oprf_assets/MIM-104D/Nasal/fire-control.nas

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################### GLOBALS
var false = 0;
var true = 1;
var AIR = 0;
var MARINE = 1;
var SURFACE = 2;
var ORDNANCE = 3;
var radar_update_time = 2;
var launch_update_time = 0.3;
var reloading = 0;
var missile_delay_time = 0;#time when last track was initiated
var missile_release_time = 0;#time when last missile was fired
var ciws_delay_time = 0;#time when CIWS was last fired
var launch_in_progress = 0;# if a firing solution is currently being calculated
var reload_starting = 0;
var ACTIVE_MISSILE = 0;
var semi_active_track = nil;# with multiple missiles flying in semi-active-radar mode, this can change rather fast. Which means pilots wont get a steady tone, but disrupted tones. (tradeoff)
var mutexLock = thread.newlock();
################### SAM INFO
var setupTime = 300;#minimum 'launcher_tilt_time' secs no matter what, due to anim and stuff.
var reload_time = 900;
var launcher_final_tilt_deg = 45;
var launcher_start_tilt_deg = 0;
var launcher_tilt_time = 15;
var sam_align_to_target = 0;
var launcher_align_to_target = 1;
var align_speed_dps = 20;
var radar_elevation_above_terrain_m = 25;
var radar_lowest_pitch = -5;# 0.5 degs = roughly 925 feet at 20 nm, 25 feet at half a nm. # 0.35 = roughly 925 feet at 20 nm, 25 feet at half a nm.
#reaction tme for s-300p is 28 secs acording to http://www.astronautix.com/s/s-300p.html
# sounds a bit high for pmu, as its 4 secs for s-400
################### CIWS INFO
var ciws_installed = 0;
var ciws_domain_nm = 1.50; #range where it can kill
var ciws_chance = 0.20; #chance to get a kill at 0nm distance
var ciws_burst_rounds = 60;#how many rounds in a burst
var ciws_shell = 15;#from lookup table in damage.nas
var ROUNDS_init = 30;
var ROUNDS = ROUNDS_init;#CIWS bursts remaining
################### MISSILE INFO
var NUM_MISSILES = 3; # total carried minus 1
var missile_name = "GEM";
var missile_brevity = "GEM/T";
var missile_max_distance = 43; #max distance of target in nm when it will fire
var missile_min_distance = 0.5; #minimum distance in nm when it will fire
var lockon_time = 12; #time in seconds it takes to lock on and get a firing solution on a target
var fire_minimum_interval = 7;# time since last track was initiated till a new can be initiated
var same_target_max_missiles = 1;# max number of missiles in air against same target
var isInEngagementEnvelope = func (target_radial_airspeed, target_ground_distance, target_relative_altitude) {
return 1;
}
var midflight = nil;
##########################################################################
######################## Common SAM code ###########################
##########################################################################
################### VARIOUS
setprop("sim/multiplay/generic/float[5]", 0);# launcher vert rotation
setprop("sim/multiplay/generic/float[6]", 0);# launcher horiz rotation
var start_time = systime();
var opfor_switch = "enemies/opfor-switch";
setprop(opfor_switch,0);
var friend_switch = "enemies/friend-switch";
setprop(friend_switch,0);
################### IFF
var target = {
new: func (callsign) {
var m = { parents: [target] };
m.callsign = callsign;
m.in_air = 0;
m.tracking = 0;
m.missiles = [];
return m;
},
};
var base = props.globals.getNode("/");
base.getNode("instrumentation/transponder/id-code",1).setIntValue(-9999);
base.getNode("instrumentation/transponder/transmitted-id",1).setIntValue(-9999);# transponder off
###################################################################
var targetsV2 = nil;
