Esempio n. 1
0
 /// <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);
 }
Esempio n. 2
0
 /// <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);
 }
Esempio n. 3
0
 /// <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;
 }
Esempio n. 4
0
 /// <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);
 }
Esempio n. 5
0
 /// <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);
 }
Esempio n. 6
0
 /// <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);
 }