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FF/Ops
| Author | SHA1 | Date | |
|---|---|---|---|
| e8f5214e0b | |||
| e4c7e809cb | |||
| aab16dd966 | |||
| 8b356f0913 | |||
| c3086b0265 | |||
| 599a2ba6fb |
@@ -92,6 +92,8 @@ DATABASE = {
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ZONES_GOAL = {},
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WAREHOUSES = {},
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FLIGHTGROUPS = {},
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COHORTS={},
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LEGIONS={},
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FLIGHTCONTROLS = {},
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OPSZONES = {},
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PATHLINES = {},
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@@ -2087,6 +2089,40 @@ function DATABASE:FindOpsGroupFromUnit(unitname)
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end
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end
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--
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--- Add an OPS COHORT (SQUADRON, PLATOON, FLOTILLA) to the data base.
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-- @param #DATABASE self
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-- @param Ops.Cohort#COHORT cohort The cohort added to the DB.
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function DATABASE:AddCohort(cohort)
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self.COHORTS[cohort.name]=cohort
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end
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--- Find an OPS COHORT (SQUADRON, PLATOON, FLOTILLA) in the data base.
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-- @param #DATABASE self
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-- @param #string cohortname Name of the cohort.
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-- @return Ops.Cohort#COHORT Cohort object.
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function DATABASE:FindCohort(cohortname)
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return self.COHORTS[cohortname]
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end
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--- Add an OPS LEGION (AIRWING, BRIGADE, FLEET) to the data base.
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-- @param #DATABASE self
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-- @param Ops.Legion#LEGION legion The legion added to the DB.
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function DATABASE:AddLegion(legion)
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self.LEGIONS[legion.alias]=legion
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end
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--- Find an OPS LEGION (AIRWING, BRIGADE, FLEET) in the data base.
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-- @param #DATABASE self
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-- @param #string legionname Name of the legion.
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-- @return Ops.Legion#LEGION Legion object.
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function DATABASE:FindLegion(legionname)
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return self.LEGIONS[legionname]
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end
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--
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--- Add a flight control to the data base.
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-- @param #DATABASE self
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-- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol
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@@ -246,11 +246,11 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
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-- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
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return ScheduleTime -- returns the next time the function needs to be called.
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else
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self:Stop( Scheduler, CallID )
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self:_Reclaim( Scheduler, CallID )
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end
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else
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self:Stop( Scheduler, CallID )
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self:_Reclaim( Scheduler, CallID )
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end
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else
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self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
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@@ -290,6 +290,9 @@ function AIRWING:New(warehousename, airwingname)
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-- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FLIGHTGROUP on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- Add legion to DB
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_DATABASE:AddLegion(self)
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return self
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end
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@@ -541,6 +544,47 @@ function AIRWING:AddPayloadCapability(Payload, MissionTypes, Performance)
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return self
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end
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--- Filter available payloads for a given aircraft type and mission type.
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-- @param #AIRWING self
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-- @param #string UnitType The type of the unit.
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-- @param #string MissionType The mission type.
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-- @param #table Payloads Specific payloads only to be considered.
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-- @return #AIRWING.Payload Payload table or *nil*.
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function AIRWING:_FilterPlayloads(UnitType, MissionType, Payloads)
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local function _checkPayloads(payload)
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if Payloads then
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for _,Payload in pairs(Payloads) do
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if Payload.uid==payload.uid then
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return true
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end
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end
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else
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-- Payload was not specified.
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return nil
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end
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return false
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end
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-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
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local payloads={}
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for _,_payload in pairs(self.payloads) do
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local payload=_payload --#AIRWING.Payload
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local specialpayload=_checkPayloads(payload)
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local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
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local goforit = specialpayload or (specialpayload==nil and compatible)
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if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
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table.insert(payloads, payload)
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end
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end
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return payloads
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end
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--- Fetch a payload from the airwing resources for a given unit and mission type.
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-- The payload with the highest priority is preferred.
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-- @param #AIRWING self
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@@ -589,34 +633,7 @@ function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads)
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end
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end
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local function _checkPayloads(payload)
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if Payloads then
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for _,Payload in pairs(Payloads) do
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if Payload.uid==payload.uid then
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return true
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end
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end
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else
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-- Payload was not specified.
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return nil
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end
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return false
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end
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-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
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local payloads={}
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for _,_payload in pairs(self.payloads) do
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local payload=_payload --#AIRWING.Payload
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local specialpayload=_checkPayloads(payload)
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local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
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local goforit = specialpayload or (specialpayload==nil and compatible)
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if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
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table.insert(payloads, payload)
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end
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end
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local payloads=self:_FilterPlayloads(UnitType, MissionType, Payloads)
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-- Debug.
