refuel an air aircraft that enters an area

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orca
Posts: 545
Joined: Wed Nov 06, 2013 4:59 pm

refuel an air aircraft that enters an area

Post by orca »

I would like to create an event that refuels any aircraft that enters an area for a particular side.

I would assume I'd use a trigger for unit enters area that would run a script. But how can I know which unit enters the area so that I can refuel that particular aircraft?

I could use a variation of this refuel scrip but don't know how to make it work to get the appropriate unit.

u = ScenEdit_GetUnit({UNIT THAT ENTERS AREA OR SOMETHING LIKE THIS...})
if u ~= nil then
local newfuel = u.fuel
newfuel[2001].current = newfuel[2001].max
u.fuel = newfuel
end

Does anyone have suggestions? Thanks.
User avatar
KLAB
Posts: 501
Joined: Tue Feb 27, 2007 5:24 pm

RE: refuel an air aircraft that enters an area

Post by KLAB »

Apologies If i was near a Pcomputer id find the script i used but off the cuff and copied from https://commandlua.github.io/#ScenEdit_UnitX


ScenEdit_UnitX () -- this grabs the unit that triggered the event such as entering the area and from there it's just a matter of adapting your existing script I suspect?

Activating Unit ..that triggered the current Event.Otherwise,a nilis returned.

Note that UnitX()can also be used as a shortcut for ScenEdit_UnitX()

Returns

UnitThe triggering unit

Example

ScenEdit_SetUnitDamage({side=UnitX().side, unitname=UnitX().name, fires=1, components={ {'rudder','Medium'}, {'type',type='sensor',1} } })

local unit = ScenEdit_UnitX()

Etc

KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

RE: refuel an air aircraft that enters an area

Post by KnightHawk75 »

Think I've posted these before but here they are again:
You only need the first one in your trigger, and you can make the func local if it's the only place you'll be using it.

Code: Select all

 function khRefuelUnit(myunit)
     local newfuel = myunit.fuel
     for i,v in pairs(newfuel) do
       v.current = v.max
       myunit.fuel = newfuel
     end
     newfuel = nil;
 end
 

Code: Select all

 function khRefuelSide(thesidename,unittype,subtype)
     if unittype ==nil then unittype="All" end;
     if subtype ==nil then subtype="All" end;
     local a = VP_GetSide({Side =thesidename}) 
     for i,v in pairs(a.units) do
         local myunit;
         myunit = ScenEdit_GetUnit({name=v.name, guid=v.guid})
         if myunit ~=nil then
 	    if unittype ~="All" and subtype ~= "All" then
                 if myunit.type == unittype and myunit.subtype == subtype then
                     khRefuelUnit(myunit);
                 end

Code: Select all

 	    elseif unittype ~= "All" and subtype =="All" then
                 if myunit.type == unittype then
                     khRefuelUnit(myunit);
                 end
 	    elseif unittype == "All" and subtype ~="All" then
                 if myunit.subtype == subtype then
                     khRefuelUnit(myunit);
                 end
 	    else --either ==All or both ==ALL
                 if myunit.type ~= "Weapon" then
                	    khRefuelUnit(myunit);
 		end
 	    end
         end
         myunit = nil;
     end
     local a = nil;
 end
 

Code: Select all

 --usage examples
 --single unit refueling, all tanks
 khRefuelUnit(ScenEdit_UnitX()) -- used inside a trigger refuel the triggering unit.
 khRefuelUnit(ScenEdit_GetUnit({guid="SomeValidUnitGuid"})) -- get unit first, feed unit wrapper to function.
 
 -- Side version: Feed it the name of the side, it will refuel all units of unittype to max capacity.
 khRefuelSide('Blue'); -everything.
 khRefuelSide('Blue',"Aircraft"); --only aircraft
 khRefuelSide('Blue',"Aircraft",3101) --only aircraft with subtype code 3101 (bomber)
 khRefuelSide('Blue',"Weapon",2001) --only weapons with subtype guided weapons.  (Yes you can refuel missiles if you really want too, handy for debugging purposes)
 
orca
Posts: 545
Joined: Wed Nov 06, 2013 4:59 pm

RE: refuel an air aircraft that enters an area

Post by orca »

Thanks for the replies. I'm sorry I'm very bad at LUA and despite a lot of effort usually resort to copying and modifying others scripts and then trial and error to trouble shoot! Despite this I can't get it to work.

I have an event composed of a trigger of a unit aircraft entering the area and the action is this script. The trigger works but when the script runs the unit does not refuel. Can you see what I'm doing wrong?

Thanks

this is the LUA script in the action:

local myunit = ScenEdit_UnitX()

function khRefuelUnit(myunit)
local newfuel = myunit.fuel
for i,v in pairs(newfuel) do
v.current = v.max
myunit.fuel = newfuel
end
newfuel = nil;
end

KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

RE: refuel an air aircraft that enters an area

Post by KnightHawk75 »

Need to actually call the function after defining it, as show in example usage.

See attached functional sample scene.

att: ShowAutomaticRefueling.zip
Attachments
ShowAutoma..efueling.zip
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ShowAutoma..efueling.zip
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