/// <summary>Initializes a new FlightGroup</summary> /// <remarks>All <see cref="Orders"/> set to <b>100%</b> <see cref="BaseFlightGroup.BaseOrder.Throttle"/>, <see cref="Goals"/> are all set to <b>NONE</b>, SP1 <b>Enabled</b>, <see cref="Unknowns"/> are <b>0/false</b></remarks> public FlightGroup() { _stringLength = 0x14; for (int i = 0; i < Orders.Length; i++) { Orders[i] = new Order(); } for (int i = 0; i < _roles.Length; i++) { _roles[i] = ""; } for (int i = 0; i < ArrDepTriggers.Length; i++) { ArrDepTriggers[i] = new Mission.Trigger(); } for (int i = 0; i < SkipToOrder4Trigger.Length; i++) { SkipToOrder4Trigger[i] = new Mission.Trigger(); } //[JB] Removed setting skip trigger condition to False by default. LEC missions use True for empty conditions. for (int i = 0; i < Goals.Length; i++) { Goals[i] = new Goal(); } _optLoad[0] = true; _optLoad[9] = true; //[JB] Adjusted these indexes for added Ion Pulse, Energy Beam, Cluster Mine _optLoad[14] = true; for (int i = 0; i < Waypoints.Length; i++) { Waypoints[i] = new Waypoint(); } Waypoints[(int)WaypointIndex.Start1].Enabled = true; Roles = new Indexer <string>(_roles, 4); OptLoadout = new LoadoutIndexer(_optLoad); }
/// <summary>Initializes a new FlightGroup</summary> /// <remarks>All <see cref="Orders"/> set to <b>100%</b> <see cref="BaseFlightGroup.BaseOrder.Throttle"/> (16 total, 4 per Region), <see cref="Goals"/> set to <b>NONE</b>, SP1 <b>Enabled</b>, most <see cref="Unknowns"/> <b>0/false</b>, <see cref="UnknownValues.Unknown1"/> to <b>2</b></remarks> public FlightGroup() { for (int i = 0; i < 6; i++) { _arrDepTriggers[i] = new Mission.Trigger(); } for (int i = 0; i < 4; i++) { _waypoints[i] = new Waypoint(); } for (int i = 0; i < 16; i++) { _orders[i / 4, i % 4] = new Order(); } for (int i = 0; i < 8; i++) { _goals[i] = new Goal(); } _optLoadout[0] = true; _optLoadout[9] = true; _optLoadout[13] = true; _waypoints[0].Enabled = true; Unknowns.Unknown1 = 2; _loadoutIndexer = new LoadoutIndexer(_optLoadout); }
/// <summary>Initializes a new FlightGroup</summary> /// <remarks>All <see cref="Orders"/> set to <b>100%</b> <see cref="BaseFlightGroup.BaseOrder.Throttle"/> (16 total, 4 per Region), <see cref="Goals"/> set to <b>NONE</b>, SP1 <b>Enabled</b>, most <see cref="Unknowns"/> <b>0/false</b>, <see cref="UnknownValues.Unknown1"/> to <b>2</b></remarks> public FlightGroup() { for (int i = 0; i < 6; i++) { ArrDepTriggers[i] = new Mission.Trigger(); } for (int i = 0; i < 4; i++) { Waypoints[i] = new Waypoint(); } for (int i = 0; i < 16; i++) { Orders[i / 4, i % 4] = new Order(); } for (int i = 0; i < 8; i++) { Goals[i] = new Goal(); } _optLoadout[0] = true; _optLoadout[9] = true; //[JB] Adjusted these indexes for added Energy Beam, Cluster Mine _optLoadout[14] = true; Waypoints[0].Enabled = true; Unknowns.Unknown1 = 2; OptLoadout = new LoadoutIndexer(_optLoadout); EnableDesignation1 = 255; //[JB] Set to disabled EnableDesignation2 = 255; }
