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-   FMB, Mission & Campaign builder Discussions (http://forum.fulqrumpublishing.com/forumdisplay.php?f=203)
-   -   Organising flights in a multisquad campaign. (http://forum.fulqrumpublishing.com/showthread.php?t=30979)

csThor 04-30-2012 06:31 AM

Quote:

Originally Posted by 5./JG27.Farber (Post 417184)
No, Kodiaks system covers what you tell it to. I think they were like the third example but more elipse and over lapping like you said... I dont intend to use 20 radar to cover the South East like real BoB, as you reds will have to switch channels constantly and with one shot every four minutes that would not be much good. Also there was Chain Home high and low for different altitudes. So its simpler and better to use high and low combined with say 4 radar operating... Covering an unrealistic area...

Otherwise one radar might only be high or low and only cover 40km wide and 120km long... So you would check in with that radar and be locked out for 4 mins! There would in all likelyness be nothing in that slim sector and therefore the radar would be useless.

So, in clonclusion its better, faster and simpler to let one radar cover a bigger area both high and low... You might argue its unrealistic but any gap in the field is still a gap and an entire air armada can be sailed through a 40km gap! So its more realistc to fudge it. Also Kodiak has included Air Obsever Corps, so any inland grid sqaures can be set to them. Think Ill go with something like picture 2. - but wider with AOC taking up the slck near the cone point.!

Actually - as dictated by logic - any kind of emitted wave with a finite range will form a cone with a circular edge just as in the second sketch (IIRC - the darn proxy at work blocks your picture host :( ). I don't know exactly whether CH stations covered a 180° cone but IIRC they did so you would get what was almost a half-hemisphere where it could detect aircraft (but of course with a minimum altitude due to earth curve ;) ).

As for gaps and detection or not: A player should register with a Sector and not an individual radar. Each sector (IIRC No. 11 Group had six or seven) had access to several radars and of course the Observer Corps. There's a nice overview available here: http://www.raf.mod.uk/history/fightercontrolsystem.cfm

FG28_Kodiak 04-30-2012 07:12 AM

You connect to a sector HQ, with several radars and Observer Corps in my script ;)

csThor 04-30-2012 07:34 AM

Oh, then I misunderstood. Gotta have another coffee. ;)

Osprey 04-30-2012 08:49 AM

Kodiak, this really is epic. This isn't just one RDF setup for one campaign, this really is the kind of immersion required for servers generally. It will be very interesting to see how this works, particularly post patch, and I think it is something that can also be extended on those experiences. In the longer term I can see this being part of a library which includes new sound recordings from pretty English WAAFs which can be installed to clients and accepted on servers to give realistic direction to flight leaders, if Steam allows it all. Still, i'm getting ahead of myself........

@Farber, I agree, we can't have the complexity of the real system. My only concern is the 'realism' of knocking them out, but still, you can't knock out observer corps personnel can you? ;)

5./JG27.Farber 04-30-2012 09:29 AM

Nope :)

The OC is everything from little school boys, police men and enlisted men sitting in trenches with binoculars... AAA guns, barrage balloons, etc etc... It would be very hard to knock that out.

Hmmm maybe the observer should only be able to see low aircraft, like upto 4000m's... It would also be interesting to know if there could be a chnace the AOC didnt spot anything?

Osprey 04-30-2012 03:53 PM

Well they would see them, reckon at least bomber or fighter, and perhaps count numbers, heading and height but it would get harder with height, it would be worth investigating the kind of work they did for the sake of accuracy. They used apparatus to help them and may have been hooked into the network of RDF or passed information about incoming raids in order to help gain more information.

With regards to knocking out radar, the RAF system had mobile units with a shorter range which could be moved to plug the gap. I believe this happened on August 12th and the screen was back up inside an hour as a result. On that day they though they were more successful and decided to test with Stuka's off North Foreland. 501 got stuck into them and slaughtered them.

5./JG27.Farber 04-30-2012 03:57 PM

It was kind of like a hand over from the radar. They reported to the sector plotters. I think it would be easier to see large formations at any height. However 4 109's at 5000m's - I think very hard.

5./JG27.Farber 05-01-2012 09:56 AM

ok, your script is working in FMB, for some reason we could not spawn in dedi server to test it there and we ran out of time last night. I dont know if it was because of server problem or just a problem with the game. We had added a red spawn point but could not spawn. :confused:


Before this we tried to use the script on our mission with our parameters but there was some errors. Can you see any mistakes here?

Code:

    private static string userdocpath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
    private static string CLODO_FILE_PATH = userdocpath + @"\1C SoftClub\il-2 sturmovik cliffs of dover\";
    private static string FILE_PATH = @"missions\campaign\campaign3.mis"; // adjust to your needs
    private static string MISSION_FILE = CLODO_FILE_PATH + FILE_PATH;

    List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{
        {new LocalHeadquarters("Luton(Eastbourne)", "CallSign24", 50000.0, 178852.52, 197246.94,
 
            new ObserverStation( "Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"))}, //Dover
   
                {new LocalHeadquarters("RadPoe (Rye)", "CallSign23", 50000.0, 206102.81, 212379.97,
 
            new ObserverStation( "Static37","F,6","G,6","H,6","I,6","F,5","G,5","H,5","I,5","J,5","F,4","G,4","H,4","I,4","J,4","K,4","F,3","G,3","H,3","I,3","J,3","K,3","L,3","F,2","G,2","H,2","I,2","J,2","K,2","L,2","F,1","G,1","H,1","I,1","J,1","K,1","L,1"))}, //Rye
           