var buildTargetList = func {
# rather crappy code, but is not ran so often, so dont really matter.
if (getprop(opfor_switch) == 0 and getprop(friend_switch) == 0) {
for(var i = 1; i<=12;i+=1) {
# add new callsign to list
var sign = getprop("enemies/e"~i);
var tgt = lookup(sign);
if (tgt == nil) {
targetsV2.append(target.new(sign));
print("added callsign: "~sign);
}
}
}
var removeList = [];
foreach(tgt ; targetsV2.vector) {
# schedule removed callsigns to be removed
if (getprop(opfor_switch) == 0 and getprop(friend_switch) == 0) {
if (tgt.callsign != getprop("enemies/e1") and tgt.callsign != getprop("enemies/e2") and tgt.callsign != getprop("enemies/e3") and tgt.callsign != getprop("enemies/e4") and tgt.callsign != getprop("enemies/e5") and tgt.callsign != getprop("enemies/e6") and tgt.callsign != getprop("enemies/e7") and tgt.callsign != getprop("enemies/e8") and tgt.callsign != getprop("enemies/e9") and tgt.callsign != getprop("enemies/e10") and tgt.callsign != getprop("enemies/e11") and tgt.callsign != getprop("enemies/e12")) {
append(removeList, tgt);
print("will remove callsign: "~tgt.callsign);
}
}
}
foreach(tgt ; removeList) {
# remove callsigns
call(func {targetsV2.remove(tgt);}, nil, var err = []);
}
};
var lookup = func (sign) {
foreach (tgt ; targetsV2.vector) {
if (tgt.callsign == sign) {
return tgt;
}
}
if ( getprop(opfor_switch) == 1 and (left(sign, 5) != "OPFOR" and left(sign,5) != "opfor")) {
print("creating new target in: " ~ sign);
tgt = target.new(sign);
targetsV2.append(tgt);
return tgt;
}
if ( getprop(friend_switch) == 1 and ( left(sign, 5) == "OPFOR" or left(sign,5) == "opfor" )) {
print("creating new target in: " ~ sign);
tgt = target.new(sign);
targetsV2.append(tgt);
return tgt;
}
return nil;
}
var PRIO_NORM = 0;
var PRIO_HIGH = 1;
var PRIO_LOW = 2;
var PRIO_FAST = 3;
var PRIO_SLOW = 4;
var PRIO_CLOSE = 5;
var PRIO_FAR = 6;
################### MAIN LOOP
var scan = func() {
setprop("sim/multiplay/visibility-range-nm", 250);
buildTargetList();
if ( getprop("/carrier/sunk") == 1 or getprop("/carrier/disabled") == 1) {
return;
}
if (systime() - start_time < setupTime ) {
printf("Seconds till activation: %.1f", setupTime - (systime() - start_time));
setprop("sam/timeleft", setupTime - (systime() - start_time));
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
setprop("sam/bursts", ROUNDS);
setprop("sam/info", "Preparing launch system");
settimer(scan,radar_update_time);
if (launcher_tilt_time > 0) {
setprop("sim/multiplay/generic/float[5]", launcher_final_tilt_deg*math.max(0,(systime() - start_time)-(setupTime-launcher_tilt_time))/launcher_tilt_time);#raise the tubes in last 15 secs of activation
} else {
setprop("sim/multiplay/generic/float[5]", launcher_final_tilt_deg);
}
setprop("sim/multiplay/generic/float[6]", 0);
setprop("sim/multiplay/generic/string[6]", "");
setprop("/sim/multiplay/generic/int[2]", 1);
return;
}
setprop("sim/multiplay/generic/float[5]", launcher_final_tilt_deg);
#### ITERATE THROUGH MP LIST ####
var radarOn = 0;
var my_pos = geo.aircraft_position();
var radarAlt = my_pos.alt()+radar_elevation_above_terrain_m;
my_pos.set_alt(radarAlt);
var mvec = props.globals.getNode("/ai/models").getChildren("multiplayer");
var tvec = props.globals.getNode("/ai/models").getChildren("tanker");
var avec = props.globals.getNode("/ai/models").getChildren("aircraft");
if (mvec!=nil and tvec != nil) {
mvec = mvec ~ tvec;
}
if (mvec!=nil and avec != nil) {
mvec = mvec ~ avec;
}
var prio_vector = [];#0:node,1:trigger,2:prio value
foreach(var mp; mvec){
if (mp.getNode("valid") == nil or mp.getNode("valid").getValue() != 1) continue;
var prio = fire_control(mp, my_pos);
append(prio_vector, prio);
if (prio[3] == 1) {
radarOn = 1;#this target is within envelope, we turn on radar.
