mirror of
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522 lines
20 KiB
Plaintext
522 lines
20 KiB
Plaintext
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#
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# Install: Include this code into an aircraft to make it damagable. (remember to add it to the -set file)
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#
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# Authors: Nikolai V. Chr. and Pinto (with improvement by Onox)
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#
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#
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############################ Config ######################################################################################
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var full_damage_dist_m = 3;# Can vary from aircraft to aircraft depending on how many failure modes it has.
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# Many modes (like Viggen) ought to have lower number like zero.
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# Few modes (like F-14) ought to have larger number such as 3.
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# For assets this should be average radius of the asset.
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var use_hitpoints_instead_of_failure_modes_bool = 1;# mainly used by assets that don't have failure modes.
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var hp_max = 80;# given a direct hit, how much pounds of warhead is needed to kill. Only used if hitpoints is enabled.
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var hitable_by_air_munitions = 0; # if anti-air can do damage
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var hitable_by_cannon = 1; # if cannon can do damage
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var hitable_by_ground_munitions = 1;# if anti-ground/marine can do damage
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var is_fleet = 0; # Is really 7 ships, 3 of which has offensive missiles.
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##########################################################################################################################
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##
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## TODO:
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## Include mechanics for hitting fleet
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## Move all to emesary
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##
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var TRUE = 1;
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var FALSE = 0;
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var hp = hp_max;
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setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD
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var cannon_types = {
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#
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# 0.20 means a direct hit will disable 20% of the failure modes on average.
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# or, 0.20 also means a direct hit can do 20 hitpoints damage.
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#
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" M70 rocket hit": 0.250, #135mm
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" S-5 rocket hit": 0.200, # 55mm
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" M55 cannon shell hit": 0.100, # 30mm
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" KCA cannon shell hit": 0.100, # 30mm
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" Gun Splash On ": 0.100, # 30mm
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" GSh-30 hit": 0.100, # 30mm
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" GAU-8/A hit": 0.100, # 30mm
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" BK27 cannon hit": 0.070, # 27mm
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" GSh-23 hit": 0.065, # 23mm
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" M61A1 shell hit": 0.050, # 20mm
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" 50 BMG hit": 0.015, # 12.7mm (non-explosive)
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" 7.62 hit": 0.005, # 7.62mm (non-explosive)
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};
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# lbs of warheads is explosive+fragmentation+fuse, so total warhead mass.
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var warhead_lbs = {
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# Anti-ground/marine warheads (sorted alphabetically)
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"AGM-65": 126.00,
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"AGM-84": 488.00,
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"AGM-88": 146.00,
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"AGM65": 200.00,
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"AGM-154A": 493.00,
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"AGM-158": 1000.00,
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"ALARM": 450.00,
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"AM39-Exocet": 364.00,
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"AS-37-Martel": 330.00,
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"AS30L": 529.00,
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"CBU-87": 100.00,# bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2.
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"Exocet": 364.00,
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"FAB-100": 92.59,
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"FAB-250": 202.85,
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"FAB-500": 564.38,
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"GBU-12": 190.00,
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"GBU-24": 945.00,
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"GBU-31": 945.00,
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"GBU-54": 190.00,
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"GBU12": 190.00,
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"GBU16": 450.00,
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"HVAR": 7.50,#P51
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"KAB-500": 564.38,
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"Kh-25MP": 197.53,
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"Kh-66": 244.71,
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"LAU-68": 10.00,
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"M71": 200.00,
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"M71R": 200.00,
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"M90": 10.00,# bomblet warhead. x3 of real mass.