                {new LocalHeadquarters("Dover (Ash)", "CallSign22", 50000.0, 246758.98, 235779.38,
 
            new ObserverStation( "Static38","I,7","J,7","K,8","L,8","M,11","N,11","O,11","J,6","K,7","L,7","M,10","N,10","O1,0","L,5","L,6","K,6","K,5","L,6","L,5","L,4","L,3","L,2","M,9","M,8","M,7","M,6","N,9","N,8","L,10","L,11","L,12","O,9","O,8"))}, //Dover
         
                {new LocalHeadquarters("Dunkirk (Woodchurch)", "CallSign32", 50000.0, 220622.50, 252385.53,
 
            new ObserverStation( "Static3","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"))}, //Rye
         
                //{new LocalHeadquarters("Forest (Woodchurch)", "CallSign15", 208162.91, 227726.61, new ObserverStation( "Static4","E,1","E,2","E,3"), new ObserverStation( "Static5","F,1","F,2","F,3"))}
    };


    LandMarkHandling LandMarks = new LandMarkHandling(
        new LandMark("Dover", 245577.51, 234521.20),
        new LandMark("Folkestone", 235333.17, 229568.64),
        new LandMark("St.Magarets's at Cliffe", 250423.81, 238001.64),
        new LandMark("Deal", 250985.14, 244801.80),

The problem was some of the headquarters not showing up. Also when you selected HQ2 it would give you HQ1, Select HQ3 it would give you HQ2. Also the last HQ would not show in the menu. :confused:

FG28_Kodiak 05-01-2012 03:37 PM

Ok will take a look at it.

- Bug (wrong HQ selection) found and eliminated ;)

5./JG27.Farber 05-01-2012 05:15 PM

Awesome thanks. How did you find all the callsigns numbers? -Just count them in game?

FG28_Kodiak 05-01-2012 06:34 PM

Select a callsign for a group and take a look in the mis file after saving:
Example:
Code:

[BoB_LW_StG2_II.03]
  ..
  .. 
  CallSign 27
  ..
  ..

this would be CallSign27 in code.

- Found an other 'Bug' - if there are no Enemy planes available in mission, i forgot to create a "no enemy in range" message - fixed. :oops:

5./JG27.Farber 05-01-2012 07:55 PM

Did I do my triggers wrong or is it the .cs?

FG28_Kodiak 05-01-2012 09:46 PM

You must add an 'action part' to the OnTrigger in the script, at the moment there is none. (pure radar script) ;)
Code:

AiAction action = GamePlay.gpGetAction(shortName);
        if (action != null)
            action.Do();

Its always nessesary if OnTrigger is overriden.

5./JG27.Farber 05-01-2012 09:54 PM

ahh I used this:

http://forum.1cpublishing.eu/showthread.php?t=28454

by you :-P


It didnt mention .cs file. So when I put in the new .cs I deleted it?

FG28_Kodiak 05-02-2012 02:30 AM

Only if OnTrigger is overriden if not you dont need to add the action part, in the script i use OnTrigger to detect the destruction of a radar via trigger.
Code:

public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);
       
        if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed"))
        {
            GamePlay.gpLogServer(null, "Radar destroyed", null); //testing only

            Headquarters.ForEach(item =>
                {
                    item.SetObserverInactive(shortName);
                });
        }

    }

So if you use Actions you must add
Code:

AiAction action = GamePlay.gpGetAction(shortName);
        if (action != null)
            action.Do();

to get them to work.

So the Ontrigger should look like:
Code:

public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);
       
        if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed"))
        {
            GamePlay.gpLogServer(null, "Radar destroyed", null); //testing only

            Headquarters.ForEach(item =>
                {
                    item.SetObserverInactive(shortName);
                });
        }

        AiAction action = GamePlay.gpGetAction(shortName);
        if (action != null)
            action.Do();
    }


5./JG27.Farber 05-02-2012 09:15 AM

ok so all the "ontrigger parts" go together.

5./JG27.Farber 05-03-2012 12:34 PM

I tried putting that piece of code in and it didnt work :(

FG28_Kodiak 05-03-2012 01:14 PM

Must make some tests, but i am too busy at the moment.

5./JG27.Farber 05-03-2012 01:18 PM

I understand. I will wait patiently. ;)

FG28_Kodiak 05-07-2012 01:46 PM

So new version:
Code:

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using maddox.game;
using maddox.game.world;
using maddox.GP;


public class Mission : AMission
{

    private static string userdocpath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
    private static string CLODO_FILE_PATH = userdocpath + @"\1C SoftClub\il-2 sturmovik cliffs of dover\";
    private static string FILE_PATH = @"missions\RadarTest\Radar.mis"; // adjust to your needs
    private static string MISSION_FILE = CLODO_FILE_PATH + FILE_PATH;

    //List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{
    //    {new LocalHeadquarters("Luton (Ash)", "CallSign24", 50000.0, 242928.64, 251773.16,
    //        new ObserverStation( "Static0","AN,16","AN,17","AN,18","AN,19","AO,16","AO,17","AO,18","AO,19","AP,16","AP,17","AP,18","AP,19","AQ,16","AQ,17","AQ,18","AQ,19"), //Dover
    //        new ObserverStation( "Static2","AL,20","AL,21","AL,22","AM,20","AM,21","AM,22","AN,20","AN,21","AN,22","AO,20","AO,21","AO,22"))}, // Dunkirk
    //    {new LocalHeadquarters("RadPoe (Woodchurch)", "CallSign32", 50000.0, 208162.91, 227726.61,
    //        new ObserverStation( "Static1","AJ,15","AJ,16","AJ,17","AJ,18","AK,15","AK,16","AK,17","AK,18","AL,15","AL,16","AL,17","AL,18","AM,15","AM,16","AM,17","AM,18"), //Rye
    //        new ObserverStation( "Royal Observer Corps I","AK,19","AK,20","AK,21","AL,19","AL,20","AL,21","AM,19","AM,20","AM,21"))}, // fake simulation of Royal Observer Corps, none destructable
    //    //{new LocalHeadquarters("Forest (Woodchurch)", "CallSign15", 208162.91, 227726.61, new ObserverStation( "Static4","E,1","E,2","E,3"), new ObserverStation( "Static5","F,1","F,2","F,3"))}
    //};


