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Publish reworked missions with global variables
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-- 2. Observe when the plane shoots the missile, a dcs.log entry is written in the logging.
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-- 3. Check the contents of the fields of the S_EVENT_SHOT entry.
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local Plane = UNIT:FindByName( "Plane" )
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Plane = UNIT:FindByName( "Plane" )
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Plane:HandleEvent( EVENTS.Shot )
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-- 2. Observe when the missile hits the target, a dcs.log entry is written in the logging.
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-- 3. Check the contents of the fields of the S_EVENT_HIT entry.
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local Plane = UNIT:FindByName( "Plane" )
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Plane = UNIT:FindByName( "Plane" )
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local Tank = UNIT:FindByName( "Tank" )
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Tank = UNIT:FindByName( "Tank" )
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Plane:HandleEvent( EVENTS.Hit )
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Tank:HandleEvent( EVENTS.Hit )
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-- 2. When the planes take-off, observe the message being sent.
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-- 3. Check the contents of the fields of the S_EVENT_TAKEOFF entry in the dcs.log file.
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local PlaneAI = UNIT:FindByName( "PlaneAI" )
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PlaneAI = UNIT:FindByName( "PlaneAI" )
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local PlaneHuman = UNIT:FindByName( "PlaneHuman" )
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PlaneHuman = UNIT:FindByName( "PlaneHuman" )
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PlaneAI:HandleEvent( EVENTS.Takeoff )
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PlaneHuman:HandleEvent( EVENTS.Takeoff )
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-- 3. Check the contents of the fields of the S_EVENT_LAND entry in the dcs.log file.
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-- Create a variable PlaneAI that holds a reference to UNIT object (created by moose at the beginning of the mission) with the name "PlaneAI".
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local PlaneAI = UNIT:FindByName( "PlaneAI" )
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PlaneAI = UNIT:FindByName( "PlaneAI" )
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-- Create a SPAWN object to spawn a new plane once the hold one lands.
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local SpawnPlane = SPAWN:New( "SpawnPlaneAI" )
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SpawnPlane = SPAWN:New( "SpawnPlaneAI" )
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-- Declare a new variable that will hold the new spawned SpawnPlaneAI
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local NewPlane
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-- 3. Check the contents of the fields of the S_EVENT_CRASH entry in the dcs.log file.
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-- Create a variable PlaneHuman that holds a reference to UNIT object (created by moose at the beginning of the mission) with the name "PlaneHuman".
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local PlaneHuman = UNIT:FindByName( "PlaneHuman" )
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PlaneHuman = UNIT:FindByName( "PlaneHuman" )
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-- Subscribe to the event Crash. The Crash event occurs when a plane crashes into the ground (or into something else).
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PlaneHuman:HandleEvent( EVENTS.Crash )
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-- 4. The planes of GROUP "Group Plane A", should only send a message when they shoot a missile.
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-- 5. The planes of GROUP "Group Plane B", should NOT send a message when they shoot a missile.
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local PlaneGroup = GROUP:FindByName( "Group Plane A" )
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PlaneGroup = GROUP:FindByName( "Group Plane A" )
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PlaneGroup:HandleEvent( EVENTS.Shot )
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-- 4. The tanks of GROUP "Group Tanks A", should only send a message when they get hit.
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-- 5. The tanks of GROUP "Group Tanks B", should NOT send a message when they get hit.
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local TanksGroup = GROUP:FindByName( "Group Tanks A" )
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TanksGroup = GROUP:FindByName( "Group Tanks A" )
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TanksGroup:HandleEvent( EVENTS.Hit )
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-- 2. Observe when a tank receives a hit, a dcs.log entry is written in the logging.
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-- 3. The generic EventHandler objects should receive the hit events.
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local CC = COMMANDCENTER:New( UNIT:FindByName( "HQ" ), "HQ" )
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CC = COMMANDCENTER:New( UNIT:FindByName( "HQ" ), "HQ" )
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local EventHandler1 = EVENTHANDLER:New()
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local EventHandler2 = EVENTHANDLER:New()
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EventHandler1 = EVENTHANDLER:New()
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EventHandler2 = EVENTHANDLER:New()
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EventHandler1:HandleEvent( EVENTS.Hit )
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EventHandler2:HandleEvent( EVENTS.Hit )
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-- 4. Observe the tanks hitting the targets and the messages appear.
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-- 3. Check the contents of the fields of the S_EVENT_HIT entries.
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local Plane = UNIT:FindByName( "Plane" )
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Plane = UNIT:FindByName( "Plane" )
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local UnitSet = SET_UNIT:New():FilterPrefixes( "Tank" ):FilterStart()
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UnitSet = SET_UNIT:New():FilterPrefixes( "Tank" ):FilterStart()
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UnitSet:HandleEvent( EVENTS.Hit )
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