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"MK-82": 192.00,
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"MK-83": 445.00,
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"MK-84": 945.00,
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"OFAB-100": 92.59,
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"RB-04E": 661.00,
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"RB-05A": 353.00,
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"RB-15F": 440.92,
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"RB-75": 126.00,
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"RN-14T": 800.00, #fictional, thermobaeric replacement for the RN-24 nuclear bomb
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"RN-18T": 1200.00, #fictional, thermobaeric replacement for the RN-28 nuclear bomb
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"RS-2US": 28.66,
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"S-21": 245.00,
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"S-24": 271.00,
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"SCALP": 992.00,
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"Sea Eagle": 505.00,
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"SeaEagle": 505.00,
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"STORMSHADOW": 850.00,
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"ZB-250": 236.99,
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"ZB-500": 473.99,
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};
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var warhead_air_lbs = {
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# Anti-air warheads (sorted alphabetically)
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"aim-120": 44.00,
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"AIM-120": 44.00,
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"AIM-54": 135.00,
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"aim-7": 88.00,
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"AIM-7": 88.00,
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"aim-9": 20.80,
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"AIM-9": 20.80,
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"AIM120": 44.00,
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"AIM132": 22.05,
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"AIM9": 20.80,
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"KN-06": 315.00,
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"M317": 145.00,
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"Magic-2": 27.00,
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"Matra MICA": 30.00,
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"Matra R550 Magic 2": 27.00,
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"MATRA-R530": 55.00,
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"MatraMica": 30.00,
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"MatraMicaIR": 30.00,
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"MatraR550Magic2": 27.00,
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"Meteor": 55.00,
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"MICA-EM": 30.00,
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"MICA-IR": 30.00,
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"R-13M": 16.31,
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"R-27R1": 85.98,
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"R-27T1": 85.98,
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"R-3R": 16.31,
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"R-3S": 16.31,
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"R-55": 20.06,
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"R-60": 6.60,
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"R-60M": 7.70,
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"R-73E": 16.31,
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"R-77": 49.60,
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"R74": 16.00,
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"RB-05A": 353.00,
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"RB-24": 20.80,
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"RB-24J": 20.80,
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"RB-71": 88.00,
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"RB-74": 20.80,
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"RB-99": 44.00,
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"S530D": 66.00,
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};
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var cluster = {
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# cluster munition list
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"M90": nil,
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"CBU-87": nil,
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};
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var fireMsgs = {
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# F14
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" FOX3 at": nil, # radar
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" FOX2 at": nil, # heat
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" FOX1 at": nil, # semi-radar
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# Generic
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" Fox 1 at": nil, # semi-radar
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" Fox 2 at": nil, # heat
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" Fox 3 at": nil, # radar
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" Greyhound at": nil, # cruise missile
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" Bombs away at": nil, # bombs
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" Bruiser at": nil, # anti-ship
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" Rifle at": nil, # TV guided
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" Sniper at": nil, # anti-radiation
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# SAM, fleet and missile frigate
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" Bird away at": nil, # G/A
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# F15
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" aim7 at": nil,
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" aim9 at": nil,
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" aim120 at": nil,
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};
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var incoming_listener = func {# test "Leto: AGM-88 exploded: 4.4 meters from: OPFORd4:."
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var history = getprop("/sim/multiplay/chat-history");
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var hist_vector = split("\n", history);
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if (size(hist_vector) > 0) {
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var last = hist_vector[size(hist_vector)-1];
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var last_vector = split(":", last);
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var author = last_vector[0];
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var callsign = getprop("sim/multiplay/callsign");
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callsign = size(callsign) < 8 ? callsign : left(callsign,7);
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if (size(last_vector) > 1 and author != callsign) {
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# not myself
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#print("not me");
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var m2000 = FALSE;
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if (find(" at " ~ callsign ~ ". Release ", last_vector[1]) != -1) {
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# a m2000 is firing at us
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m2000 = TRUE;
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}
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if (contains(fireMsgs, last_vector[1]) or m2000 == TRUE) {
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# air2air being fired
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warn(last_vector,m2000,callsign,author);
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} elsif (getprop("payload/armament/msg")) {
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var last1 = split(" ", last_vector[1]);
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if(size(last1) > 2 and last1[size(last1)-1] == "exploded" ) {
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#print("missile hitting someone");
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if (size(last_vector) > 3 and last_vector[3] == " "~callsign) {
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#print("that someone is me!");
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var type = last1[1];
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if (type == "Matra" or type == "Sea") {
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for (var i = 2; i < size(last1)-1; i += 1) {
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type = type~" "~last1[i];
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}
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}
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var number = split(" ", last_vector[2]);
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var distance = num(number[1]);
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#print(type~"|");
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if(distance != nil) {
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var dist = distance;
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if (contains(cluster, type)) {
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# cluster munition
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var lbs = warhead_lbs[type];
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var maxDist = maxDamageDistFromWarhead(lbs);
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var distance = math.max(0,rand()*5-full_damage_dist_m);#being 0 to 5 meters from a bomblet on average.