}
}
prio_vector = sort(prio_vector, func (a,b) {if (a[2]>b[2]){return -1;} elsif (a[2]<b[2]) {return 1;} else {return 0;}});
foreach(var mp; prio_vector) {
#### DO WE HAVE FIRING SOLUTION... ####
# is plane in range, do we still have missiles, and is a missile already inbound, and has it been 4 seconds since the last missile launch?
var trigger = mp[1];
#print("dist to target = " ~ dist_to_target);
var lu = lookup(mp[0].getNode("callsign").getValue());
if ( launch_in_progress == 0 and trigger == true and lu != nil and lu.in_air < same_target_max_missiles and !lu.tracking and ACTIVE_MISSILE <= NUM_MISSILES and ( systime() - missile_delay_time > fire_minimum_interval ) ) { #
#### ... FOR THE MISSILE ####
#print("callsign " ~ cs ~ " found at " ~ dist_to_target);
missile_delay_time = systime();
mp[0].getNode("unique",1).setValue(rand());
armament.contact = radar_logic.Contact.new(mp[0], AIR);
launch_in_progress = 1;
missile_launch(mp[0], systime(), my_pos);
} elsif ( ciws_installed and trigger == -1 and ROUNDS > 0 and ( systime() - ciws_delay_time > 1.0 ) and lu != nil) {
#### ... FOR THE CIWS ####
var contact = radar_logic.Contact.new(mp[0], AIR);
var cord = contact.get_Coord();
var dist_nm = my_pos.direct_distance_to(cord)*M2NM;
var probabilityOfBurstKill = 0.50;
if (mp[0].getNode("velocities/true-airspeed-kt").getValue() > 50) {
probabilityOfBurstKill = extrapolate(dist_nm, 0, ciws_domain_nm, ciws_chance, 0);
}
var hits = math.max(0,int(extrapolate(rand(), 0, probabilityOfBurstKill, ciws_burst_rounds, 3)));#3 is a kill approx
var target_bearing = my_pos.course_to(cord);
setprop("sim/multiplay/generic/float[0]", -(target_bearing-getprop("orientation/heading-deg")));#CIWS horiz (inverted)
setprop("sim/multiplay/generic/float[1]", vector.Math.getPitch(my_pos, cord));#CIWS vert
setprop("sim/multiplay/generic/bool[0]",1);settimer(func {setprop("sim/multiplay/generic/bool[0]",0);}, 1);# for sound
if (hits > 0) {
var msg = notifications.ArmamentNotification.new("mhit", 4, -1*(ciws_shell+1));
msg.RelativeAltitude = 0;
msg.Bearing = 0;
msg.Distance = hits;
msg.RemoteCallsign = mp[0].getNode("callsign").getValue();
notifications.hitBridgedTransmitter.NotifyAll(msg);
damage.damageLog.push("CIWS fired | rounds remaining: " ~ ROUNDS ~ " | hit on: " ~ mp[0].getNode("callsign").getValue());
}
print("CIWS fired | bursts remaining: " ~ ROUNDS ~ " | "~hits~" hits on: " ~ mp[0].getNode("callsign").getValue() ~ " @ "~ sprintf("%.1f",dist_nm) ~" nm");
ciws_delay_time = systime();
ROUNDS = ROUNDS - 1;
setprop("sam/bursts", ROUNDS);
if (ROUNDS == 0) {
print("Launcher out of shell ammo.");
settimer(autoreload, reload_time);
reloading = 1;
reload_starting = systime();
}
}
if (lu != nil and lu.tracking) {
radarOn = 1;
}
}
setprop("/sim/multiplay/generic/int[2]",!radarOn);
if (launcher_align_to_target and ACTIVE_MISSILE > NUM_MISSILES and systime()-missile_release_time > 2) {
# rotate launcher back to forward:
var tgt_dir = 0;
var cur_dir = getprop("sim/multiplay/generic/float[6]");
var move_dir = geo.normdeg180(tgt_dir-cur_dir);
var max_dir = radar_update_time*align_speed_dps*0.25;
move_dir = math.clamp(move_dir, -max_dir, max_dir);
setprop("sim/multiplay/generic/float[6]", cur_dir+move_dir);
}
if (launch_in_progress == 0) {
if (reloading) {
setprop("sam/info", "Reloading");
setprop("sam/timeleft", reload_time - (systime() - reload_starting));
} else {
setprop("sam/info", "");
setprop("sam/timeleft", 0);
}
clearSingleLock();
thread.lock(mutexLock);
semi_active_track = nil;
thread.unlock(mutexLock);
} else {
setprop("sam/timeleft", 0);
}
if (getprop(getprop("payload/armament/MP-alt-ft")) == 0.0) {
# reset 'Follow view' to look at launcher
setprop(getprop("payload/armament/MP-lat"),getprop("position/latitude-deg"));
setprop(getprop("payload/armament/MP-lon"),getprop("position/longitude-deg"));
setprop(getprop("payload/armament/MP-alt-ft"),getprop("position/altitude-ft"));
}
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
settimer(scan,radar_update_time);
}
var clearSingleLock = func () {
thread.lock(mutexLock);
if (semi_active_track == nil) {
setprop("sim/multiplay/generic/string[6]", "");
} else {
setprop("sim/multiplay/generic/string[6]", left(md5(semi_active_track), 4));
}
thread.unlock(mutexLock);
}
################## FIRE CONTROL
################## ALL AI LOGIC RELATED TO FIGURING OUT IF A TARGET SHOULD BE SHOT AT SHOULD GO HERE.
