mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-07-27 00:03:44 +00:00
Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop
This commit is contained in:
@@ -12230,7 +12230,7 @@ function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
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-- Ship heading so cross wind is min for the given wind.
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-- local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360 -- VNAO Edit: Using old heading into wind algorithm
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local intowind = self:GetHeadingIntoWind_old(vdeck) -- VNAO Edit: Using old heading into wind algorithm
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local intowind = self:GetHeadingIntoWind_old(vdeck,magnetic) -- VNAO Edit: Using old heading into wind algorithm
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return intowind, v
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end
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@@ -2324,8 +2324,9 @@ end
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-- @param #number Speed Speed in knots.
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-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
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-- @param #string Formation Formation used by ground units during patrol. Default "Off Road".
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-- @param #number StayInZoneTime Stay this many seconds in the zone when done, only then drive back.
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-- @return #AUFTRAG self
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function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation)
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function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation, StayInZoneTime)
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local mission=AUFTRAG:New(AUFTRAG.Type.CAPTUREZONE)
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@@ -2339,6 +2340,7 @@ function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation)
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mission.optionROE=ENUMS.ROE.ReturnFire
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mission.optionROT=ENUMS.ROT.PassiveDefense
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mission.optionAlarm=ENUMS.AlarmState.Auto
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mission.StayInZoneTime = StayInZoneTime
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mission.missionFraction=0.1
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mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
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@@ -147,6 +147,7 @@ CTLD_CARGO = {
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Location = ZONE:New(Location)
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end
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self.Location = Location
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self.NoMoveToZone = false
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return self
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end
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@@ -783,6 +784,7 @@ do
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-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10)
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-- -- additionally, you can limit **where** the stock is available (one location only!) - this one is available in a zone called "Vehicle Store".
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-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10,nil,nil,"Vehicle Store")
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-- -- Tip: if you want the spawned/built group NOT to move to a MOVE zone, replace AddCratesCargo with AddCratesCargoNoMove (same parameters).
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--
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-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
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-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
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@@ -4514,7 +4516,8 @@ function CTLD:_RefreshF10Menus()
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end
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for _,cargoObj in pairs(self.Cargo_Crates) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4525,7 +4528,8 @@ function CTLD:_RefreshF10Menus()
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end
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for _,cargoObj in pairs(self.Cargo_Statics) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4537,7 +4541,8 @@ function CTLD:_RefreshF10Menus()
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else
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for _,cargoObj in pairs(self.Cargo_Crates) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4548,7 +4553,8 @@ function CTLD:_RefreshF10Menus()
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end
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for _,cargoObj in pairs(self.Cargo_Statics) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)",needed,needed==1 and "" or "s",cargoObj.Name,cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4567,7 +4573,8 @@ function CTLD:_RefreshF10Menus()
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end
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for _, cargoObj in pairs(self.Cargo_Crates) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4576,7 +4583,8 @@ function CTLD:_RefreshF10Menus()
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end
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for _, cargoObj in pairs(self.Cargo_Statics) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4586,7 +4594,8 @@ function CTLD:_RefreshF10Menus()
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else
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for _, cargoObj in pairs(self.Cargo_Crates) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -4595,7 +4604,8 @@ function CTLD:_RefreshF10Menus()
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end
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for _, cargoObj in pairs(self.Cargo_Statics) do
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if not cargoObj.DontShowInMenu then
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local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0)
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local needed = cargoObj:GetCratesNeeded() or 1
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local txt = string.format("%d crate%s %s (%dkg)", needed, needed==1 and "" or "s", cargoObj.Name, cargoObj.PerCrateMass or 0)
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if cargoObj.Location then txt = txt.."[R]" end
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local stock = cargoObj:GetStock()
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if stock >= 0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
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@@ -5427,6 +5437,52 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,Sub
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return self
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end
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--- Identical to AddCratesCargo, but registers the cargo so the spawned/built group does not move to MOVE zones.
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--- User function - Add *generic* crate-type loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
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-- @param #CTLD self
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-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
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-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo.
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-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.
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-- @param #number NoCrates Number of crates needed to build this cargo.
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-- @param #number PerCrateMass Mass in kg of each crate
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-- @param #number Stock Number of buildable groups in stock. Nil for unlimited.
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-- @param #string SubCategory Name of sub-category (optional).
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-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu.
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-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
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-- @param #string UnitTypes Unit type names (optional). If set, only these unit types can pick up the cargo, e.g. "UH-1H" or {"UH-1H","OH58D"}.
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-- @param #string Category Static category name (optional). If set, spawn cargo crate with an alternate category type, e.g. "Cargos".
