Jamming", _jammermenu)
missionCommands.addCommandForGroup(_groupID, "Start Defensive Jamming", _jammermenudef, function ()
startDjamming(jammer)
end, nil)
missionCommands.addCommandForGroup(_groupID, "Stop Defensive Jamming", _jammermenudef, function ()
stopIAdefjamming(jammer)
end, nil)
-- Only create Offensive Jamming menu if ECM flag is set
if ecmFlag == 1 then
local _jammermenuoff = missionCommands.addSubMenuForGroup(_groupID, "Offensive Jamming", _jammermenu)
missionCommands.addCommandForGroup(_groupID, "Start Offensive Jamming", _jammermenuoff, function ()
startEWjamm(jammer)
end, nil)
missionCommands.addCommandForGroup(_groupID, "Stop Offensive Jamming", _jammermenuoff, function ()
stopEWjamm(jammer)
end, nil)
end
end
end
-------------------- SWITCH TO ON AND OFF THE DEFENSIVE JAMMING
function startIAdefjamming(jammer)
startDjamming(jammer)
EWJD(jammer)
end
function startDjamming(jammer)
-- local jammerName = jammer
switch[#switch+1]=jammer
trigger.action.outText("DEFENSIVE COUNTER MEASURES POD ON "..jammer,5)
env.info("[DEBUG] Start Defensive Jamming: " ..jammer)
end
function stopIAdefjamming(jammer)
-- local jammerName = jammer
for i, v in pairs (switch) do
if switch[i]==jammer then
switch[i] = nil
end
end
trigger.action.outText("DEFENSIVE COUNTER MEASURES POD OFF "..jammer,5)
env.info("[DEBUG] Stop Defensive Jamming: " ..jammer)
end
-------------------------------------- FUNCTION THAT EVALUATES THE DISTANCE OF THE MISSILE TO THE TARGET... YOU CAN EVEN DEFEND CLOSER AIRCRAFTS. BASED ON TRAINING MISSILES FROM GRIMES
function EWJD(jammer)
-- trigger.action.outText("EWJD Script ON "..jammer,5)
------------------------------------------------------------ DISTANCES AND PROBABILITIES OF JAMM THE MISSILE FOR DEFENSIVE JAMMING REMOVALDIST1 CORRESPOND TO PKILL1, REMOVALDIST2 CORRESPOND TO PKILL2, ETC...
local removalDist1 = 500
local removalDist2 = 1500
local removalDist3 = 3000
local removalDist4 = 5000
local removalDist5 = 7000
local pkill_1 =95 -------- PROBAILITY OF SUCCESFULL JAMMING REMOVALDIST1 CORRESPOND TO PKILL1, REMOVALDIST2 CORRESPOND TO PKILL2, ETC...
local pkill_2 =65
local pkill_3 =50
local pkill_4 =30
local pkill_5 =15
-- DEBUG VALUES
-- local pkill_1 =100 -------- PROBAILITY OF SUCCESFULL JAMMING REMOVALDIST1 CORRESPOND TO PKILL1, REMOVALDIST2 CORRESPOND TO PKILL2, ETC...
-- local pkill_2 =100
-- local pkill_3 =100
-- local pkill_4 =100
-- local pkill_5 =100
local remove_missile_method = 0
-- 0 will create an explosion
-- 1 will use Object.destroy() which simply makes the missile disappear.