var fire_control = func(mp, my_pos) {
# gather some data about the target
if ( mp.getNode("valid").getValue() == false ) { return [mp,false,0,0]; }
var ufo_pos = geo.Coord.new().set_latlon(mp.getNode("position/latitude-deg").getValue(),mp.getNode("position/longitude-deg").getValue(),(mp.getNode("position/altitude-ft").getValue() * FT2M));
var target_distance = my_pos.direct_distance_to(ufo_pos);
var target_altitude = mp.getNode("position/altitude-ft").getValue();
# is this plane a friend or foe?
var lu = lookup(mp.getNode("callsign").getValue());
if ( lu == nil ) { return [mp,false,0,0]; }
var target_airspeed = mp.getNode("velocities/true-airspeed-kt").getValue();
var target_ground_distance = my_pos.distance_to(ufo_pos);
var target_heading = mp.getNode("orientation/true-heading-deg").getValue();
var relative_bearing = math.abs(geo.normdeg180(ufo_pos.course_to(my_pos) - target_heading));
var target_relative_altitude = target_altitude - my_pos.alt()*M2FT;
var target_radial_airspeed = math.abs(math.abs(((relative_bearing / 90 ) - 1) * target_airspeed));#200kt against us = 200kt, 200kt at angle of us = 0kt, 200kt away from us = 200kt
var target_relative_pitch = vector.Math.getPitch(my_pos, ufo_pos);
# can the radar see it?
var data_link_match = false;
# foreach(var cx; gci.data_receive_callsigns) {
# if (cx[0] == callsign) {
# data_link_match = true;
# #print('tgt confirmed via datalink');
# }
# }
var visible = radar_logic.isNotBehindTerrain(mp);
if (ciws_installed and ROUNDS > 0 and target_distance*M2NM < ciws_domain_nm) {
#CIWS
var radarSeeTarget = 1;
if ( data_link_match == false ) {
if ( visible[0] == false ) {radarSeeTarget = 0 }
if ( target_relative_pitch < radar_lowest_pitch ) { radarSeeTarget = 0 } #
if ( target_distance*M2NM > 1.0 and visible[1] and math.abs(target_radial_airspeed) < 20 ) {radarSeeTarget = 0 } # i.e. notching with terrain behind
}
if (radarSeeTarget and rand() > target_distance*M2NM / ciws_domain_nm) {
var score = 0;
var priority = getprop("priority");
if (priority==PRIO_NORM) {
# nop
} elsif (priority==PRIO_HIGH) {
score = target_altitude;
} elsif (priority==PRIO_LOW) {
score = -target_altitude;
} elsif (priority==PRIO_FAST) {
score = target_radial_airspeed;
} elsif (priority==PRIO_SLOW) {
score = -target_radial_airspeed;
} elsif (priority==PRIO_CLOSE) {
score = -target_distance;
} elsif (priority==PRIO_FAR) {
score = target_distance;
}
return [mp,-1,score,1];
}
}
if ( data_link_match == false ) {
if (target_airspeed < 60) {return [mp,false,0,0];}
if ( visible[0] == false ) { return [mp,false,0,0]; }
if ( target_relative_pitch < radar_lowest_pitch ) { return [mp,false,0,0]; } #
if ( visible[1] and math.abs(target_radial_airspeed) < 20 ) { return [mp,false,0,0]; } # i.e. notching, landed aircraft
