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Home page change and BAI name changes
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@ -1,4 +1,4 @@
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--- **AI** -- **Provide Battleground Air Interdiction (bombing).**
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--- **AI** -- **Provide Battlefield Air Interdiction (bombing).**
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--
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-- 
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--
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@ -421,7 +421,7 @@ do -- TASK_BAI
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self:SetBriefing(
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TaskBriefing or
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"Execute a Battleground Air Interdiction of a group of enemy targets.\n" ..
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"Execute a Battlefield Air Interdiction of a group of enemy targets.\n" ..
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"Initial Coordinates: " .. TargetPositionText .. "\n" ..
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"Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]"
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)
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170509_1016' )
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env.info( 'Moose Generation Timestamp: 20170509_1049' )
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local base = _G
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@ -132,6 +132,13 @@ The POINT_VEC3 class manages the 3D simulation space, while the POINT_VEC2 class
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* [ZONES](Documentation/Zone.html): A set of zone classes that provide the functionality to validate the presence of GROUPS, UNITS, CLIENTS, STATICS within a certain ZONE. The zones can take various forms and can be movable.
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* [CARGO](Documentation/Cargo.html): Manage Cargo in the simulation.
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* [SPAWNSTATIC](Documentation/SpawnStatic.html): Spawn dynamically static objects.
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* [BEACON](Documentation/Radio.html): Create beacons.
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* [RADIO](Documentation/Radio.html): Create radio communication.
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## 4.3) MOOSE Wrapper Classes
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@ -149,21 +156,13 @@ Wrapper classes provide another easier mechanism to control Groups, Units, Stati
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* **[AIRBASE](Documentation/Airbase.html)**: This class wraps a DCS Airbase object within the simulator.
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* **[GROUP](Documentation/Group.html)**: This class wraps a DCS Group objects within the simulator, which are currently alive.
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It provides a more extensive API set.
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It takes an abstraction of the complexity to give tasks, commands and set various options to DCS Groups.
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Additionally, the GROUP class provides a much richer API to identify various properties of the DCS Group.
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For each DCS Group created object within a running mission, a GROUP object will be created automatically, beging managed within the DATABASE.
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* **[GROUP](Documentation/Group.html)**: This class wraps a DCS Group objects within the simulator.
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* **[UNIT](Documentation/Unit.html)**: This class wraps a DCS Unit object within the simulator, which are currently alive. It provides a more extensive API set, as well takes an abstraction of the complexity to give commands and set various options to DCS Units. Additionally, the UNIT class provides a much richer API to identify various properties of the DCS Unit. For each DCS Unit object created within a running mission, a UNIT object will be created automatically, that is stored within the DATABASE, under the _DATABASE object.
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the UNIT class provides a more extensive API set, taking an abstraction of the complexity to give tasks, commands and set various options to DCS Units.
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For each DCS Unit created object within a running mission, a UNIT object will be created automatically, beging managed within the DATABASE.
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* **[UNIT](Documentation/Unit.html)**: This class wraps a DCS Unit object within the simulator.
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* **[CLIENT](Documentation/Client.html)**: This class wraps a DCS Unit object within the simulator, which has a skill Client or Player.
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The CLIENT class derives from the UNIT class, thus contains the complete UNIT API set, and additionally, the CLIENT class provides an API set to manage players joining or leaving clients, sending messages to players, and manage the state of units joined by players. For each DCS Unit object created within a running mission that can be joined by a player, a CLIENT object will be created automatically, that is stored within the DATABASE, under the _DATABASE object.
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* **[STATIC](Documentation/Static.html)**: This class wraps a DCS StaticObject object within the simulator.
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The STATIC class derives from the POSITIONABLE class, thus contains also the position API set.
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@ -181,7 +180,13 @@ MOOSE Functional Classes provide various functions that are useful in mission de
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* [SCORING](Documentation/Scoring.html): Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
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* [SEAD](Documentation/Sead.html): Make SAM sites avoid SEAD missiles being fired at.
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* [DESIGNATE](Documentation/Designate.html): Make AI automatically designate detected targets, and provide menu options for players to give instructions to the AI how to designate (by laser, smoke or illumination).
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* [AIRBASEPOLICE](Documentation/AirbasePolice.html): Control the speed of players at the airbases. Speeding players are eliminated (does not work due to a bug in the DCS).
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* [CLEANUP](Documentation/Cleanup.html): Keeps the airbases clean from clutter. (Only partly functional due to a bug in DCS, destroyed objects cannot be removed).
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## 4.5) MOOSE AI Controlling Classes
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@ -192,11 +197,11 @@ These AI Controlling Classes are based on FSM (Finite State Machine) Classes, an
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* [AI_PATROL_ZONE](Documentation/AI_Patrol_Zone.html): Make an alive AI Group patrol a zone derived from the ZONE_BASE class. Manage out-of-fuel events and set altitude and speed ranges for the patrol.
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* [AI_CAP](Documentation/AI_Cap.html): Make an alive AI Group perform Combat Air Patrol in a dynamic process.
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* [AI_CAP](Documentation/AI_Cap.html): Make an alive AI Group perform Combat Air Patrol as a dynamic process.
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* [AI_CAS](Documentation/AI_Cas.html): Make an alive AI Group perform Close Air Support in a dynamic process.
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* [AI_CAS](Documentation/AI_Cas.html): Make an alive AI Group perform Close Air Support as a dynamic process.
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* [AI_CARGO](Documentation/AI_Cargo.html): Make AI behave as cargo. Various CARGO types exist.
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* [AI_BAI](Documentation/AI_Bai.html): Make an alive AI Group perform Battlefield Air Interdiction as a dynamic process.
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