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var diff = math.max(0, maxDist-distance);
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diff = diff * diff;
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var probability = diff / (maxDist*maxDist);
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if (use_hitpoints_instead_of_failure_modes_bool) {
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var hpDist = maxDamageDistFromWarhead(hp_max);
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probability = (maxDist/hpDist)*probability;
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}
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var failed = fail_systems(probability, hp_max);
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var percent = 100 * prob;
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printf("Took %.1f%% damage from %s clusterbomb at %0.1f meters from bomblet. %s systems was hit", percent,type,distance,failed);
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nearby_explosion();
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return;
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}
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distance = math.max(distance-full_damage_dist_m, 0);
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var maxDist = 0;# distance where the explosion dont hurt us anymore
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var lbs = 0;
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if (hitable_by_ground_munitions and contains(warhead_lbs, type)) {
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lbs = warhead_lbs[type];
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maxDist = maxDamageDistFromWarhead(lbs);#3*sqrt(lbs)
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} elsif (hitable_by_air_munitions and contains(warhead_air_lbs, type)) {
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lbs = warhead_air_lbs[type];
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maxDist = maxDamageDistFromWarhead(lbs);
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} else {
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return;
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}
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var diff = maxDist-distance;
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if (diff < 0) {
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diff = 0;
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}
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diff = diff * diff;
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var probability = diff / (maxDist*maxDist);
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if (use_hitpoints_instead_of_failure_modes_bool) {
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var hpDist = maxDamageDistFromWarhead(hp_max);
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probability = (maxDist/hpDist)*probability;
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}
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var failed = fail_systems(probability, hp_max);
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var percent = 100 * probability;
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printf("Took %.1f%% damage from %s missile at %0.1f meters. %s systems was hit", percent,type,dist,failed);
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nearby_explosion();
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####
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# I don't remember all the considerations that went into our original warhead damage model.
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# But looking at the formula it looks like they all do 100% damage at 0 meter hit,
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# and warhead size is only used to determine the decrease of damage with distance increase.
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# It sorta gets the job done though, so I am hesitant to advocate that warheads above a certain
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# size should give 100% damage for some distance, and that warheads smaller than certain size should
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# not give 100% damage even on direct hit.
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# Anyway, for hitpoint based assets, this is now the case. Maybe we should consider to also do something
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# similar for failure mode based aircraft. ~Nikolai
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####
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## example 1: ##
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# 300 lbs warhead, 50 meters distance
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# maxDist=52
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# diff = 52-50 = 2
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# diff^2 = 4
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# prob = 4/2700 = 0.15%
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## example 2: ##
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# 300 lbs warhead, 25 meters distance
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# maxDist=52
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# diff = 52-25 = 27
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# diff^2 = 729
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# prob = 729/2700 = 27%
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}
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}
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} elsif (hitable_by_cannon and cannon_types[last_vector[1]] != nil) {
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if (size(last_vector) > 2 and last_vector[2] == " "~callsign) {
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if (size(last_vector) < 4) {
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# msg is either missing number of hits, or has no trailing dots from spam filter.
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print('"'~last~'" is not a legal hit message, tell the shooter to upgrade his OPRF plane :)');
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return;
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}
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var last3 = split(" ", last_vector[3]);
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if(size(last3) > 2 and size(last3[2]) > 2 and last3[2] == "hits" ) {
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var probability = cannon_types[last_vector[1]];
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var hit_count = num(last3[1]);
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if (hit_count != nil) {
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var damaged_sys = 0;
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for (var i = 1; i <= hit_count; i = i + 1) {
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var failed = fail_systems(probability);
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damaged_sys = damaged_sys + failed;
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}
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printf("Took %.1f%% x %2d damage from cannon! %s systems was hit.", probability*100, hit_count, damaged_sys);
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nearby_explosion();
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}
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} else {
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var probability = cannon_types[last_vector[1]];
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#print("probability: " ~ probability);
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var failed = fail_systems(probability * 3);# Old messages is assumed to be 3 hits
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printf("Took %.1f%% x 3 damage from cannon! %s systems was hit.", probability*100, failed);
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nearby_explosion();
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}
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}
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}
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}
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}
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}
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}
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var maxDamageDistFromWarhead = func (lbs) {
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# Calc at what distance the warhead will do zero damage every time.