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if self.verbose>=4 then
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@@ -5120,7 +5120,6 @@ end
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-- FSM Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after "Planned" event.
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-- @param #AUFTRAG self
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-- @param #string From From state.
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@@ -150,6 +150,9 @@ function BRIGADE:New(WarehouseName, BrigadeName)
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-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- Add legion to DB
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_DATABASE:AddLegion(self)
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return self
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end
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@@ -135,7 +135,6 @@
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-- local mywing = EASYGCICAP:New("Blue CAP Operations",AIRBASE.Caucasus.Kutaisi,"blue","Blue EWR")
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--
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-- -- Add a CAP patrol point belonging to our airbase, we'll be at 30k ft doing 400 kn, initial direction 90 degrees (East), leg 20NM
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-- -- NOTE - Skip this function and do not create CAP Points if you want GCI behaviour only.
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-- mywing:AddPatrolPointCAP(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone 1"):GetCoordinate(),30000,400,90,20)
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--
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-- -- Add a Squadron with template "Blue Sq1 M2000c", 20 airframes, skill good, Modex starting with 102 and skin "Vendee Jeanne"
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@@ -191,10 +190,9 @@
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-- * @{#EASYGCICAP.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs.
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-- * @{#EASYGCICAP.SetDefaultCAPSpeed}: Set how many knots the CAP flights should do (will be altitude corrected), default 300 kn.
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-- * @{#EASYGCICAP.SetDefaultCAPAlt}: Set at which altitude (ASL) the CAP planes will fly, default 25,000 ft.
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-- * @{#EASYGCICAP.SetDefaultINTERCEPTAlt}: Set at which altitude (ASL) the Intercept planes will fly, default 25,000 ft.
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-- * @{#EASYGCICAP.SetDefaultCAPDirection}: Set the initial direction from the CAP point the planes will fly in degrees, default is 90°.
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-- * @{#EASYGCICAP.SetDefaultCAPLeg}: Set the length of the CAP leg, default is 15 NM.
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-- * @{#EASYGCICAP.SetDefaultCAPGrouping}: Set how many planes will be spawned per mission (CAP/GCI), defaults to 2.
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-- * @{#EASYGCICAP.SetDefaultCAPGrouping}: Set how many planes will be spawned per mission (CVAP/GCI), defaults to 2.
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-- * @{#EASYGCICAP.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100.
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-- * @{#EASYGCICAP.SetDefaultNumberAlert5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2.
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-- * @{#EASYGCICAP.SetDefaultEngageRange}: Set max engage range for CAP flights if they detect intruders, defaults to 50.
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@@ -288,7 +286,7 @@ EASYGCICAP = {
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--- EASYGCICAP class version.
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-- @field #string version
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EASYGCICAP.version="0.1.38"
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EASYGCICAP.version="0.1.36"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--
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@@ -589,17 +587,6 @@ function EASYGCICAP:SetDefaultCAPAlt(Altitude)
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return self
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end
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--- Set default INTERCEPT Altitude in feet
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-- @param #EASYGCICAP self
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-- @param #number Altitude (Optional) Altitude defaults to 25000
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-- @return #EASYGCICAP self
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function EASYGCICAP:SetDefaultINTERCEPTAlt(Altitude)
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self:T(self.lid.."SetDefaultINTERCEPTAlt")
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self.interceptalt = Altitude or 25000
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return self
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end
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--
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--- Set default CAP lieg initial direction in degrees
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-- @param #EASYGCICAP self
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-- @param #number Direction (Optional) Direction defaults to 90 (East)
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@@ -767,15 +754,6 @@ end
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function EASYGCICAP:_AddAirwing(Airbasename, Alias)
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self:T(self.lid.."_AddAirwing "..Airbasename)
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-- Gather Some Stats
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local function counttable(tbl)
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local count = 0
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for _,_data in pairs(tbl) do
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count = count + 1
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end
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return count
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end
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local CapFormation = self.CapFormation
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local DespawnAfterLanding = self.DespawnAfterLanding
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local DespawnAfterHolding = self.DespawnAfterHolding
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@@ -794,11 +772,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
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CAP_Wing:SetMarker(false)
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CAP_Wing:SetAirbase(AIRBASE:FindByName(Airbasename))
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CAP_Wing:SetRespawnAfterDestroyed()
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--- #DONE avoid wings with no CAP points starting CAP anyhow; AirWing uses this to start CAP and creates points when there are none.