    List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{
        {new LocalHeadquarters("Luton(Eastbourne)", "CallSign24", 50000.0, 178852.52, 197246.94,
            new ObserverStation( "Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"))}, //Dover
                {new LocalHeadquarters("RadPoe (Rye)", "CallSign23", 50000.0, 206102.81, 212379.97,
            new ObserverStation( "Static37","F,6","G,6","H,6","I,6","F,5","G,5","H,5","I,5","J,5","F,4","G,4","H,4","I,4","J,4","K,4","F,3","G,3","H,3","I,3","J,3","K,3","L,3","F,2","G,2","H,2","I,2","J,2","K,2","L,2","F,1","G,1","H,1","I,1","J,1","K,1","L,1"))}, //Rye
                {new LocalHeadquarters("Dover (Ash)", "CallSign22", 50000.0, 246758.98, 235779.38,
            new ObserverStation( "Static38","I,7","J,7","K,8","L,8","M,11","N,11","O,11","J,6","K,7","L,7","M,10","N,10","O,10","L,5","L,6","K,6","K,5","L,6","L,5","L,4","L,3","L,2","M,9","M,8","M,7","M,6","N,9","N,8","L,10","L,11","L,12","O,9","O,8"))}, //Dover
                {new LocalHeadquarters("Dunkirk (Woodchurch)", "CallSign32", 50000.0, 220622.50, 252385.53,
            new ObserverStation( "Static3","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"))}, //Rye
    };





    LandMarkHandling LandMarks = new LandMarkHandling(
        new LandMark("Dover", 245577.51, 234521.20),
        new LandMark("Folkestone", 235333.17, 229568.64),
        new LandMark("St.Magarets's at Cliffe", 250423.81, 238001.64),
        new LandMark("Deal", 250985.14, 244801.80),
        new LandMark("Dymchurch", 223734.62, 222437.79),
        new LandMark("New Romney", 220005.71, 218110.40),
        new LandMark("Rye", 205758.66, 213525.22),
        new LandMark("Hastings", 195366.28, 203132.83),
        new LandMark("Eastbourne", 174755.54, 191963.14),
        new LandMark("Brighton", 144909.86, 197927.40),
        new LandMark("Calais", 284654.87, 215707.54)
        );


    Random random = new Random();


    internal class LandMark
    {
        public string LandMarkName { get; set; }
        public Point2d LandMarkPosition { get; set; }

        public LandMark(string landMarkName, double x, double y)
        {
            this.LandMarkName = landMarkName;
            this.LandMarkPosition = new Point2d(x, y);
        }
    }


    internal class LandMarkHandling
    {
        List<LandMark> LandMarkList = new List<LandMark>();

        public LandMarkHandling(params LandMark[] mark)
        {
            if (mark != null)
                LandMarkList.AddRange(mark);
        }


        public LandMark getNearestLandMarkTo(Point3d position)
        {

            if (!(LandMarkList.Count > 0))
                return null;

            LandMark NearestLandMark = null;
            Point2d currentPosition = new Point2d(position.x, position.y);

            LandMarkList.ForEach(item =>
            {
                if (NearestLandMark != null)
                {
                    if (NearestLandMark.LandMarkPosition.distance(ref currentPosition) > item.LandMarkPosition.distance(ref currentPosition))
                        NearestLandMark = item;
                }
                else NearestLandMark = item;
            });

            return NearestLandMark;
        }
    }


    private List<string> getRadarCreationStrings(string filename)
    {
        List<string> list = new List<string>();
       
        if (!File.Exists(filename))
            GamePlay.gpLogServer(new Player[] { GamePlay.gpPlayer() }, "Missionfile {0} not found! Please check settings", new object[] { FILE_PATH });

        using (StreamReader reader = new StreamReader(filename))
        {
            string line;
            while ((line = reader.ReadLine()) != null)
            {
                if (line.Contains("Stationary.Radar"))
                {
                    list.Add(line);
                }
            }
        }
        return list;
    }

   
    private ISectionFile createRadarTriggers()
    {
        ISectionFile trigger = GamePlay.gpCreateSectionFile();

        List<string> Radarstations = getRadarCreationStrings(MISSION_FILE);

        if (Radarstations.Count > 0)
        {
            int i = 0;
            Radarstations.ForEach(item =>
                {
                    item = item.TrimStart(' ');
                    string[] splittet = item.Split(' ');
                    string keyTr, valueTr;

                    keyTr = "Radar" + string.Format("{0:00}", i) +"Destroyed";
                    valueTr = " TGroundDestroyed 50 " + splittet[3] + " " + splittet[4] + " 100"; //TGroundDestroyedTrigger 50% destroyed in radius 100m
                    trigger.add("Trigger", keyTr, valueTr);

                    Headquarters.ForEach(hq => hq.AddTriggerToObserver(splittet[0], keyTr));
                    i++;
                });
        }
        return trigger;
    }


