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https://github.com/akaAgar/the-universal-mission-for-dcs-world.git
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Friendly CAP flights now take off from near the centerpoint of mission player slots
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@@ -232,10 +232,11 @@ The core script is quite simple and small, I probably won't need too much help w
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- Added "Using the mission menu" section to this README file, detailing all available commands
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- Added "Using the mission menu" section to this README file, detailing all available commands
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- Added "weapons introduction date" table for upcoming "time period" setting (datamined from Briefing Room, many thanks to @john681611)
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- Added "weapons introduction date" table for upcoming "time period" setting (datamined from Briefing Room, many thanks to @john681611)
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- All AI aircraft now despawned on landing to free CPU cycles and allow space for new aircraft
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- All AI aircraft now despawned on landing to free CPU cycles and allow space for new aircraft
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- AWACS aircraft now spawned near the centerpoint of all mission player slots
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- AWACS aircraft now spawned near the centerpoint of mission player slots
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- Changed AWACS aircraft detection logic (a tiny bit less realistic but more efficient)
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- Changed AWACS aircraft detection logic (a tiny bit less realistic but more efficient)
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- Changed some UTF-8 symbols in F10 menu, added UTF-8 symbol for "Objectives" submenu
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- Changed some UTF-8 symbols in F10 menu, added UTF-8 symbol for "Objectives" submenu
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- Fixed missing airbase name in "aircraft landed safely" messages
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- Fixed missing airbase name in "aircraft landed safely" messages
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- Friendly CAP flights now take off from near the centerpoint of mission player slots
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- Improved display of XP modifiers in menu
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- Improved display of XP modifiers in menu
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- Improved wording of many lines and commands, correct a bunch of typos
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- Improved wording of many lines and commands, correct a bunch of typos
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- Increased minimum aircraft spawn altitude to avoir crashes in nearby hills
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- Increased minimum aircraft spawn altitude to avoir crashes in nearby hills
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@@ -136,13 +136,11 @@ do
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end
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end
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if not validAirbases or #validAirbases == 0 then return false end -- No airbases found for this coalition, nowhere to take off from
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if not validAirbases or #validAirbases == 0 then return false end -- No airbases found for this coalition, nowhere to take off from
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local center = nil
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if side == TUM.settings.getPlayerCoalition() then
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if side == TUM.settings.getPlayerCoalition() then
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center = playerCenter
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validAirbases = { DCSEx.dcs.getNearestObject(playerCenter, validAirbases) }
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else
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else
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center = TUM.objectives.getCenter()
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validAirbases = DCSEx.dcs.getNearestObjects(TUM.objectives.getCenter(), validAirbases)
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end
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end
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validAirbases = DCSEx.dcs.getNearestObjects(center, validAirbases)
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local airborneUnitCount = getAirborneUnitCount(side)
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local airborneUnitCount = getAirborneUnitCount(side)
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@@ -152,7 +150,8 @@ do
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randomizeDesiredAircraftCount(side)
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randomizeDesiredAircraftCount(side)
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end
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end
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return launchNewAircraftGroup(side, airbases)
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-- return launchNewAircraftGroup(side, airbases)
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return launchNewAircraftGroup(side, validAirbases)
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end
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end
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end
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end
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@@ -195,19 +194,13 @@ do
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end
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end
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function TUM.airForce.onStartUp()
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function TUM.airForce.onStartUp()
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playerCenter = { x = env.mission.map.centerX, y = env.mission.map.centerY }
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playerCenter = DCSEx.envMission.getPlayerGroupsCenterPoint()
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if not playerCenter then
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local playerSlots = DCSEx.envMission.getPlayerGroups()
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playerCenter = { x = env.mission.map.centerX, y = env.mission.map.centerY }
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if #playerSlots > 0 then
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playerCenter = { x = 0, y = 0 }
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for _,p in ipairs(playerSlots) do
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playerCenter.x = playerCenter.x + p.x
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playerCenter.y = playerCenter.y + p.y
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end
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playerCenter.x = playerCenter.x / #playerSlots
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playerCenter.y = playerCenter.y / #playerSlots
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end
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end
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-- TODO: build list of airbases now instead of of each update() (but what about destroyed airbases?)
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return true
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return true
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end
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end
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end
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end
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