/// <summary>Initializes a new FlightGroup</summary> /// <remarks>All <see cref="Orders"/> set to <b>100%</b> <see cref="BaseFlightGroup.BaseOrder.Throttle"/>, <see cref="Goals"/> are all set to <b>NONE</b>, SP1 <b>Enabled</b>, <see cref="Unknowns"/> are <b>0/false</b></remarks> public FlightGroup() { _stringLength = 0x14; for (int i = 0; i < _orders.Length; i++) { _orders[i] = new Order(); } for (int i = 0; i < _roles.Length; i++) { _roles[i] = ""; } for (int i = 0; i < _arrDepTriggers.Length; i++) { _arrDepTriggers[i] = new Mission.Trigger(); } for (int i = 0; i < _skipToOrder4Trigger.Length; i++) { _skipToOrder4Trigger[i] = new Mission.Trigger(); _skipToOrder4Trigger[i].Condition = 10; } for (int i = 0; i < _goals.Length; i++) { _goals[i] = new Goal(); } _optLoad[0] = true; _optLoad[8] = true; _optLoad[12] = true; for (int i = 0; i < _waypoints.Length; i++) { _waypoints[i] = new Waypoint(); } _waypoints[(int)WaypointIndex.Start1].Enabled = true; _rolesIndexer = new Indexer <string>(_roles, 4); _loadoutIndexer = new LoadoutIndexer(_optLoad); }
/// <summary>Initializes a new FlightGroup</summary> /// <remarks>All <see cref="Orders"/> set to <b>100%</b> <see cref="BaseFlightGroup.BaseOrder.Throttle"/> (16 total, 4 per Region), <see cref="Goals"/> set to <b>NONE</b>, SP1 <b>Enabled</b>, most <see cref="Unknowns"/> <b>0/false</b>, <see cref="UnknownValues.Unknown1"/> to <b>2</b></remarks> public FlightGroup() { for (int i = 0; i < 6; i++) _arrDepTriggers[i] = new Mission.Trigger(); for (int i = 0; i < 4; i++) _waypoints[i] = new Waypoint(); for (int i = 0; i < 16; i++) _orders[i / 4, i % 4] = new Order(); for (int i = 0; i < 8; i++) _goals[i] = new Goal(); _optLoadout[0] = true; _optLoadout[9] = true; _optLoadout[13] = true; _waypoints[0].Enabled = true; Unknowns.Unknown1 = 2; _loadoutIndexer = new LoadoutIndexer(_optLoadout); }
/// <summary>Initializes a new FlightGroup</summary> /// <remarks>All <see cref="Orders"/> set to <b>100%</b> <see cref="BaseFlightGroup.BaseOrder.Throttle"/>, <see cref="Goals"/> are all set to <b>NONE</b>, SP1 <b>Enabled</b>, <see cref="Unknowns"/> are <b>0/false</b></remarks> public FlightGroup() { _stringLength = 0x14; for (int i = 0; i < _orders.Length; i++) _orders[i] = new Order(); for (int i = 0; i < _roles.Length; i++) _roles[i] = ""; for (int i = 0; i < _arrDepTriggers.Length; i++) _arrDepTriggers[i] = new Mission.Trigger(); for (int i = 0; i < _skipToOrder4Trigger.Length; i++) { _skipToOrder4Trigger[i] = new Mission.Trigger(); _skipToOrder4Trigger[i].Condition = 10; } for (int i = 0; i < _goals.Length; i++) _goals[i] = new Goal(); _optLoad[0] = true; _optLoad[8] = true; _optLoad[12] = true; for (int i = 0; i < _waypoints.Length; i++) _waypoints[i] = new Waypoint(); _waypoints[(int)WaypointIndex.Start1].Enabled = true; _rolesIndexer = new Indexer<string>(_roles, 4); _loadoutIndexer = new LoadoutIndexer(_optLoad); }