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if counttable(self.ManagedCP) >0 then
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CAP_Wing:SetNumberCAP(self.capgrouping)
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end
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CAP_Wing:SetNumberCAP(self.capgrouping)
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CAP_Wing:SetCapCloseRaceTrack(true)
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if self.showpatrolpointmarks then
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@@ -1065,7 +1039,7 @@ function EASYGCICAP:_SetCAPPatrolPoints()
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MESSAGE:New(self.lid.."You are trying to create a CAP point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
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return
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end
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local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
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local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
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local Coordinate = data.Coordinate
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local Altitude = data.Altitude
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local Speed = data.Speed
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@@ -1531,7 +1505,6 @@ function EASYGCICAP:_AssignIntercept(Cluster)
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local overhead = self.overhead
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local capspeed = self.capspeed + 100
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local capalt = self.capalt
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local interalt = self.interceptalt or self.capalt
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local maxsize = self.maxinterceptsize
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local repeatsonfailure = self.repeatsonfailure
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@@ -1619,7 +1592,6 @@ function EASYGCICAP:_AssignIntercept(Cluster)
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:SetRepeatOnFailure(repeats)
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:SetMissionSpeed(UTILS.KnotsToAltKIAS(capspeed,capalt))
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:SetMissionAltitude(capalt)
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:SetEngageAltitude(interalt)
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if nogozoneset:Count() > 0 then
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InterceptAuftrag:AddConditionSuccess(
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@@ -167,6 +167,9 @@ function FLEET:New(WarehouseName, FleetName)
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-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- Add legion to DB
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_DATABASE:AddLegion(self)
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return self
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end
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@@ -73,6 +73,9 @@ function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
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-- Get initial ammo.
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self.ammo=self:_CheckAmmo()
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-- Add cohort to DB
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_DATABASE:AddCohort(self)
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return self
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end
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|
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@@ -306,7 +306,6 @@ function LEGION:New(WarehouseName, LegionName)
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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return self
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end
|
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|
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|
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@@ -71,6 +71,9 @@ function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
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-- Get ammo.
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self.ammo=self:_CheckAmmo()
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|
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-- Add cohort to DB
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_DATABASE:AddCohort(self)
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return self
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end
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|
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@@ -116,6 +116,9 @@ function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
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|
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-- See COHORT class
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|
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-- Add cohort to DB
|
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_DATABASE:AddCohort(self)
|
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|
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return self
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end
|
||||
|
||||
|
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@@ -153,7 +153,7 @@ _TARGETID=0
|
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|
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--- TARGET class version.
|
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-- @field #string version
|
||||
TARGET.version="0.7.1"
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TARGET.version="0.8.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -206,6 +206,9 @@ function TARGET:New(TargetObject)
|
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self:AddTransition("*", "Status", "*") -- Status update.
|
||||
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
|
||||
|
||||
self:AddTransition("*", "ElementDestroyed", "*") -- A target element was destroyed.
|
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self:AddTransition("*", "ElementDead", "*") -- A target element is dead (destroyed or despawned).
|
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|
||||
self:AddTransition("*", "ObjectDamaged", "*") -- A target object was damaged.
|
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self:AddTransition("*", "ObjectDestroyed", "*") -- A target object was destroyed.
|
||||
self:AddTransition("*", "ObjectDead", "*") -- A target object is dead (destroyed or despawned).
|
||||
@@ -245,6 +248,19 @@ function TARGET:New(TargetObject)
|
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-- @param #number delay Delay in seconds.
|
||||
|
||||
|
||||
--- Triggers the FSM event "ElementDestroyed".
|
||||
-- @function [parent=#TARGET] ElementDestroyed
|
||||
-- @param #TARGET self
|
||||
-- @param #string ElementName Name of the element.
|
||||
-- @param #TARGET.Object Target Target object.
|
||||
|
||||
--- Triggers the FSM event "ElementDead".
|
||||
-- @function [parent=#TARGET] ElementDead
|
||||
-- @param #TARGET self
|
||||
-- @param #string ElementName Name of the element.
|
||||
-- @param #TARGET.Object Target Target object.
|
||||
|
||||
|
||||
--- Triggers the FSM event "ObjectDamaged".
|
||||
-- @function [parent=#TARGET] ObjectDamaged
|
||||
-- @param #TARGET self
|
||||
@@ -642,6 +658,19 @@ function TARGET:onafterStatus(From, Event, To)
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
-- First we check any target has been destroyed and the dead/unitlost event was not fired
|
||||
for i,_target in pairs(self.targets) do
|
||||
local target=_target --#TARGET.Object
|
||||
local life=self:GetTargetLife(target)
|
||||
if life<1 and target.Status~=TARGET.ObjectStatus.DEAD then
|
||||
self:E(self.lid..string.format("FF life is zero but no object dead event fired ==> waiting for target object %s events!", tostring(target.Name)))
|
||||
-- We wait 60 seconds for the events to occur
|
||||
self:__Status(-60)
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Update damage.