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-- @param #string TypeName Static type name (optional). If set, spawn cargo crate with an alternate type shape, e.g. "iso_container".
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-- @param #string ShapeName Static shape name (optional). If set, spawn cargo crate with an alternate type sub-shape, e.g. "iso_container_cargo".
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-- @return #CTLD self
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function CTLD:AddCratesCargoNoMove(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location,UnitTypes,Category,TypeName,ShapeName)
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self:T(self.lid .. " AddCratesCargoNoMove")
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if not self:_CheckTemplates(Templates) then
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self:E(self.lid .. "Crates Cargo for " .. Name .. " has missing template(s)!" )
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return self
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end
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self.CargoCounter = self.CargoCounter + 1
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local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
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cargo.NoMoveToZone = true
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if UnitTypes then
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cargo:AddUnitTypeName(UnitTypes)
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end
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cargo:SetStaticTypeAndShape("Cargos",self.basetype)
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if TypeName then
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cargo:SetStaticTypeAndShape(Category,TypeName,ShapeName)
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end
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table.insert(self.Cargo_Crates,cargo)
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self.templateToCargoName = self.templateToCargoName or {}
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if type(Templates)=="table" then
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for _,t in pairs(Templates) do self.templateToCargoName[t] = Name end
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else
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self.templateToCargoName[Templates] = Name
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end
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self.nomovetozone_names = self.nomovetozone_names or {}
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self.nomovetozone_names[Name] = true
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if SubCategory and self.usesubcats ~= true then self.usesubcats=true end
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return self
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end
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--- User function - Add *generic* static-type loadable as cargo. This type will create cargo that needs to be loaded, moved and dropped.
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-- @param #CTLD self
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-- @param #string Name Unique name of this type of cargo as set in the mission editor (note: UNIT name!), e.g. "Ammunition-1".
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@@ -7495,8 +7551,11 @@ end
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-- @return #CTLD self
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function CTLD:onafterCratesBuild(From, Event, To, Group, Unit, Vehicle)
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self:T({From, Event, To})
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if self.movetroopstowpzone then
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self:_MoveGroupToZone(Vehicle)
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if self.movetroopstowpzone and Vehicle then
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local cg = self:GetGenericCargoObjectFromGroupName(Vehicle:GetName())
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if not (cg and (cg.NoMoveToZone or (self.nomovetozone_names and self.nomovetozone_names[cg:GetName()]))) then
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self:_MoveGroupToZone(Vehicle)
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end
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end
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return self
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end
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@@ -4631,7 +4631,12 @@ function OPSGROUP:_UpdateTask(Task, Mission)
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self:T(self.lid..string.format("Zone %s captured ==> Task DONE!", zoneCurr:GetName()))
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-- Task done.
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self:TaskDone(Task)
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if Task.StayInZoneTime then
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local stay = Task.StayInZoneTime
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self:__TaskDone(stay,Task)
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else
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self:TaskDone(Task)
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end
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else
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-- Current zone NOT captured yet ==> Find Target
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@@ -4137,6 +4137,45 @@ function UTILS.LCGRandom()
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return UTILS.lcg.seed / UTILS.lcg.m
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end
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--- Create a table of grid-points for n points.
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-- @param #number startVec2 Starting DCS#Vec2 map coordinate, e.g. `{x=63598575,y=-63598575}`
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-- @param #number n Number of points to generate.
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-- @param #number spacingX Horizonzal spacing (meters).
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-- @param #number spacingY Vertical spacing (meters).
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-- @return #table Grid Table of DCS#Vec2 entries.
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function UTILS.GenerateGridPoints(startVec2, n, spacingX, spacingY)
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local points = {}
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local gridSize = math.ceil(math.sqrt(n))
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local count = 0
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local n = n or 1
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local spacingX = spacingX or 100
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local spacingY = spacingY or 100
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local startX = startVec2.x or 100
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local startY = startVec2.y or 100
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for row = 0, gridSize - 1 do
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for col = 0, gridSize - 1 do
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if count >= n then
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break
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end
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local point = {
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x = startX + (col * spacingX),
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y = startY + (row * spacingY)
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}
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table.insert(points, point)
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count = count + 1
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end
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if count >= n then
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break
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end
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end
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return points
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end
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--- Spawns a new FARP of a defined type and coalition and functional statics (fuel depot, ammo storage, tent, windsock) around that FARP to make it operational.
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-- Adds vehicles from template if given. Fills the FARP warehouse with liquids and known materiels.