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var dist = 3*math.sqrt(lbs);
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return dist;
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}
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var fail_systems = func (probability, factor = 100) {#this factor needs tuning after all asset hitpoints have been evaluated.
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if (is_fleet) {
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return fail_fleet_systems(probability, factor);
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} elsif (use_hitpoints_instead_of_failure_modes_bool) {
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hp -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage
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printf("HP: %d/%d", hp, hp_max);
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setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD
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if ( hp < 0 ) {
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setprop("/carrier/sunk/",1);#we are dead
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setprop("/sim/multiplay/generic/int[2]",1);#radar off
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setprop("/sim/multiplay/generic/int[0]",1);#smoke on
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setprop("/sim/messages/copilot", getprop("sim/multiplay/callsign")~" dead.");
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}
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return -1;
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} else {
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var failure_modes = FailureMgr._failmgr.failure_modes;
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var mode_list = keys(failure_modes);
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var failed = 0;
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foreach(var failure_mode_id; mode_list) {
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if (rand() < probability) {
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FailureMgr.set_failure_level(failure_mode_id, 1);
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failed += 1;
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}
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}
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return failed;
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}
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};
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hp_f = [hp_max,hp_max,hp_max,hp_max,hp_max,hp_max,hp_max];
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var fail_fleet_systems = func (probability, factor) {
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var no = 7;
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while (no > 6 or hp_f[no] < 0) {
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no = int(rand()*7);
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if (hp_f[no] < 0) {
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if (rand() > 0.9) {
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armament.defeatSpamFilter("You shot one of our already sinking ships, you are just mean.");
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hp_f[no] -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage
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print("HP["~no~"]: " ~ hp_f[no] ~ "/" ~ hp_max);
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return;
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}
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}
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}
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hp_f[no] -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage
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printf("HP[%d]: %d/%d", no, hp_f[no], hp_max);
|
||
|
#setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD
|
||
|
if ( hp_f[no] < 0 ) {
|
||
|
setprop("/sim/multiplay/generic/bool["~(no+40)~"]",1);
|
||
|
armament.defeatSpamFilter("So you sank one of our ships, we will get you for that!");
|
||
|
if (!getprop("/carrier/disabled") and hp_f[0]<0 and hp_f[1]<0 and hp_f[2]<0) {
|
||
|
setprop("/carrier/disabled",1);
|
||
|
armament.defeatSpamFilter("Captain our offensive capability is crippled!");
|
||
|
}
|
||
|