|
||||
local damaged=false
|
||||
@@ -736,6 +765,61 @@ end
|
||||
-- FSM Events
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after "ElementDestroyed" event.
|
||||
-- @param #TARGET self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Name Name of the element.
|
||||
-- @param #TARGET.Object Target Target object.
|
||||
function TARGET:onafterElementDestroyed(From, Event, To, Name, Target)
|
||||
-- Debug message.
|
||||
self:T(self.lid..string.format("Element %s of target object %s destroyed", Name, Target.Name))
|
||||
|
||||
-- Increase destroyed counter.
|
||||
Target.Ndestroyed=Target.Ndestroyed+1
|
||||
|
||||
-- Increase dead counter.
|
||||
self.Ndestroyed=self.Ndestroyed+1
|
||||
|
||||
self:ElementDead(Name, Target)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- On after "ElementDead" event.
|
||||
-- @param #TARGET self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Name Name of the element.
|
||||
-- @param #TARGET.Object Target Target object.
|
||||
function TARGET:onafterElementDead(From, Event, To, Name, Target)
|
||||
-- Debug message.
|
||||
self:T(self.lid..string.format("Element %s of target object %s dead", Name, Target.Name))
|
||||
|
||||
-- Increase dead counter.
|
||||
Target.Ndead=Target.Ndead+1
|
||||
|
||||
-- Increase dead counter.
|
||||
self.Ndead=self.Ndead+1
|
||||
|
||||
-- All dead ==> Trigger event.
|
||||
if Target.Ndestroyed==Target.N0 then
|
||||
|
||||
self:ObjectDestroyed(Target)
|
||||
|
||||
elseif Target.Ndead==Target.N0 then
|
||||
|
||||
self:ObjectDead(Target)
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- On after "ObjectDamaged" event.
|
||||
-- @param #TARGET self
|
||||
-- @param #string From From state.
|
||||
@@ -761,11 +845,6 @@ function TARGET:onafterObjectDestroyed(From, Event, To, Target)
|
||||
-- Debug message.
|
||||
self:T(self.lid..string.format("Object %s destroyed", Target.Name))
|
||||
|
||||
-- Increase destroyed counter.
|
||||
self.Ndestroyed=self.Ndestroyed+1
|
||||
|
||||
Target.Ndestroyed=Target.Ndestroyed+1
|
||||
|
||||
Target.Life=0
|
||||
|
||||
-- Call object dead event.
|
||||
@@ -787,16 +866,10 @@ function TARGET:onafterObjectDead(From, Event, To, Target)
|
||||
|
||||
-- Set target status.
|
||||
Target.Status=TARGET.ObjectStatus.DEAD
|
||||
|
||||
-- Increase dead object counter
|
||||
Target.Ndead=Target.Ndead+1
|
||||
|
||||
|
||||
-- Set target object life to 0.
|
||||
Target.Life=0
|
||||
|
||||
-- Increase dead counter.
|
||||
self.Ndead=self.Ndead+1
|
||||
|
||||
|
||||
-- Check if anyone is alive?
|
||||
local dead=true
|
||||
for _,_target in pairs(self.targets) do
|
||||
@@ -889,54 +962,21 @@ function TARGET:OnEventUnitDeadOrLost(EventData)
|
||||
-- Add to the list of casualties.
|
||||
table.insert(self.casualties, Name)
|
||||
|
||||
-- Try to get target Group.
|
||||
local target=self:GetTargetByName(EventData.IniGroupName)
|
||||
|
||||
-- Try unit target.
|
||||
if not target then
|
||||
target=self:GetTargetByName(EventData.IniUnitName)
|
||||
end
|
||||
-- Get target from Group or Unit.
|
||||
local target=self:GetTargetByName(EventData.IniGroupName) or self:GetTargetByName(EventData.IniUnitName)
|
||||
|
||||
-- Check if we could find a target object.
|
||||
if target then
|
||||
|
||||
local Ndead=target.Ndead
|
||||
local Ndestroyed=target.Ndestroyed
|
||||
-- Increase dead/destroyed counter
|
||||
if EventData.id==EVENTS.RemoveUnit then
|
||||
Ndead=Ndead+1
|
||||
self:ElementDead(Name, target)
|
||||
else
|
||||
Ndestroyed=Ndestroyed+1
|
||||
Ndead=Ndead+1
|
||||
end
|
||||
|
||||
|
||||
-- Check if ALL objects are dead
|
||||
if Ndead==target.N0 then
|
||||
|
||||
if Ndestroyed>=target.N0 then
|
||||
|
||||
-- Debug message.