}
if ( target_distance * M2NM > missile_max_distance ) { return [mp,false,0,0]; }
# is the plane within the engagement envelope?
# the numbers after target_radial_airspeed are ( offset_of_engagement_envelope / speed_to_apply_that_offset )
# larger offset means it wont fire until the plane is closer.
# for visualization: https://www.desmos.com/calculator/gw570fa9km
if (!isInEngagementEnvelope(target_radial_airspeed, target_ground_distance, target_relative_altitude) ) { return [mp,false,0,0]; }
var the_dice = rand();
if ( the_dice > 0.20 ) {
var score = 0;
var priority = getprop("priority");
if (priority==PRIO_NORM) {
# nop
} elsif (priority==PRIO_HIGH) {
score = target_altitude;
} elsif (priority==PRIO_LOW) {
score = -target_altitude;
} elsif (priority==PRIO_FAST) {
score = target_radial_airspeed;
} elsif (priority==PRIO_SLOW) {
score = -target_radial_airspeed;
} elsif (priority==PRIO_CLOSE) {
score = -target_distance;
} elsif (priority==PRIO_FAR) {
score = target_distance;
}
return [mp,true,score,1];
} else {
return [mp,false,0,1];
}
}
################### MISSILE CONTROL
### missile reload
var reload = func(force = 1) {
#figure out how many to add
if (ACTIVE_MISSILE > NUM_MISSILES or force == 1) {
for ( var i = 0; i <= NUM_MISSILES; i = i + 1 ) {
if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
armament.AIM.active[i].start();
}
}
ACTIVE_MISSILE = 0;setprop("active", 0);
print("Launcher reloaded with "~(NUM_MISSILES+1)~" missiles.");
setprop("/sim/messages/copilot", "Launcher reloaded with "~(NUM_MISSILES+1)~" missiles.");
}
if (ROUNDS == 0 or force == 1) {
ROUNDS = ROUNDS_init;
print("Reloaded with "~(ROUNDS)~" bursts.");
}
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
setprop("sam/bursts", ROUNDS);
reloading = 0;
}
var autoreload = func() {
if (reloading) {
reloading = 0;
if (ACTIVE_MISSILE > NUM_MISSILES or ROUNDS == 0) {
reload(0);
print("Auto reloading completed.")
}
} else {
print("Auto reloading cancelled due to manual reload.")
}
}
### missile launch
var missile_launch = func(mp, launchtime, my_pos) {
if ( getprop("/carrier/sunk") == 1 or getprop("/carrier/disabled") == 1) {
var lu = lookup(mp.getNode("callsign").getValue());
if (lu != nil) {
lu.tracking = 0;
}
launch_in_progress = 0;
clearSingleLock();
return;
}
var ufo_pos = geo.Coord.new().set_latlon(mp.getNode("position/latitude-deg").getValue(),mp.getNode("position/longitude-deg").getValue(),(mp.getNode("position/altitude-ft").getValue() * 0.3048));
var target_bearing = my_pos.course_to(ufo_pos);
var info = mp.getNode("callsign").getValue();
var lu = lookup(mp.getNode("callsign").getValue());
if (getprop("sam/timeleft") != 0) {
launch_in_progress = 0;
if (lu != nil) {
lu.tracking = 0;
}
return;
} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
var theMissile = armament.AIM.active[ACTIVE_MISSILE];
var brevity = theMissile.brevity;
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
if (launcher_align_to_target) {
setprop("sim/multiplay/generic/float[6]", target_bearing-getprop("orientation/heading-deg"));
theMissile.rail_head_deg = getprop("sim/multiplay/generic/float[6]");
}
if (sam_align_to_target) {
setprop("/orientation/heading-deg",target_bearing);
}
theMissile.release();
missile_release_time = systime();
ACTIVE_MISSILE = ACTIVE_MISSILE + 1;setprop("active", ACTIVE_MISSILE);
print("Fired "~missile_name~" #" ~ ACTIVE_MISSILE ~ " at: " ~ mp.getNode("callsign").getValue());
setprop("/sim/messages/copilot", "Launch at "~mp.getNode("callsign").getValue());
if (ACTIVE_MISSILE > NUM_MISSILES) {
setprop("/sim/messages/copilot", "Launcher out of ammo");
print("Launcher out of missile ammo.");
settimer(autoreload, reload_time);
reloading = 1;
reload_starting = systime();
}
if (lu != nil) {
append(lu.missiles, theMissile);
lu.in_air += 1;
lu.tracking = 0;
}
launch_in_progress = 0;
info = info~" (launched)";
setprop("sam/info", info);
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
clearSingleLock();
return;
} elsif ((systime() - launchtime) > (lockon_time*2) or radar_logic.isNotBehindTerrain(mp)[0] == 0) {