    #region Calculations

    private int ToAngels(double altitude)
    {
        double altAngels = (altitude / 0.3048) / 1000;

        if (altAngels > 1)
            altAngels = Math.Round(altAngels, MidpointRounding.AwayFromZero);
        else
            altAngels = 1;

        return (int)altAngels;
    }


    private int ToMiles(double distance)
    {
        double distanceMiles = 0;
        distanceMiles = Math.Round(((distance / 1609.3426)), 0, MidpointRounding.AwayFromZero);  // distance in Miles

        return (int)distanceMiles;
    }


    private string degreesToWindRose(double degrees)
    {
        String[] directions = { "North", "North East", "East", "South East", "South", "South West", "West", "North West", "North" };
        return directions[(int)Math.Round((((double)degrees % 360) / 45))];
    }

    // to get the correct bearing its nessesary to make a litte enter the matrix operation.
    // the Vector2d.direction() (same as atan2) has 0° at the x-axis and goes counter clockwise, but we need 0° at the y-axis
    // and clockwise direction
    // so to convert it we need
    // |0 1| |x|  |0*x + 1*y|    |y|
    // |  | | | = |        | =  | |  // ok not very surprising ;)
    // |1 0| |y|  |1*x + 0*y|    |x|

    private double calculateBearingDegree(Vector3d vector)
    {
        Vector2d matVector = new Vector2d(vector.y, vector.x);
        // the value of direction is in rad so we need *180/Pi to get the value in degrees
        return matVector.direction() * 180.0 / Math.PI;
    }


    private double calculateBearingDegree(Vector2d vector)
    {
        Vector2d newVector = new Vector2d(vector.y, vector.x);

        return newVector.direction() * 180.0 / Math.PI;
    }


    private double calculateBearingFromOrigin(Point2d targetLocation, Point2d originLocation)
    {

        double deltaX = targetLocation.x - originLocation.x;
        double deltaY = targetLocation.y - originLocation.y;

        double bearing = Math.Atan2(deltaX, deltaY);
        bearing = bearing * (180.0 / Math.PI);

        return (bearing > 0.0 ? bearing : (360.0 + bearing));
    }


    private double calculateBearingFromOrigin(Point3d targetLocation, Point3d originLocation)
    {

        double deltaX = targetLocation.x - originLocation.x;
        double deltaY = targetLocation.y - originLocation.y;


        double bearing = Math.Atan2(deltaX, deltaY);
        bearing = bearing * (180.0 / Math.PI);

        return (bearing > 0.0 ? bearing : (360.0 + bearing));
    }


    private int getDegreesIn10Step(double degrees)
    {
        degrees = Math.Round((degrees / 10), MidpointRounding.AwayFromZero) * 10;

        if ((int)degrees == 360)
            degrees = 0.0;

        return (int) degrees;
    }

    private int noOfAircraft(int number)
    {
        int firstDecimal = 0;
        int higherDecimal = 0;

        higherDecimal = Math.DivRem(number, 10, out firstDecimal);

        if (firstDecimal > 3 && firstDecimal <= 8)
            firstDecimal = 5;
        else if (firstDecimal > 8)
            higherDecimal += 1;

        if (higherDecimal > 0)
            return (int)higherDecimal * 10;
        else
            return (int)firstDecimal;
    }
   
    #endregion


    internal class LocalHeadquarters
    {
        public string Name { get; set; }
        public Point2d LocationCoords { get; set; }
        public string Callsign { get; set; }

        public double MaxRange { get; set; }

        private List<ObserverStation> AttachedObservers = new List<ObserverStation>();

        public LocalHeadquarters(string name, string callsign, double maxRange, double x, double y, params ObserverStation[] observerStations)
        {
            this.Name = name;
            this.Callsign = callsign;
            this.LocationCoords = new Point2d(x, y);
            this.MaxRange = maxRange;

            if (observerStations != null)
                AttachedObservers.AddRange(observerStations);
        }


        public bool CheckInRange(Player player)
        {
            if (player.Place() == null) return false;
           
            bool inRange = false;
            Point2d currentPos = new Point2d(player.Place().Pos().x, player.Place().Pos().y);

            if (LocationCoords.distance(ref currentPos) < MaxRange)
                return true;

            return false;
        }


        public bool ObserveSector(string sectorName)
        {

            List<string> AttachedSectors = new List<string>();

            if (AttachedObservers.Count > 0)
            {
                AttachedObservers.ForEach(item =>
                {
                    if (item.IsActive)
                        AttachedSectors.AddRange(item.observedSectors);
                });
            }

            if (AttachedSectors.Exists(item => item.Equals(sectorName)))
                return true;
            else
                return false;
        }


        public List<ObserverStation> GetObservers()
        {
            return AttachedObservers;
        }


        public List<string> GetObservedSectors()
        {
            List<string> sectorList = new List<string>();

            AttachedObservers.ForEach(item =>
                {
                    if (item.IsActive)
                    {
                        item.observedSectors.ForEach(sector =>
                            {
                                if (!sectorList.Exists(newsector => sector == newsector))
                                    sectorList.Add(sector);
                            });
                    };
                });
            return sectorList;
        }


        public List<string> GetLostObservedSectors()
        {
            List<string> sectorList = new List<string>();

            AttachedObservers.ForEach(item =>
            {
                if (!item.IsActive)
                {
                    item.observedSectors.ForEach(sector =>
                    {
                        if (!sectorList.Exists(newsector => sector == newsector))
                            sectorList.Add(sector);
                    });
                };
            });

            if (sectorList.Count > 0)
            {
                List<string> CurrentObservedSectors = GetObservedSectors();

                if (CurrentObservedSectors.Count > 0)
                {
                    CurrentObservedSectors.ForEach(item =>
                        {
                            if (sectorList.Exists(sector => sector == item))
                            {
                                sectorList.RemoveAll(sector => sector == item);
                            }
                        });

