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Update Auftrag.lua
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@@ -2210,7 +2210,7 @@ end
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-- **Note** that it is recommended to set the weapon range via the `OPSGROUP:AddWeaponRange()` function as this cannot be retrieved from the DCS API.
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-- @param #AUFTRAG self
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-- @param Core.Point#COORDINATE Target Center of the firing solution.
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-- @param #number Nshots Number of shots to be fired. Default `#nil`.
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-- @param #number Nshots Number of shots to be fired. Default `#nil`. If value is in (0,1), it is interpreted as per cent of available ammo.
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-- @param #number Radius Radius of the shells in meters. Default 100 meters.
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-- @param #number Altitude Altitude in meters. Can be used to setup a Barrage. Default `#nil`.
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-- @return #AUFTRAG self
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@@ -2705,33 +2705,33 @@ function AUFTRAG:NewFromTarget(Target, MissionType)
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local mission=nil --#AUFTRAG
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if MissionType==AUFTRAG.Type.ANTISHIP then
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mission=self:NewANTISHIP(Target, Altitude)
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mission=self:NewANTISHIP(Target)
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elseif MissionType==AUFTRAG.Type.ARTY then
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mission=self:NewARTY(Target, Nshots, Radius)
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mission=self:NewARTY(Target, 0.3) -- use 30% of the available ammo
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elseif MissionType==AUFTRAG.Type.BAI then
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mission=self:NewBAI(Target, Altitude)
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mission=self:NewBAI(Target)
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elseif MissionType==AUFTRAG.Type.BOMBCARPET then
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mission=self:NewBOMBCARPET(Target, Altitude, CarpetLength)
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mission=self:NewBOMBCARPET(Target)
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elseif MissionType==AUFTRAG.Type.BOMBING then
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mission=self:NewBOMBING(Target, Altitude)
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mission=self:NewBOMBING(Target)
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elseif MissionType==AUFTRAG.Type.BOMBRUNWAY then
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mission=self:NewBOMBRUNWAY(Target, Altitude)
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mission=self:NewBOMBRUNWAY(Target)
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elseif MissionType==AUFTRAG.Type.STRAFING then
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mission=self:NewSTRAFING(Target, Altitude)
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mission=self:NewSTRAFING(Target)
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elseif MissionType==AUFTRAG.Type.CAS then
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mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, Target:GetAverageCoordinate(), Heading, Leg, TargetTypes)
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mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), nil, nil, Target:GetAverageCoordinate())
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elseif MissionType==AUFTRAG.Type.CASENHANCED then
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mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, RangeMax, NoEngageZoneSet, TargetTypes)
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mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000))
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elseif MissionType==AUFTRAG.Type.INTERCEPT then
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mission=self:NewINTERCEPT(Target)
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elseif MissionType==AUFTRAG.Type.SEAD then
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mission=self:NewSEAD(Target, Altitude)
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mission=self:NewSEAD(Target)
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elseif MissionType==AUFTRAG.Type.STRIKE then
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mission=self:NewSTRIKE(Target, Altitude)
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mission=self:NewSTRIKE(Target)
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elseif MissionType==AUFTRAG.Type.ARMORATTACK then
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mission=self:NewARMORATTACK(Target, Speed)
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mission=self:NewARMORATTACK(Target)
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elseif MissionType==AUFTRAG.Type.GROUNDATTACK then
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mission=self:NewGROUNDATTACK(Target, Speed, Formation)
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mission=self:NewGROUNDATTACK(Target)
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else
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return nil
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end
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@@ -2848,7 +2848,7 @@ function AUFTRAG:NewAUTO(EngageGroup)
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if auftrag==AUFTRAG.Type.ANTISHIP then
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mission=AUFTRAG:NewANTISHIP(Target)
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elseif auftrag==AUFTRAG.Type.ARTY then
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mission=AUFTRAG:NewARTY(Target)
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mission=AUFTRAG:NewARTY(Target, 0.2)
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elseif auftrag==AUFTRAG.Type.AWACS then
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mission=AUFTRAG:NewAWACS(Coordinate, Altitude,Speed,Heading,Leg)
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elseif auftrag==AUFTRAG.Type.BAI then
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@@ -4399,7 +4399,7 @@ function AUFTRAG:onafterStatus(From, Event, To)
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-- Group info.
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if self.verbose>=3 then
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-- Data on assigned groups.
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local text=string.format("Assets [N=%d,Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
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local text=string.format("Assets [N=%d, Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
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for i,_asset in pairs(self.assets or {}) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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text=text..string.format("\n[%d] %s: spawned=%s, requested=%s, reserved=%s", i, asset.spawngroupname, tostring(asset.spawned), tostring(asset.requested), tostring(asset.reserved))
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