# launch cancelled so it dont forever goes in this loop and dont allow for other firings.
if (lu != nil) {
lu.tracking = 0;
}
setprop("/sim/messages/copilot", "SAM Canceled launch at "~mp.getNode("callsign").getValue());
launch_in_progress = 0;
info = info~" (cancelled)";
setprop("sam/info", info);
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
clearSingleLock();
return;
} else {
info = info~" (tracking)";
if (systime()-missile_release_time > 1.5) {
if (launcher_align_to_target) {
# now smoothly rotate launcher:
var tgt_dir = target_bearing-getprop("orientation/heading-deg");
var cur_dir = getprop("sim/multiplay/generic/float[6]");
var move_dir = geo.normdeg180(tgt_dir-cur_dir);
var max_dir = launch_update_time*align_speed_dps;
move_dir = math.clamp(move_dir, -max_dir, max_dir);
setprop("sim/multiplay/generic/float[6]", cur_dir+move_dir);
}
if (sam_align_to_target) {
var tgt_dir = target_bearing;
var cur_dir = getprop("orientation/heading-deg");
var move_dir = geo.normdeg180(tgt_dir-cur_dir);
var max_dir = launch_update_time*align_speed_dps;
move_dir = math.clamp(move_dir, -max_dir, max_dir);
setprop("orientation/heading-deg", cur_dir+move_dir);
}
}
setprop("sam/info", info);
if (mp.getNode("callsign") != nil and mp.getNode("callsign").getValue() != nil and mp.getNode("callsign").getValue() != "") {
setprop("sim/multiplay/generic/string[6]", left(md5(mp.getNode("callsign").getValue()), 4));
} else {
clearSingleLock();
}
if (lu != nil) {
lu.tracking = 1;
}
}
settimer( func { missile_launch(mp, launchtime, my_pos); },launch_update_time);
}
### missile set launched to false for target
var missile_listener = func {
foreach(var tgt ; targetsV2.vector) {
var missilesNew = [];
foreach(var missile ; tgt.missiles) {
if (missile != nil) {
if (missile.deleted) {
tgt.in_air -= 1;
} else {
append(missilesNew, missile);
}
}
}
tgt.missiles = missilesNew;
}
settimer(missile_listener, 2.5);
}
var extrapolate = func (x, x1, x2, y1, y2) {
return y1 + ((x - x1) / (x2 - x1)) * (y2 - y1);
}
################### MISC
var main_init_listener = setlistener("sim/signals/fdm-initialized", func {
print("fdm-initialized");
targetsV2 = std.Vector.new();# OO vector (to make removing item easier)
reload();
scan();
aircraft.data.save(0.5);# save the target list every 30 seconds
removelistener(main_init_listener);
setlistener(opfor_switch, func {
targetsV2 = std.Vector.new();# OO vector (to make removing item easier)
}, 0, 0);
setlistener(friend_switch, func {
targetsV2 = std.Vector.new();# OO vector (to make removing item easier)
}, 0, 0);
missile_listener();
setprop(getprop("payload/armament/MP-lat"),getprop("position/latitude-deg"));
setprop(getprop("payload/armament/MP-lon"),getprop("position/longitude-deg"));
setprop(getprop("payload/armament/MP-alt-ft"),getprop("position/altitude-ft"));
view.setViewByIndex(200);#follow view
}, 0, 0);
setlistener("sim/signals/reinit", func {
print("reinit");
start_time = systime();
});