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Define Prosecution Area: circle. How?

 
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Define Prosecution Area: circle. How? - 6/30/2020 7:36:28 AM   
apoll

 

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Joined: 6/20/2007
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In the latest Kushan air warfare tutorial, he defines a prosecution area for an OCA mission as a circle. Some sort of, I think, right click and a menu came up with circle or rectangle. He chose a circle, defined it, and used a circular prosecution area. How did he do that? I use the Define area drop down menu at the top but it only allows me to place 4 rectangular Reference points. How did he get to that context menu where he had a choice of circle or rectangle? Or was that some sort of other define area menu?

Grateful advice.

Apoll
Post #: 1
RE: Define Prosecution Area: circle. How? - 6/30/2020 9:39:21 AM   
Gunner98

 

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Cntrl + Right click - should give you the option

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RE: Define Prosecution Area: circle. How? - 6/30/2020 12:51:21 PM   
stww2

 

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I never even realized that was a thing-I guess you learn something new every day!

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RE: Define Prosecution Area: circle. How? - 7/3/2020 10:30:43 AM   
apoll

 

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Tks! That's very handy way of doing things.


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RE: Define Prosecution Area: circle. How? - 7/3/2020 12:46:57 PM   
DWReese

 

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One tip that I can give you is this:

That generated circle creates LOTS of reference points, and it uses lots of memory, which it slows down the machine.

You likely don't NEED all of those reference points to create the area that you want.

So, eliminate some of them, keeping the basic shape of the area. Perhaps, after editing, your area will look more like an octagon rather than a circle, and it will use a lot less memory.

It's just a tip.

Doug

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Post #: 5
RE: Define Prosecution Area: circle. How? - 7/3/2020 2:40:20 PM   
stilesw


Posts: 1479
Joined: 6/26/2014
From: Hansville, WA, USA
Status: offline
DWReese is right on. The below LUA code was created before the "reference point circle" feature was added to CMO/CMANO.

I don't recall who created it but it lets you assign any number of reference points around a given unit and, allows you to name them as you like. I've found that 12 works very well and have used this code extensively.

-WS

-----------------------------------------------------------------------------------

function draw_circle(a, b, First_Pt, Last_Pt, Num_Pts, txt) -- ([lat,lon], First_Pt, Last_Pt, Number_of_Pointsts, name)
if txt == nil then
txt = ""
end
lat1 = a.latitude
lon1 = a.longitude
r = b / 60
-----
for i = First_Pt, Last_Pt do -- Consecutive integer numbers
th = 2 * math.pi * i / Num_Pts
rlat = lat1 + r * math.cos(th)
rlon = lon1 + r * math.sin(th) / math.cos(math.rad(lat1))
ScenEdit_AddReferencePoint({
side = 'PlayerSide',
lat = rlat,
lon = rlon,
name = txt..i,
highlighted = "yes"})
end
end
---------------------------------------------------
Owner = "Appropriate Side Name"
Unit_Name = "Appropriate Unit Name"
Radius =1
Number_of_Points = 12
First_Pt = 00
Last_Pt = 11
Point_Names = "AAW Patrol Zone-"
---------------------------------------------------
local unit = ScenEdit_GetUnit({side=Owner, name=Unit_Name})
draw_circle({latitude=unit.latitude, longitude=unit.longitude}, Radius, First_Pt, Last_Pt, Number_of_Points, Point_Names)
---------------------------------------------------

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Post #: 6
RE: Define Prosecution Area: circle. How? - 7/3/2020 3:13:29 PM   
SeaQueen


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Joined: 4/14/2007
From: Washington D.C.
Status: offline
quote:

ORIGINAL: stww2
I never even realized that was a thing-I guess you learn something new every day!


It's one of the best kept secrets of Command.



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Post #: 7
RE: Define Prosecution Area: circle. How? - 7/3/2020 5:03:20 PM   
Kushan04


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quote:

ORIGINAL: stww2

I never even realized that was a thing-I guess you learn something new every day!


Just to clarify a little bit, ctrl + right click directly on a unit will bring up the unit orders menu, ctrl + right click on an empty area will bring up the reference point options.

_____________________________


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Post #: 8
RE: Define Prosecution Area: circle. How? - 7/4/2020 11:22:50 AM   
apoll

 

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Joined: 6/20/2007
Status: offline
Tks all.

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Post #: 9
RE: Define Prosecution Area: circle. How? - 7/8/2020 4:58:42 PM   
parmenio

 

Posts: 266
Joined: 8/6/2009
From: United Kingdom
Status: offline
Here's an alternative version of the script that reflects its use in the tutorial. Create a reference point called "PA-1" where you want the centre of the Prosecution Area. Change the radius (mine is at 20nm for no particular reason) and run it. "PA-1" is removed at the end.

function Draw_circle(a, b, First_Pt, Last_Pt, Num_Pts, txt) -- ([lat,lon], First_Pt, Last_Pt, Number_of_Points, name)
if txt == nil then
txt = ""
end
lat1 = a.latitude
lon1 = a.longitude
r = b / 60
-----
for i = First_Pt, Last_Pt do -- Consecutive integer numbers
th = 2 * math.pi * i / Num_Pts
rlat = lat1 + r * math.cos(th)
rlon = lon1 + r * math.sin(th) / math.cos(math.rad(lat1))
ScenEdit_AddReferencePoint(
{
side = "PlayerSide",
lat = rlat,
lon = rlon,
name = txt .. i,
highlighted = "yes"
}
)
end
end
---------------------------------------------------
Radius = 20
Number_of_Points = 12
First_Pt = 00
Last_Pt = 11
Point_Names = "AAW Patrol Zone-"
---------------------------------------------------
local points = ScenEdit_GetReferencePoints({side="PlayerSide", area={"PA-1"}})
Draw_circle(
{latitude = points[1].latitude, longitude = points[1].longitude},
Radius,
First_Pt,
Last_Pt,
Number_of_Points,
Point_Names
)
ScenEdit_DeleteReferencePoint({side="PlayerSide", name="PA-1"})


< Message edited by parmenio -- 7/8/2020 4:59:35 PM >

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Post #: 10
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