@jtff/miztemplate-lib 3.7.0 → 3.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/lua/lib/Moose_.lua
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
env.info('*** MOOSE GITHUB Commit Hash ID: 2025-03-
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1
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+
env.info('*** MOOSE GITHUB Commit Hash ID: 2025-03-23T14:11:21+01:00-4955fe4d9260ad3fba0e0688a0be4f562f872614 ***')
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2
2
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if not MOOSE_DEVELOPMENT_FOLDER then
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3
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MOOSE_DEVELOPMENT_FOLDER='Scripts'
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4
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end
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@@ -19787,13 +19787,14 @@ SpawnPoint.helipadId=nil
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19787
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SpawnPoint.airdromeId=nil
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local AirbaseID=SpawnAirbase:GetID()
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local AirbaseCategory=SpawnAirbase:GetAirbaseCategory()
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19790
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-
SpawnPoint.airdromeId=AirbaseID
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19791
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if AirbaseCategory==Airbase.Category.SHIP then
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SpawnPoint.linkUnit=AirbaseID
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SpawnPoint.helipadId=AirbaseID
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elseif AirbaseCategory==Airbase.Category.HELIPAD then
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SpawnPoint.linkUnit=AirbaseID
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SpawnPoint.helipadId=AirbaseID
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19796
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else
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19797
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SpawnPoint.airdromeId=AirbaseID
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end
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SpawnPoint.alt=0
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SpawnPoint.type=GROUPTEMPLATE.Takeoff[Takeoff][1]
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@@ -29,3 +29,69 @@ AAMAxRange = {
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TARGET_THREAT_EST = 3,
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RANDOM_RANGE = 4,
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}
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+
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--SplashDamage configuration
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splash_damage_options = {
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35
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--debug options
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36
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["game_messages"] = true, --enable some messages on screen
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37
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["debug"] = DEBUG_MSG, --enable debugging messages
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38
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["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable
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["track_pre_explosion_debug"] = false, --Toggle to enable/disable pre-explosion tracking debugging
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["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings
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["static_damage_boost"] = 2000, --apply extra damage to Unit.Category.STRUCTUREs with wave explosions
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["wave_explosions"] = false, --secondary explosions on top of game objects, radiating outward from the impact point and scaled based on size of object and distance from weapon impact point
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["larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable
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["damage_model"] = false, --allow blast wave to affect ground unit movement and weapons
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["blast_search_radius"] = 100, --this is the max size of any blast wave radius, since we will only find objects within this zone
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["cascade_damage_threshold"] = 0.1, --if the calculated blast damage doesn't exceed this value, there will be no secondary explosion damage on the unit. If this value is too small, the appearance of explosions far outside of an expected radius looks incorrect.
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["blast_stun"] = false, --not implemented
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["unit_disabled_health"] = 30, --if health is below this value after our explosions, disable its movement
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["unit_cant_fire_health"] = 40, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems
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["infantry_cant_fire_health"] = 70, --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury
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["rocket_multiplier"] = 1.3, --multiplied by the explTable value for rockets
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["overall_scaling"] = 1, --overall scaling for explosive power
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["apply_shaped_charge_effects"] = true, --apply reduction in blastwave etc for shaped charge munitions
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["shaped_charge_multiplier"] = 0.2, --multiplier that reduces blast radius and explosion power for shaped charge munitions.
