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General fixes (#1673)
* General minor Code formatting and minor typo/document fixes. * Update Marker.lua Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
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@@ -39,8 +39,8 @@
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--
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-- 
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--
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-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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@@ -68,7 +68,7 @@
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-- * **RTB** ( Group ): Route the AI to the home base.
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-- * **Detect** ( Group ): The AI is detecting targets.
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-- * **Detected** ( Group ): The AI has detected new targets.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
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--
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-- ## 3. Set or Get the AI controllable
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--
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@@ -100,8 +100,8 @@
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-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
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--
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-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
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-- while a new AI is targetted to the AI_A2A_PATROL.
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-- Once the time is finished, the old AI will return to the base.
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-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
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@@ -109,7 +109,7 @@
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-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
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--
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-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
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-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
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-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
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-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
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--
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-- ===
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