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Moose 2.9.16

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@Applevangelist Applevangelist released this 06 Feb 14:19
· 1036 commits to develop since this release
462b545

Moose 2.9.16

So, let's start the year with a bit of a bang - as promised quite some while ago, the cleanup of the codebasis is ongoing.

What does that mean?

In detail, the following set of classes have been removed from Moose:

  1. Everything under Actions - has only been used by AI* classes
  2. Everything under AI - please make yourself over to the Auftrag/OpsGroup etc classes, if you still use that.
  3. Everything under Tasking - please make yourself over to the PlayerTask class, if you still use that.
  4. Also, Missiletrainer is gone, but since a VERY LONG time, we have had Fox as a replacement.
  5. For the time being Cargo remains, because I need to motivate @funkyfranky to clean up Warehouse from using that.

GitHub
On GitHub, the new default repo is now master-ng, in case you clone that, you need to update your sources.
develop remains as secondary.

Updates since December

AIRBASE

  • Fix for AFBs with zero parking spots

CHIEF/COMMANDER - Thanks to @smiki

  • Added COMMANDER:CanMission(Mission) and CHIEF:CanMission(Mission)

CTLD - Thanks to @leka1986

  • Fixed so the Engineer can remove all the items when he is building from an airdrop.
  • Added a function that I use, CanGetCrates, it's a check before getting it if the conditions are met.
  • Added small fixes where calling FindCratesNearBy would remove the units when it's called by the function RemoveCratesNearBy when it was checking the surroundings and it should ignore what is inside. In the case of C-130 and the CH-47.
  • Added how many crates are dropped when getting statics.
  • Expanded OnAfterTroopsRTB to accept chunk, ie the number of units which is returned.
  • Fixed bugs for load troops.
  • Added Mi-8 to the prevention method for ignoring what is inside when trying to build crates.
  • Removed return self if the player is trying to build stuff that is outside the helicopter or C-130, while he still have stuff inside. Cargo will be built but it will ignore what is inside.
  • Removed the menu "Others" if there is no sub category involved for that type. If user have crates subcat but not troops subcat, it won't show "others".

GENERAL - Thanks to @shaji-Dev

  • Added a couple of memory optimization

ENUMS

  • Added the Intruder A-6E and callsigns

EASYGCICAP/A2G

  • Fix error in setting floor/ceiling for corridors
  • Added option to set Squadron Turnovertime

MANTIS/SEAD/SHORAD

  • Added logic to keep systems in RED state if they can defend H/ARMs and are under attack
  • Added H/ARM defense capacity as data point to MANTIS

RAT - Thanks to @HawaiianRyan

  • Added new RAT:SetMinCruiseSpeed() method

SCORING

  • Fixed missed data for saving in format() for saves

RECOVERYTANKER

  • Ensure correct "F10 Name" for A-6E if used as tanker

PLAYERTASK

  • Controller will point out an intercept bearing course is the task is INTERCEPT

... and many more ...

As usual many thanks for all your contributons and ideas!

UNIT

  • Added GetFuelMassMax() and GetCurrentFuelKgs()

UTILS

  • Added UTILS.CalculateInterceptBearing()
  • Added options to UTILS.LoadStationaryListOfGroups() to randomly repair units on re-load