if (hp_f[0]<0 and hp_f[1]<0 and hp_f[2]<0 and hp_f[3]<0 and hp_f[4]<0 and hp_f[5]<0 and hp_f[6]<0) {
|
||
|
setprop("/carrier/sunk",1);
|
||
|
setprop("/sim/multiplay/generic/int[2]",1);#radar off
|
||
|
setprop("/sim/messages/copilot", getprop("sim/multiplay/callsign")~" dead.");
|
||
|
armament.defeatSpamFilter("S.O.S. Heeelp");
|
||
|
} else {
|
||
|
armament.defeatSpamFilter("This is not over yet..");
|
||
|
}
|
||
|
}
|
||
|
return -1;
|
||
|
};
|
||
|
|
||
|
var warn = func (last_vector,m2000,callsign,author) {
|
||
|
if (size(last_vector) > 2 or m2000 == TRUE) {
|
||
|
#print("Missile launch detected at"~last_vector[2]~" from "~author);
|
||
|
if (m2000 == TRUE or last_vector[2] == " "~callsign) {
|
||
|
# its being fired at me
|
||
|
#print("Incoming!");
|
||
|
var enemy = getCallsign(author);
|
||
|
if (enemy != nil) {
|
||
|
#print("enemy identified");
|
||
|
var bearingNode = enemy.getNode("radar/bearing-deg");
|
||
|
if (bearingNode != nil) {
|
||
|
#print("bearing to enemy found");
|
||
|
var bearing = bearingNode.getValue();
|
||
|
var heading = getprop("orientation/heading-deg");
|
||
|
var clock = bearing - heading;
|
||
|
while(clock < 0) {
|
||
|
clock = clock + 360;
|
||
|
}
|
||
|
while(clock > 360) {
|
||
|
clock = clock - 360;
|
||
|
}
|
||
|
#print("incoming from "~clock);
|
||
|
if (clock >= 345 or clock < 15) {
|
||
|
playIncomingSound("12");
|
||
|
} elsif (clock >= 15 and clock < 45) {
|
||
|
playIncomingSound("1");
|
||
|
} elsif (clock >= 45 and clock < 75) {
|
||
|
playIncomingSound("2");
|
||
|
} elsif (clock >= 75 and clock < 105) {
|
||
|
playIncomingSound("3");
|
||
|
} elsif (clock >= 105 and clock < 135) {
|
||
|
playIncomingSound("4");
|
||
|
} elsif (clock >= 135 and clock < 165) {
|
||
|
playIncomingSound("5");
|
||
|
} elsif (clock >= 165 and clock < 195) {
|
||
|
playIncomingSound("6");
|
||
|
} elsif (clock >= 195 and clock < 225) {
|
||
|
playIncomingSound("7");
|
||
|
} elsif (clock >= 225 and clock < 255) {
|
||
|
playIncomingSound("8");
|
||
|
} elsif (clock >= 255 and clock < 285) {
|
||
|
playIncomingSound("9");
|
||
|
} elsif (clock >= 285 and clock < 315) {
|
||
|
playIncomingSound("10");
|
||
|
} elsif (clock >= 315 and clock < 345) {
|
||
|
playIncomingSound("11");
|
||
|
} else {
|
||
|
playIncomingSound("");
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var playIncomingSound = func (clock) {
|
||
|
setprop("sound/incoming"~clock, 1);
|
||
|
settimer(func {stopIncomingSound(clock);},3);
|
||
|
}
|
||
|
|
||
|
var stopIncomingSound = func (clock) {
|
||
|
setprop("sound/incoming"~clock, 0);
|
||
|
}
|
||
|
|
||
|
var nearby_explosion = func {
|
||
|
setprop("damage/sounds/nearby-explode-on", 0);
|
||
|
settimer(nearby_explosion_a, 0);
|
||
|
}
|
||
|
|
||
|
var nearby_explosion_a = func {
|
||
|
setprop("damage/sounds/nearby-explode-on", 1);
|
||
|
settimer(nearby_explosion_b, 0.5);
|
||
|
}
|
||
|
|
||
|
var nearby_explosion_b = func {
|
||
|
setprop("damage/sounds/nearby-explode-on", 0);
|
||
|
}
|
||
|
|
||
|
var callsign_struct = {};
|
||
|
var getCallsign = func (callsign) {
|
||
|
var node = callsign_struct[callsign];
|
||
|
return node;
|
||
|
}
|
||
|
|
||
|
var processCallsigns = func () {
|
||
|
callsign_struct = {};
|
||
|
var players = props.globals.getNode("ai/models").getChildren();
|
||
|
foreach (var player; players) {
|
||
|
if(player.getChild("valid") != nil and player.getChild("valid").getValue() == TRUE and player.getChild("callsign") != nil and player.getChild("callsign").getValue() != "" and player.getChild("callsign").getValue() != nil) {
|
||
|
var callsign = player.getChild("callsign").getValue();
|
||
|
callsign_struct[callsign] = player;
|
||
|
}
|
||
|
}
|
||
|
settimer(processCallsigns, 5);
|
||
|
}
|
||
|
|
||
|
processCallsigns();
|
||
|
|
||
|
setlistener("/sim/multiplay/chat-history", incoming_listener, 0, 0);
|
||
|
|
||
|
# prevent flooding the pilots screen with failure modes that fail when getting hit.
|
||
|
setprop("/sim/failure-manager/display-on-screen", FALSE);
|
||
|
|
||
|
var re_init = func {
|
||
|
# repair the aircraft at relocation to another airport.
|
||
|
|
||
|
var failure_modes = FailureMgr._failmgr.failure_modes;
|
||
|
var mode_list = keys(failure_modes);
|
||
|
|
||
|
foreach(var failure_mode_id; mode_list) {
|
||
|
FailureMgr.set_failure_level(failure_mode_id, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
setlistener("/sim/signals/reinit", re_init, 0, 0);
|