|
||||
self:T2(self.lid..string.format("EVENT ID=%d: target %s dead/lost ==> destroyed", EventData.id, tostring(target.Name)))
|
||||
|
||||
target.Life = 0
|
||||
|
||||
-- Trigger object destroyed event. This sets the Life to zero and increases Ndestroyed
|
||||
self:ObjectDestroyed(target)
|
||||
|
||||
else
|
||||
|
||||
-- Debug message.
|
||||
self:T2(self.lid..string.format("EVENT ID=%d: target %s removed ==> dead", EventData.id, tostring(target.Name)))
|
||||
|
||||
target.Life = 0
|
||||
|
||||
-- Trigger object dead event. This sets the Life to zero and increases Ndead counter
|
||||
self:ObjectDead(target)
|
||||
|
||||
end
|
||||
|
||||
self:ElementDestroyed(Name, target)
|
||||
end
|
||||
|
||||
else
|
||||
self:E(self.lid..string.format("ERROR: Could not get target from IniGroup or IniUnit name when event Dead or UnitLost occured! Stats are not correctly updated :("))
|
||||
end -- Event belongs to this TARGET
|
||||
|
||||
end
|
||||
|
||||
@@ -2108,7 +2108,7 @@ function MSRS:_HoundTextToSpeech(Message,Frequencies,Modulations,Volume,Label,Co
|
||||
|
||||
local ffs = {}
|
||||
for _,_f in pairs(Frequencies) do
|
||||
table.insert(ffs,string.format("%.3f",_f))
|
||||
table.insert(ffs,string.format("%.1f",_f))
|
||||
end
|
||||
|
||||
local freqs = table.concat(ffs, ",")
|
||||
@@ -2214,7 +2214,7 @@ function MSRS:_HoundTestTone(Frequencies, Modulations, Coalition)
|
||||
|
||||
local ffs = {}
|
||||
for _,_f in pairs(Frequencies or self.frequencies) do
|
||||
table.insert(ffs,string.format("%.3f",_f))
|
||||
table.insert(ffs,string.format("%.1f",_f))
|
||||
end
|
||||
|
||||
local freqs = table.concat(ffs, ",")
|
||||
@@ -2291,7 +2291,7 @@ function MSRS:RadioJammerOn(Frequencies, Modulations, Coalition, Noisetype, Volu
|
||||
|
||||
local ffs = {}
|
||||
for _,_f in pairs(Frequencies or self.frequencies) do
|
||||
table.insert(ffs,string.format("%.3f",_f))
|
||||
table.insert(ffs,string.format("%.1f",_f))
|
||||
end
|
||||
|
||||
local freqs = table.concat(ffs, ",")
|
||||
|
||||
@@ -523,7 +523,7 @@ ENUMS.ReportingName =
|
||||
Tornado = "Tornado",
|
||||
-- Transport / Bomber / Others
|
||||
Atlas = "A400",
|
||||
Lancer = "B-1B",
|
||||
Lancer = "B1-B",
|
||||
Stratofortress = "B-52H",
|
||||
Herc = "C-130",
|
||||
Hercules = "C-130J-30",
|
||||
@@ -568,7 +568,7 @@ ENUMS.ReportingName =
|
||||
Apache = "AH-64",
|
||||
Chinook = "CH-47",
|
||||
Sea_Stallion = "CH-53",
|
||||
Kiowa = "OH58D",
|
||||
Kiowa = "OH-58",
|
||||
Seahawk = "SH-60",
|
||||
Blackhawk = "UH-60",
|
||||
Sea_King = "S-61",
|
||||
|
||||
@@ -2378,11 +2378,6 @@ function UTILS.IsLoadingDoorOpen( unit_name )
|
||||
BASE:T(unit_name .. " front door(s) are open or doors removed")
|
||||
return true
|
||||
end
|
||||
|
||||
if type_name == "Ka-50_3" and unit:getDrawArgumentValue(38) == 1 then
|
||||
BASE:T(unit_name .. " cockpit door is open")
|
||||
return true
|
||||
end
|
||||
|
||||
if type_name=="C-130J-30" and (unit:getDrawArgumentValue(86)==1)then
|
||||
BASE:T(unit_name.." rear doors are open")
|
||||
|
||||
Reference in New Issue
Block a user