                }

            }
            return sectorList;
        }

        public void SetObserverInactive(string triggerName)
        {

            if (AttachedObservers.Exists(item => item.TriggerName == triggerName))
            {
                AttachedObservers[AttachedObservers.FindIndex(item => item.TriggerName == triggerName)].IsActive = false;
            }
        }


        public void AddTriggerToObserver(string staticName, string triggerName)
        {
            if (AttachedObservers.Exists(item => item.StaticName == staticName))
            {
                AttachedObservers[AttachedObservers.FindIndex(item => item.StaticName == staticName)].TriggerName = triggerName;
            }
        }


        public double GetDistance(Player player)
        {
            Point2d playerLocation = new Point2d(player.Place().Pos().x, player.Place().Pos().y);

            double distance = LocationCoords.distance(ref playerLocation);

            return distance;
        }

    }

    internal class ObserverStation
    {
        public bool IsActive { get; set; }
        public string StaticName { get; set; }
        public string TriggerName { get; set; }

        public List<string> observedSectors = new List<string>();

        public ObserverStation(string staticName, params string[] sectorNames)
        {
            this.StaticName = staticName;
            this.IsActive = true;

            if (sectorNames != null)
                observedSectors.AddRange(sectorNames);
        }


        public ObserverStation(string staticName, string triggerName, params string[] sectorNames)
        {
            this.StaticName = staticName;
            this.TriggerName = triggerName;
            this.IsActive = true;

            if (sectorNames != null)
                observedSectors.AddRange(sectorNames);
        }


        public void SetTriggerName(string triggerName)
        {
            this.TriggerName = triggerName;
        }

    }


    internal class Pilot
    {
        public Player player { get; set; }
        public LocalHeadquarters ConnectedHeadquarter;
        public DateTime TimeStamp { get; set; }
        public bool RadarUsed { get; set; }

        public Pilot(Player player)
        {
            this.player = player;
            this.RadarUsed = false;
        }
    }


    internal List<Pilot> PilotsInGame = new List<Pilot>();


    public void checkSectors(Player player)
    {

        double timeDelay = 0.0;
       
        if (PilotsInGame.Exists(item => item.player == player))
        {
            int i = PilotsInGame.FindIndex(item => item.player == player);

            if (PilotsInGame[i].RadarUsed) return;
           
 
            if (PilotsInGame[i].ConnectedHeadquarter != null && PilotsInGame[i].ConnectedHeadquarter.CheckInRange(player))
            {
                PilotsInGame[i].RadarUsed = true;

                if (Headquarters.Exists(hq => hq == PilotsInGame[i].ConnectedHeadquarter))
                {
                    LocalHeadquarters localHQ = PilotsInGame[i].ConnectedHeadquarter;

                    Timeout(timeDelay += 2.0, () =>
                        {
                            GamePlay.gpLogServer(new[]{player},"From {0} to {1}:", new object[]{localHQ.Name, player.Name()});
                            GamePlay.gpLogServer(new[] { player }, "Collecting available informations - stay patient", null);
                        });

                    Dictionary<AiAirGroup, int> planePulks = getPulks(GamePlay.gpAirGroups((player.Army() == 1) ? 2 : 1), 1600.0); //all Airgroups in 1600m radius count as one

                    Dictionary<string, string> Messages = new Dictionary<string, string>();

                   
                    if (planePulks != null) //&& planePulks.Count > 0)
                    {
                        bool foundEnemy = false;

                        foreach (var kvp in planePulks)
                        {
                            string sectorName = GamePlay.gpSectorName(kvp.Key.Pos().x, kvp.Key.Pos().y);

                            if (localHQ.ObserveSector(sectorName) && kvp.Key.Pos().z > 600.00)
                            {
                                string tmpKey = "";
                                string message = "";
                                Point3d destinationPoint = kvp.Key.Pos();
                                LandMark nearestLandMark = LandMarks.getNearestLandMarkTo(kvp.Key.Pos());
                                Point2d airgroupPos = new Point2d(kvp.Key.Pos().x, kvp.Key.Pos().y);
                                Vector2d airgroupVector = new Vector2d(kvp.Key.Vwld().x, kvp.Key.Vwld().y);

                                if (kvp.Value > 3) // only if more than 3 planes in a pulk generate a message
                                {
                                    foundEnemy = true;
                                    if (nearestLandMark != null)
                                    {
                                        tmpKey = string.Format("Enemy {0} miles {1} from {2} at Angels {3}, Heading {4}", ToMiles(nearestLandMark.LandMarkPosition.distance(ref airgroupPos)), degreesToWindRose(calculateBearingFromOrigin(airgroupPos, nearestLandMark.LandMarkPosition)), nearestLandMark.LandMarkName, ToAngels(kvp.Key.Pos().z), getDegreesIn10Step(calculateBearingDegree(airgroupVector)));
                                        message = string.Format("{0}+ Enemy {1} miles {2} from {3} at Angels {4}, Heading {5}", noOfAircraft(kvp.Value), ToMiles(nearestLandMark.LandMarkPosition.distance(ref airgroupPos)), degreesToWindRose(calculateBearingFromOrigin(airgroupPos, nearestLandMark.LandMarkPosition)), nearestLandMark.LandMarkName, ToAngels(kvp.Key.Pos().z), getDegreesIn10Step(calculateBearingDegree(airgroupVector)));
                                    }
                                    else
                                    {
                                        tmpKey = string.Format("Enemy in Sector: {0} heading {1}", noOfAircraft(kvp.Value), sectorName, getDegreesIn10Step(calculateBearingDegree(airgroupVector)));
                                        message = string.Format("{0}+ Enemy in Sector: {1} heading {2}", noOfAircraft(kvp.Value), sectorName, getDegreesIn10Step(calculateBearingDegree(airgroupVector)));
                                    }
                                    if (!Messages.ContainsKey(tmpKey))
                                    {
                                        Messages.Add(tmpKey, message);
                                    }
                                }
                               
