Auto-Update shared Files

asset-fire-control 1.0.2->1.0.3 (BUK-M2/Nasal/fire-control.nas)
asset-fire-control 1.0.2->1.0.3 (MIM-104D/Nasal/fire-control.nas)
asset-fire-control 1.0.2->1.0.3 (S-75/Nasal/fire-control.nas)
asset-fire-control 1.0.2->1.0.3 (SA-3/Nasal/fire-control.nas)
asset-fire-control 1.0.2->1.0.3 (SA-6/Nasal/fire-control.nas)
This commit is contained in:
NikolaiVChr
2024-12-31 00:21:16 +00:00
committed by github-actions[bot]
parent 8e8d646685
commit 3c986cacc1
6 changed files with 25 additions and 25 deletions

View File

@@ -450,8 +450,8 @@ var reload = func(force = 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].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[i].start();
armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[armament.preAlphaKey~i].start();
}
}
ACTIVE_MISSILE = 0;setprop("active", 0);
@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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];
} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
var brevity = theMissile.brevity;
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());

View File

@@ -450,8 +450,8 @@ var reload = func(force = 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].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[i].start();
armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[armament.preAlphaKey~i].start();
}
}
ACTIVE_MISSILE = 0;setprop("active", 0);
@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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];
} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
var brevity = theMissile.brevity;
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());

View File

@@ -450,8 +450,8 @@ var reload = func(force = 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].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[i].start();
armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[armament.preAlphaKey~i].start();
}
}
ACTIVE_MISSILE = 0;setprop("active", 0);
@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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];
} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
var brevity = theMissile.brevity;
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());

View File

@@ -450,8 +450,8 @@ var reload = func(force = 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].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[i].start();
armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[armament.preAlphaKey~i].start();
}
}
ACTIVE_MISSILE = 0;setprop("active", 0);
@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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];
} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
var brevity = theMissile.brevity;
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());

View File

@@ -450,8 +450,8 @@ var reload = func(force = 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].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[i].start();
armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
armament.AIM.active[armament.preAlphaKey~i].start();
}
}
ACTIVE_MISSILE = 0;setprop("active", 0);
@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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];
} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
var brevity = theMissile.brevity;
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());

View File

@@ -297,23 +297,23 @@
],
"asset-fire-control": [
{
"version": "1.0.2",
"version": "1.0.3",
"path": "BUK-M2/Nasal/fire-control.nas"
},
{
"version": "1.0.2",
"version": "1.0.3",
"path": "MIM-104D/Nasal/fire-control.nas"
},
{
"version": "1.0.2",
"version": "1.0.3",
"path": "S-75/Nasal/fire-control.nas"
},
{
"version": "1.0.2",
"version": "1.0.3",
"path": "SA-3/Nasal/fire-control.nas"
},
{
"version": "1.0.2",
"version": "1.0.3",
"path": "SA-6/Nasal/fire-control.nas"
}
],