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-- References: [DCS Forum Topic](https://forum.dcs.world/topic/282989-farp-equipment-to-run-it)
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@@ -4157,10 +4196,38 @@ end
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-- @param #string F10Text Text to display on F10 map if given. Handy to post things like the ADF beacon Frequency, Callsign and ATC Frequency.
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-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns from this FARP.
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-- @param #boolean HotStart If true and DynamicSpawns is true, allow hot starts for Dynamic Spawns from this FARP.
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-- @param #number NumberPads If given, spawn this number of pads.
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-- @param #number SpacingX For NumberPads > 1, space this many meters horizontally. Defaults to 100.
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-- @param #number SpacingY For NumberPads > 1, space this many meters vertically. Defaults to 100.
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-- @return #list<Wrapper.Static#STATIC> Table of spawned objects and vehicle object (if given).
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-- @return #string ADFBeaconName Name of the ADF beacon, to be able to remove/stop it later.
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-- @return #number MarkerID ID of the F10 Text, to be able to remove it later.
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function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment,Airframes,F10Text,DynamicSpawns,HotStart)
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function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment,Airframes,F10Text,DynamicSpawns,HotStart,NumberPads,SpacingX,SpacingY)
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local function PopulateStorage(Name,liquids,equip,airframes)
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local newWH = STORAGE:New(Name)
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if liquids and liquids > 0 then
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-- Storage fill-up
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newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
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newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
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newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
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newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
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end
|
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|
||||
if equip and equip > 0 then
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for cat,nitem in pairs(ENUMS.Storage.weapons) do
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for name,item in pairs(nitem) do
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newWH:SetItem(item,equip)
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end
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end
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end
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||||
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||||
if airframes and airframes > 0 then
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||||
for typename in pairs (CSAR.AircraftType) do
|
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newWH:SetItem(typename,airframes)
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end
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||||
end
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end
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||||
|
||||
-- Set Defaults
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local farplocation = Coordinate
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||||
@@ -4181,12 +4248,36 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
|
||||
local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA)
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||||
local ReturnObjects = {}
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||||
|
||||
-- Spawn FARP
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||||
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
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||||
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
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||||
newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
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local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
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table.insert(ReturnObjects,spawnedfarp)
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||||
-- many FARPs
|
||||
local NumberPads = NumberPads or 1
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||||
local SpacingX = SpacingX or 100
|
||||
local SpacingY = SpacingY or 100
|
||||
local FarpVec2 = Coordinate:GetVec2()
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||||
|
||||
if NumberPads > 1 then
|
||||
local Grid = UTILS.GenerateGridPoints(FarpVec2, NumberPads, SpacingX, SpacingY)
|
||||
for id,gridpoint in ipairs(Grid) do
|
||||
-- Spawn FARP
|
||||
local location = COORDINATE:NewFromVec2(gridpoint)
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||||
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
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||||
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
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||||
newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
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||||
local spawnedfarp = newfarp:SpawnFromCoordinate(location,0,Name.."-"..id)
|
||||
table.insert(ReturnObjects,spawnedfarp)
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||||
|
||||
PopulateStorage(Name.."-"..id,liquids,equip,airframes)
|
||||
end
|
||||
else
|
||||
-- Spawn FARP
|
||||
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
|
||||
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
|
||||
newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
|
||||
local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
|
||||
table.insert(ReturnObjects,spawnedfarp)
|
||||
|
||||
PopulateStorage(Name,liquids,equip,airframes)
|
||||
end
|
||||
|
||||
-- Spawn Objects
|
||||
local FARPStaticObjectsNato = {
|
||||
["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"},
|
||||
@@ -4220,29 +4311,6 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
|
||||
table.insert(ReturnObjects,spawnedvehicle)
|
||||
end
|
||||
|
||||
local newWH = STORAGE:New(Name)
|
||||
if liquids and liquids > 0 then
|
||||
-- Storage fill-up
|
||||
newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
|
||||
newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
|
||||
newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
|
||||
newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
|
||||
end
|
||||
|
||||
if equip and equip > 0 then
|
||||
for cat,nitem in pairs(ENUMS.Storage.weapons) do
|
||||
for name,item in pairs(nitem) do
|
||||
newWH:SetItem(item,equip)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if airframes and airframes > 0 then
|
||||
for typename in pairs (CSAR.AircraftType) do
|
||||
newWH:SetItem(typename,airframes)
|
||||
end
|
||||
end
|
||||
|
||||
local ADFName
|
||||
if ADF and type(ADF) == "number" then
|
||||
local ADFFreq = ADF*1000 -- KHz to Hz
|
||||
|
||||
Reference in New Issue
Block a user