                            }
                        }

                        Timeout(timeDelay += 28, () =>
                        {
                            GamePlay.gpLogServer(new[] { player }, "From {0}:", new object[]{localHQ.Name });
                           
                            if (Messages.Count > 0)
                                foreach(var kvp in Messages)
                                {
                                        GamePlay.gpLogServer(new[] { player }, kvp.Value, null);
                                };

                            if (localHQ.GetLostObservedSectors().Count > 0)
                            {
                                string lostSectors = "";

                                localHQ.GetLostObservedSectors().ForEach(item =>
                                {
                                    lostSectors += item + " ";
                                });

                                lostSectors = lostSectors.TrimEnd(' ');
                                GamePlay.gpLogServer(null, "Radar blind for Sectors {0}!", new[] { lostSectors });
                               
                                if (!foundEnemy)
                                    GamePlay.gpLogServer(new[] { player }, "No Enemy in other available Sectors spottet", null);
                            }
                            else if (!foundEnemy)
                                GamePlay.gpLogServer(new[] { player }, "No Enemy in Range", null);
                        });
                    }
                }
            }
            else
            {
                GamePlay.gpLogServer(new[] { player }, "Connection to HQ lost (out of Range)", null);
            }




            Timeout(timeDelay += 10.0, doTimeout: () => // delay for next use
                {
                    PilotsInGame[i].RadarUsed = false;
                });
        }
    }


    private Dictionary<AiAirGroup, int> getPulks(AiAirGroup[] airgroups, double maxdistance)
    {
        Dictionary<AiAirGroup, List<AiAirGroup>> Pulks = new Dictionary<AiAirGroup, List<AiAirGroup>>();

        if (airgroups != null && airgroups.Length > 1)
        {
            Pulks.Add(airgroups[0], new List<AiAirGroup>());  //leaderGroup //'attached' groups (in radius maxdistance)

            for (int i = 1; i < airgroups.Length; i++)
            {
                bool airgroupAdded = false;
                foreach (var kvp in Pulks)
                {
                    Point3d airgroupPos = kvp.Key.Pos();

                    if (airgroups[i].Pos().distance(ref airgroupPos) < maxdistance)
                    {
                        kvp.Value.Add(airgroups[i]);
                        airgroupAdded = true;
                    }
                }
                if (!airgroupAdded)
                    Pulks.Add(airgroups[i], new List<AiAirGroup>());
            }
        }

        Dictionary<AiAirGroup, int> planePulks = new Dictionary<AiAirGroup, int>();

        foreach (var kvp in Pulks)
        {
            int numberOfPlanes = 0;

            numberOfPlanes += kvp.Key.NOfAirc;

            if (kvp.Value.Count > 0)
                kvp.Value.ForEach(item =>
                    {
                        numberOfPlanes += item.NOfAirc;
                    });

            planePulks.Add(kvp.Key, numberOfPlanes);
        }

        return planePulks;
    }


    private void connectToHeadquarterSpeech(AiAircraft aircraft, LocalHeadquarters localHQ)
    {
        double initTime = 0.0;
       
        aircraft.SayToGroup(aircraft.AirGroup(), "Hello_guys");

        Timeout(initTime += 2, () =>
            {
                aircraft.SayToGroup(aircraft.AirGroup(), "This_is");
            });

        Timeout(initTime += 2, () =>
        {
            aircraft.SayToGroup(aircraft.AirGroup(), localHQ.Callsign);
        });

        Timeout(initTime += 2, () =>
        {
            aircraft.SayToGroup(aircraft.AirGroup(), "n2"); // to is missing as ogg
        });

        Timeout(initTime += 2, () =>
        {
            aircraft.SayToGroup(aircraft.AirGroup(), aircraft.CallSign());
        });

        Timeout(initTime += 2, () =>
        {
            aircraft.SayToGroup(aircraft.AirGroup(), "leader__");
        });
    }


    #region mission menus

    #region class Menu

    internal class Menu
    {
        internal class MenuEntry
        {
            internal string MenuName { get; set; }
            internal bool active { get; set; }
        }

        internal List<MenuEntry> menuEntries = new List<MenuEntry>();

        public void AddMenuEntry(string description, bool active)
        {
            MenuEntry NewMenuEntry = new MenuEntry();

            NewMenuEntry.MenuName = description;
            NewMenuEntry.active = active;

            menuEntries.Add(NewMenuEntry);
        }

        public string[] GetMenuDescriptions()
        {
            List<string> Descriptions = new List<string>();

            menuEntries.ForEach(item =>
            {
                Descriptions.Add(item.MenuName);
            });

            return Descriptions.ToArray();
        }

        public bool[] GetActives()
        {
            List<bool> Actives = new List<bool>();

            menuEntries.ForEach(item =>
            {
                Actives.Add(item.active);
            });

            return Actives.ToArray();
        }

        public bool IsValid()
        {
            if (menuEntries == null || menuEntries.Count < 1)
                return false;
            else
                return true;