local aiMissiles = {}
local numActive = 0
local uid = 1
local idNum = 1
local function simpleEvent(f) -- from mist
local handler = {}
idNum = idNum + 1
handler.id = idNum
handler.f = f
handler.onEvent = function(self, event)
self.f(event)
end
world.addEventHandler(handler)
end
getMag = function(vec) -- from mist
return (vec.x^2 + vec.y^2 + vec.z^2)^0.5
end
get3DDist = function(point1, point2)
return getMag({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z})
end
local function removeMis(id)
-- local jammerName = jammer
if Object.isExist(aiMissiles[id].missile) then -- if missile is still active and needs to be destroyed
if Weapon.getTarget(aiMissiles[id].missile) == aiMissiles[id].origTarg and Unit.getPlayerName(aiMissiles[id].origTarg) then
-- trigger.action.outText(Unit.getPlayerName(aiMissiles[id].origTarg) .. ' has been hit by a simulated missile. You should eject in shame.', 20)
-- env.info("[DEBUG - JAMMED] Missile NOT JAMMED and hit target: " ..jammer)
end
if remove_missile_method == 0 then
trigger.action.explosion(Object.getPosition(aiMissiles[id].missile).p, 5)
-- trigger.action.outText("MISSILE GO BOOM!!! "..jammer,10)
-- trigger.action.outText("Missile has been successfully jammed"..jammer,5)
-- env.info("[DEBUG - JAMMED] Missile has been jammed: " ..jammer)
else
Object.destroy(aiMissiles[id].missile)
end
end
aiMissiles[id] = nil
numActive = numActive - 1
return
end
local function checkMis(mis)
-- local jammerName = jammer
local tot = 0
if Object.isExist(mis.missile) == false then
removeMis(mis.uid)
else
if Object.isExist(mis.origTarg) == true then
local misVel = Object.getVelocity(mis.missile)
local targVel = Object.getVelocity(mis.origTarg)
for i, v in pairs(switch) do
if switch[i] == jammer then
if jammer ~= nil then
local jammerUnit = Unit.getByName(jammer)
if jammerUnit and Unit.isExist(jammerUnit) then
local dist = get3DDist(mis.missile:getPoint(), jammerUnit:getPoint())
-- env.info("[DEBUG] Checking jammer: " .. jammer .. " | Distance: " .. dist .. " | Missile prob: " .. prob)
-- trigger.action.outText(prob..jammer, 20)
if dist < removalDist5 and prob < pkill_5 then -- if its close and still guiding
removeMis(mis.uid)
-- env.info("[DEBUG - JAMMED] Missile UID " .. mis.uid .. " removed by jammer " .. jammer .. " within removalDist5 and prob < pkill_5" .. prob)
elseif dist < removalDist4 and prob < pkill_4 then -- if its close and still guiding
removeMis(mis.uid)
-- env.info("[DEBUG - JAMMED] Missile UID " .. mis.uid .. " removed by jammer " .. jammer .. " within removalDist4 and prob < pkill_4" .. prob)
elseif dist < removalDist3 and prob < pkill_3 then -- if its close and still guiding
removeMis(mis.uid)
-- env.info("[DEBUG - JAMMED] Missile UID " .. mis.uid .. " removed by jammer " .. jammer .. " within removalDist3 and prob < pkill_3" .. prob)
elseif dist < removalDist2 and prob < pkill_2 then -- if its close and still guiding
removeMis(mis.uid)
-- env.info("[DEBUG - JAMMED] Missile UID " .. mis.uid .. " removed by jammer " .. jammer .. " within removalDist2 and prob < pkill_2" .. prob)
elseif dist < removalDist1 and prob < pkill_1 then -- if its close and still guiding
removeMis(mis.uid)
-- env.info("[DEBUG - JAMMED] Missile UID " .. mis.uid .. " removed by jammer " .. jammer .. " within removalDist1 and prob < pkill_1" .. prob)
else
tot = math.min(10, dist / getMag(mist.vec.sub(misVel, targVel)))
timer.scheduleFunction(checkMis, mis, timer.getTime() + tot)
end
else
-- env.info("[DEBUG] Jammer " .. tostring(jammer) .. " does not exist or is destroyed")
end
end
end
end
end
end
end
local function aiShot(event)
prob = math.random(0,100)
if event.id == world.event.S_EVENT_SHOT and event.initiator then --{{and not Unit.getPlayerName(event.initiator)}}-- then -- if AI
if (event.weapon) and
(
((Weapon.getDesc(event.weapon).missileCategory == 2) or (Weapon.getDesc(event.weapon).missileCategory == 1)) and
((Weapon.getDesc(event.weapon).guidance == 3 or Weapon.getDesc(event.weapon).guidance == 4))
) then
local newMis = {}
newMis.launchTime = timer.getTime()
newMis.uid = uid
newMis.missile = event.weapon
newMis.origTarg = Weapon.getTarget(event.weapon)
newMis.lostTrack = false
aiMissiles[uid] = newMis
uid = uid + 1
numActive = numActive + 1
timer.scheduleFunction(checkMis, newMis, timer.getTime() + 4)
end
end
end
simpleEvent(aiShot)
end
function EWJamming(jammer)
local _unit = Unit.getByName(jammer)
if _unit ~= nil and _unit:isExist() == true then
createmenu(jammer)
EWJscript(jammer)
end
EWHandler = {}
function EWHandler:onEvent(event)
if event.id == world.event.S_EVENT_BIRTH then
local aircraft = event.initiator
local aircraftname = aircraft:getName()
if aircraftname == jammer then
-- trigger.action.outText(jammer, 20)
createmenu(jammer)
EWJscript(jammer)
EWHandler = {}
end
end
end
world.addEventHandler(EWHandler)
end
-- EWJamming("Prowler1")
-- EWJamming("Prowler2")