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["use_dynamic_blast_radius"] = true, --if true, blast radius is calculated from explosion power; if false, blast_search_radius (90) is used
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["dynamic_blast_radius_modifier"] = 2, --multiplier for the blast radius
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["cascade_scaling"] = 1, --multiplier for secondary (cascade) blast damage, 1 damage fades out too soon, 3 damage seems a good balance
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["cascade_explode_threshold"] = 60, --only trigger cascade explosion if the unit's current health is <= this percent of its maximum, setting can help blow nearby jeeps but not tanks
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["always_cascade_explode"] = false, --switch if you want everything to explode like with the original script
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--track_pre_explosion/enable_cargo_effects should both be the same value
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["track_pre_explosion"] = true, --Toggle to enable/disable pre-explosion tracking
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["enable_cargo_effects"] = true, --Toggle for enabling/disabling cargo explosions and cook-offs
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["cargo_damage_threshold"] = 60, --Health % below which cargo explodes (0 = destroyed only)
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["debris_effects"] = true, --Enable debris from cargo cook-offs
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["debris_power"] = 1, --Power of each debris explosion
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["debris_count_min"] = 6, --Minimum debris pieces per cook-off
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["debris_count_max"] = 12, --Maximum debris pieces per cook-off
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["debris_max_distance"] = 10, --Max distance debris can travel (meters), the min distance from the vehicle will be 10% of this
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["ordnance_protection"] = true, --Toggle ordinance protection features
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["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs
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["detect_ordnance_destruction"] = true, --Toggle detection of ordnance destroyed by large explosions
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["snap_to_ground_if_destroyed_by_large_explosion"] = true, --If the ordnance protection fails or is disabled we can snap larger_explosions to the ground (if enabled - power as set in weapon list) - so an explosion still does hit the ground
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["recent_large_explosion_snap"] = true, --enable looking for a recent large_explosion generated by the script
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["recent_large_explosion_range"] = 200, --range its looking for in meters for a recent large_explosion generated by the script
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["recent_large_explosion_time"] = 4, --in seconds how long ago there was a recent large_explosion generated by the script
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-- Cluster bomb settings
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["cluster_enabled"] = false,
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["cluster_base_length"] = 150, -- Base forward spread (meters)
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["cluster_base_width"] = 200, -- Base lateral spread (meters)
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["cluster_max_length"] = 300, -- Max forward spread (meters)
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["cluster_max_width"] = 400, -- Max lateral spread (meters)
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["cluster_min_length"] = 100, -- Min forward spread
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["cluster_min_width"] = 150, -- Min lateral spread
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["cluster_bomblet_reductionmodifier"] = true, -- Use equation to reduce number of bomblets (to make it look better)
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["cluster_bomblet_damage_modifier"] = 1, -- Adjustable global modifier for bomblet explosive power
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}
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package/lua/src/120-tankers.lua
CHANGED
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@@ -99,7 +99,13 @@ for index, tankerconfig in ipairs(TankersConfig) do
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if not(GROUP:FindByName(self.escortGroupObject.GroupName)) then
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jtff_log.info('Respawning escort Group '..self.escortGroupObject.GroupName,"TANKER")
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self.escortGroupObject = self.escortSpawnObject
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-
:SpawnAtAirbase(
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:SpawnAtAirbase(
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AIRBASE:FindByName(self.customconfig.baseUnit),
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SPAWN.Takeoff.Cold,
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self.customconfig.altitude,
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nil,
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true
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)
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end
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end
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end
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@@ -286,7 +292,8 @@ function triggerOnDemandTanker(type, askedDuration, askedFL, askedSpeed, askedAn
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AIRBASE:FindByName(OnDemandTanker.baseUnit),
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SPAWN.Takeoff.Hot,
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nil,
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-
OnDemandTanker.terminalType
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OnDemandTanker.terminalType,
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true
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)
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table.insert(TankerRoute,
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AIRBASE
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package/package.json
CHANGED
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@@ -219,13 +219,6 @@ async function doInject(ciObject, sourceMizFileName, workspacePath,destinationMi
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file: "settings-global.lua",
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},
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);
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libsArray.push({
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folder: 'lib',
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scriptTitle: 'FunkMan',
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scripts: ['funkman.lua'],
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timing: 15,
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color: '0xffff00ff'
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});
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libsArray.push({
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folder: 'src',
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scriptTitle: 'JTFF Libraries',
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@@ -233,6 +226,13 @@ async function doInject(ciObject, sourceMizFileName, workspacePath,destinationMi
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timing: 15,
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color: '0xffff00ff'
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});
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libsArray.push({
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folder: 'lib',
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scriptTitle: 'FunkMan',
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scripts: ['funkman.lua'],
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timing: 16,
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color: '0xffff00ff'
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});
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// traitement de la file d'attente des librairies (injection des triggers et des fichiers lua)
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for ( libscript of libsArray) {
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console.log(['adding library',libscript.scripts.join(' and '),'from',workspacePath + '/.workspace/' + libscript.folder, 'folder...'].join(' '));
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