        }

    }

    #endregion

   
    public void SetMainMenu(Player player)
    {
        if (player.Army() == 1) // red Side
            GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Fighter Command HQs" }, new bool[] { true });
        //else // blue Side
        //    GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Nothing Available" }, new bool[] { true });
    }


    public void SetRadarMenu(Player player)
    {
        if (player.Army() != 1) return;
       
        string headQuarter = "Select Headquarter";
        string connectedTo = "";

        if (PilotsInGame.Exists(item => item.player == player))
        {
            int i = PilotsInGame.FindIndex(item => item.player == player);

            if (PilotsInGame[i].ConnectedHeadquarter != null)
                connectedTo = string.Format(" (connected: {0})", PilotsInGame[i].ConnectedHeadquarter.Name);
        }
        headQuarter += connectedTo;

        if(PilotsInGame.Exists(item=> item.player == player))
        {
            int i = PilotsInGame.FindIndex(item=> item.player == player);
            if (PilotsInGame[i].ConnectedHeadquarter == null)
                GamePlay.gpSetOrderMissionMenu(player, true, 100, new string[] { headQuarter, "Get Radar Information" }, new bool[] { true, false });
            else if (PilotsInGame[i].RadarUsed)
                GamePlay.gpSetOrderMissionMenu(player, true, 100, new string[] { headQuarter, "Get Radar Information" }, new bool[] { false, false });
            else
                GamePlay.gpSetOrderMissionMenu(player, true, 100, new string[] { headQuarter, "Get Radar Information" }, new bool[] { true, true });
        }
    }


    public void SetConnectToHeadquarterMenu(Player player)
    {

        Menu NewMenu = new Menu();
        LocalHeadquarters headQuarter = null;
        int i = -1;

        if (PilotsInGame.Exists(item => item.player == player))
        {
            i = PilotsInGame.FindIndex(item => item.player == player);
            headQuarter = PilotsInGame[i].ConnectedHeadquarter;
        }

        if (i < 0 && PilotsInGame[i].RadarUsed == true) return;


        Headquarters.ForEach(item =>
        {
            if (headQuarter != null && item == headQuarter && headQuarter.CheckInRange(player))
            {
                NewMenu.AddMenuEntry(item.Name + " *", true);
            }
            else if (item.CheckInRange(player))
                NewMenu.AddMenuEntry(item.Name, true);
        });

        if (NewMenu.IsValid())
            GamePlay.gpSetOrderMissionMenu(player, true, 101, NewMenu.GetMenuDescriptions() , NewMenu.GetActives());
        else
            GamePlay.gpSetOrderMissionMenu(player, true, 101, new string[]{ "None available" }, new bool[]{false});
    }


    public void SetHeadQuarter(Player player, int menuItemIndex)
    {
       

        List<LocalHeadquarters> AvailableHQs = new List<LocalHeadquarters>();

        Headquarters.ForEach(item =>
        {
          if (item.CheckInRange(player))
              AvailableHQs.Add(item);
        });

        if (menuItemIndex == 0 || AvailableHQs.Count == 0) return;
       
        if (PilotsInGame.Exists(item => item.player == player))
        {
            int i = PilotsInGame.FindIndex(item => item.player == player);

            if (AvailableHQs[menuItemIndex - 1].CheckInRange(player) && !PilotsInGame[i].RadarUsed)
            {
                PilotsInGame[i].ConnectedHeadquarter = AvailableHQs[menuItemIndex - 1];
                if (player.Place() != null)
                {
                  // connectToHeadquarterSpeech((player.Place() as AiAircraft), PilotsInGame[i].ConnectedHeadquarter);
                    Timeout(2.0, () =>
                        {
                            GamePlay.gpLogServer(new[] { player }, "From {0} to {1}:", new object[] { PilotsInGame[i].ConnectedHeadquarter.Name, player.Name() });
                            GamePlay.gpLogServer(new[] { player }, "You are welcome!", null);
                        });
                }
            }
            PilotsInGame[i].RadarUsed = false;
        }

    }




    public void MenuPartRadarOperations(Player player, int id, int menuItemIndex)
    {
        if (id == 100)
        {
            if (PilotsInGame.Exists(item => item.player == player))
            {
                if (!PilotsInGame[PilotsInGame.FindIndex(item => item.player == player)].RadarUsed)
                {
                    //Radar Menu
                    if (menuItemIndex == 1)
                    {
                        SetMainMenu(player);
                    }
                    if (menuItemIndex == 1)
                    {
                        SetConnectToHeadquarterMenu(player);
                    }

                    if (menuItemIndex == 2)
                    {

                        checkSectors(player);
                        SetMainMenu(player);
                    }
                }
                else
                {
                    SetMainMenu(player);
                }
            }
        }

        if (id == 101)
        {
            //Radar Menu
            if (menuItemIndex == 0)
                SetRadarMenu(player);
            else
            {
                SetHeadQuarter(player, menuItemIndex);
                SetRadarMenu(player);
            }
        }
    }
       
   






    public override void OnOrderMissionMenuSelected(Player player, int ID, int menuItemIndex)
    {
        base.OnOrderMissionMenuSelected(player, ID, menuItemIndex);

       
        if (ID == 0)
        { // main menu
            if (menuItemIndex == 1)
            {
                SetRadarMenu(player);
            }
        }


        MenuPartRadarOperations(player, ID, menuItemIndex);

    }

    #endregion


    public override void OnBattleStarted()
    {
        base.OnBattleStarted();
        MissionNumberListener = -1;
        GamePlay.gpPostMissionLoad(createRadarTriggers());
    }


    public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex)
    {
        base.OnPlaceEnter(player, actor, placeIndex);


        if (!PilotsInGame.Exists(item => item.player == player))
        {
            PilotsInGame.Add(new Pilot(player));
        }

        SetMainMenu(player);
    }


    public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);
       
        if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed"))
        {
            GamePlay.gpLogServer(null, "Radar destroyed", null); //testing only

            Headquarters.ForEach(item =>
                {
                    item.SetObserverInactive(shortName);
                });
        }

        AiAction action = GamePlay.gpGetAction(shortName);
        if (action != null)
            action.Do();
    }

}


41Sqn_Banks 05-07-2012 01:51 PM

Did you notice that it is now possible to request targets from ground control?

FG28_Kodiak 05-07-2012 02:15 PM

Yepp :rolleyes:

5./JG27.Farber 05-09-2012 05:13 PM

Thanks Kodiak,
were not ignoring you its just the patch came out and we have been getting our games to work again and testing that. We will test this new script out later this week.

:-P

Gromic 05-12-2012 07:16 AM

Interesting read...

Farber, check six....um...I mean PM please....

Cheers

Grom

5./JG27.Farber 05-12-2012 07:42 AM

I did Gromic but its easier to talk to you than type to you but you were not around. Ill catch up with you on your TS tonight if I can but we have training at 8GMT. ;)

_79_dev 05-16-2012 10:05 PM

We just tested last version of Your script Kodiak, it works great ....

One thing I noticed:

private void connectToHeadquarterSpeech(AiAircraft aircraft, LocalHeadquarters localHQ)

this is not working, there is no speech any more....

_79_dev 05-16-2012 11:51 PM

However not all radio stations are visible in the menu. Spawning at EastchurchI can see only Dover and Dunkirk, spawning at Hawkinge I see Dover, Dunkirk and Rad Poe. I cant see Eastbourne from any locations...that may be something to do with brackets there. Can You check it for me Kodiak Please...

PHP Code:

  List<LocalHeadquartersHeadquarters = new List<LocalHeadquarters>{
       {new 
LocalHeadquarters("Eastbourne""CallSign24"50000.0178852.52197246.94
            
            new 
ObserverStation"Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"))}, //Dover
    
        
{new LocalHeadquarters("RadPoe ""CallSign23"50000.0206102.81212379.97
 
            new 
ObserverStation"Static37","F,6","G,6","H,6","I,6","F,5","G,5","H,5","I,5","J,5","F,4","G,4","H,4","I,4","J,4","K,4","F,3","G,3","H,3","I,3","J,3","K,3","L,3","F,2","G,2","H,2","I,2","J,2","K,2","L,2","F,1","G,1","H,1","I,1","J,1","K,1","L,1"))}, //Rye
            
        
{new LocalHeadquarters("Dover ""CallSign22"50000.0246758.98235779.38
 
            new 
ObserverStation"Static38","I,7","J,7","K,8","L,8","M,11","N,11","O,11","J,6","K,7","L,7","M,10","N,10","O1,0","L,5","L,6","K,6","K,5","L,6","L,5","L,4","L,3","L,2","M,9","M,8","M,7","M,6","N,9","N,8","L,10","L,11","L,12","O,9","O,8"))}, //Dover
          
        
{new LocalHeadquarters("Dunkirk ""CallSign32"50000.0220622.50252385.53
 
            new 
ObserverStation"Static3","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"), //Rye
            
new ObserverStation"Royal Observer Corps I","A1,2","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"))}, // fake simulation of Royal Observer Corps, none destructable
         
}; 


FG28_Kodiak 05-17-2012 03:34 AM

This is a feature not a bug :rolleyes:

You get only the HQs you are in Range, you can change the max distance there
(for example)
LocalHeadquarters("Eastbourne", "CallSign24", 50000.0 //<--- max Range of communication (50 km)

_79_dev 05-17-2012 08:08 AM

ok thanks for quick answer...

5./JG27.Farber 05-22-2012 11:01 AM

Great script Kodiak, it seems to be working fine with no complaints when set up correctly ;) However we neglected the Germans! They had an AOC, can you implement one for them in the same script or would we have to repeat the script tailored to blue?

5./JG27.Farber 07-18-2012 06:16 PM

Trying to group together 3 radars under one menu entry but now it only replies "no enemy in range". I think it is only scanning the first sector - Eastbourne.

Code:

                        new ObserverStation( "Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"), //Eastbourne
For example:

Code:

        List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{
        {new LocalHeadquarters("Luton(SouthEast)", "CallSign24", 100000.0, 178852.52, 197246.94,
           
                        new ObserverStation( "Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"), //Eastbourne
            new ObserverStation( "Static37","F,6","G,6","H,6","I,6","F,5","G,5","H,5","I,5","J,5","F,4","G,4","H,4","I,4","J,4","K,4","F,3","G,3","H,3","I,3","J,3","K,3","L,3","F,2","G,2","H,2","I,2","J,2","K,2","L,2","F,1","G,1","H,1","I,1","J,1","K,1","L,1"), //rye
            new ObserverStation( "Static38","I,7","J,7","K,8","L,8","M,11","N,11","O,11","J,6","K,7","L,7","M,10","N,10","O,10","L,5","L,6","K,6","K,5","L,6","L,5","L,4","L,3","L,2","M,9","M,8","M,7","M,6","N,9","N,8","L,10","L,11","L,12","O,9","O,8"))}, //Dover
               
                {new LocalHeadquarters("Dunkirk (North and AOC)", "CallSign32", 50000.0, 220622.50, 252385.53,
         
                  new ObserverStation( "Static3","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"))},
    };

The coords for the other stations are:

{new LocalHeadquarters("Rye ", "CallSign23", 100000.0, 206102.81, 212379.97,

{new LocalHeadquarters("Dover ", "CallSign22", 100000.0, 246758.98, 235779.38,

{new LocalHeadquarters("Dunkirk , "CallSign32", 100000.0, 220622.50, 252385.53,



EDIT, I always assumed the coords of each radar (220622.50, 252385.53,) was to identify it but looking at it is to see if the radar is in range of the player.


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