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Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash). Add missing module information (abbreviated where none existed previously). Fix broken documentation links Make module names correspond to filenames (and fix links). Fix typos.
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@ -1,4 +1,6 @@
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--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
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--- **AI** - (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
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--
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-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -13,7 +15,6 @@
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-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
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-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
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-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
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-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
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--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
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--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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--
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--
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@ -81,7 +82,7 @@
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range is applied at the position of the AI.
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-- The range is applied at the position of the AI.
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-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
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-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range.
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--
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--
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-- ## 4. Set the Zone of Engagement
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-- ## 4. Set the Zone of Engagement
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--
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--
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@ -89,7 +90,7 @@
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--
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
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-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -1148,7 +1148,7 @@ do -- AI_A2A_DISPATCHER
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self:I( "Captured " .. AirbaseName )
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self:I( "Captured " .. AirbaseName )
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-- Now search for all squadrons located at the airbase, and sanatize them.
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-- Now search for all squadrons located at the airbase, and sanitize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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if Squadron.AirbaseName == AirbaseName then
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if Squadron.AirbaseName == AirbaseName then
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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@ -1,6 +1,6 @@
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--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
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--- **AI** - (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
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--
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--
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-- This is a class used in the @{AI_A2A_Dispatcher}.
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-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -8,7 +8,7 @@
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--
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--
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-- ===
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-- ===
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--
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--
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-- @module AI.AI_A2A_GCI
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-- @module AI.AI_A2A_Gci
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-- @image AI_Ground_Control_Intercept.JPG
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-- @image AI_Ground_Control_Intercept.JPG
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@ -91,7 +91,7 @@
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--
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -1,4 +1,4 @@
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--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
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--- **AI** - (R2.2) - Models the process of air patrol of airplanes.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -1,6 +1,6 @@
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--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
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--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters.
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--
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--
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-- This is a class used in the @{AI_A2G_Dispatcher}.
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-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -11,11 +11,8 @@
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-- @module AI.AI_A2G_BAI
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-- @module AI.AI_A2G_BAI
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-- @image AI_Air_To_Ground_Engage.JPG
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-- @image AI_Air_To_Ground_Engage.JPG
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--- @type AI_A2G_BAI
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--- @type AI_A2G_BAI
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-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
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-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--
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--
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@ -26,8 +23,6 @@ AI_A2G_BAI = {
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ClassName = "AI_A2G_BAI",
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ClassName = "AI_A2G_BAI",
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}
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}
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--- Creates a new AI_A2G_BAI object
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--- Creates a new AI_A2G_BAI object
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-- @param #AI_A2G_BAI self
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-- @param #AI_A2G_BAI self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param Wrapper.Group#GROUP AIGroup
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@ -53,7 +48,6 @@ function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl
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return self
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return self
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end
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end
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--- Creates a new AI_A2G_BAI object
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--- Creates a new AI_A2G_BAI object
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-- @param #AI_A2G_BAI self
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-- @param #AI_A2G_BAI self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param Wrapper.Group#GROUP AIGroup
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@ -95,5 +89,3 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
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return AttackUnitTasks
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return AttackUnitTasks
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end
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end
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--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
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--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
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--
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--
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-- This is a class used in the @{AI_A2G_Dispatcher}.
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-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -11,11 +11,8 @@
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-- @module AI.AI_A2G_CAS
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-- @module AI.AI_A2G_CAS
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-- @image AI_Air_To_Ground_Engage.JPG
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-- @image AI_Air_To_Ground_Engage.JPG
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--- @type AI_A2G_CAS
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--- @type AI_A2G_CAS
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-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
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-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends.
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--
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--
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@ -26,8 +23,6 @@ AI_A2G_CAS = {
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ClassName = "AI_A2G_CAS",
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ClassName = "AI_A2G_CAS",
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}
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}
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--- Creates a new AI_A2G_CAS object
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--- Creates a new AI_A2G_CAS object
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-- @param #AI_A2G_CAS self
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-- @param #AI_A2G_CAS self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param Wrapper.Group#GROUP AIGroup
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@ -53,7 +48,6 @@ function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl
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return self
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return self
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end
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end
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--- Creates a new AI_A2G_CAS object
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--- Creates a new AI_A2G_CAS object
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-- @param #AI_A2G_CAS self
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-- @param #AI_A2G_CAS self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param Wrapper.Group#GROUP AIGroup
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@ -95,6 +89,3 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
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return AttackUnitTasks
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return AttackUnitTasks
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end
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end
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--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
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--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters.
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--
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--
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-- This is a class used in the @{AI_A2G_Dispatcher}.
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-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
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--
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--
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-- ===
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-- ===
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--
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--
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--
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -76,8 +76,6 @@ AI_A2G_SEAD = {
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ClassName = "AI_A2G_SEAD",
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ClassName = "AI_A2G_SEAD",
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}
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}
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--- Creates a new AI_A2G_SEAD object
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--- Creates a new AI_A2G_SEAD object
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-- @param #AI_A2G_SEAD self
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-- @param #AI_A2G_SEAD self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param Wrapper.Group#GROUP AIGroup
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@ -259,7 +259,7 @@
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--
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--
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-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
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-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
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--
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--
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-- @module AI.AI_AIR_Dispatcher
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-- @module AI.AI_Air_Dispatcher
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-- @image AI_Air_To_Ground_Dispatching.JPG
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-- @image AI_Air_To_Ground_Dispatching.JPG
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@ -1224,7 +1224,7 @@ do -- AI_AIR_DISPATCHER
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self:I( "Captured " .. AirbaseName )
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self:I( "Captured " .. AirbaseName )
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-- Now search for all squadrons located at the airbase, and sanatize them.
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-- Now search for all squadrons located at the airbase, and sanitize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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if Squadron.AirbaseName == AirbaseName then
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if Squadron.AirbaseName == AirbaseName then
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
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--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
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--
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--
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-- This is a class used in the @{AI_A2G_Dispatcher}.
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-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
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--
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--
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-- ===
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-- ===
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--
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--
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--
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
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--
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--
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-- ===
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-- ===
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--
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--
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--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
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--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
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--
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--
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-- ===
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-- ===
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--
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--
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--
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
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--
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--
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-- ===
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-- ===
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--
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--
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--- **AI** - Models squadrons for airplanes and helicopters.
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--- **AI** - Models squadrons for airplanes and helicopters.
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--
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--
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-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
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-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes.
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--
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--
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-- ===
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-- ===
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--
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--
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--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
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--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
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--
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--
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-- **Features:**
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-- **Features:**
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--
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--
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--
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--
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-- ===
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-- ===
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--
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--
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-- @module AI.AI_Bai
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-- @module AI.AI_BAI
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-- @image AI_Battlefield_Air_Interdiction.JPG
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-- @image AI_Battlefield_Air_Interdiction.JPG
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--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
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--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
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--
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--
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-- **Features:**
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-- **Features:**
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--
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--
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--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
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--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes.
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--
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--
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-- **Features:**
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-- **Features:**
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--
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--
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--
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--
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-- ===
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-- ===
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--
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--
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-- @module AI.AI_Cap
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-- @module AI.AI_CAP
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-- @image AI_Combat_Air_Patrol.JPG
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-- @image AI_Combat_Air_Patrol.JPG
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range is applied at the position of the AI.
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-- The range is applied at the position of the AI.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
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-- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range.
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--
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--
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-- ## 4. Set the Zone of Engagement
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-- ## 4. Set the Zone of Engagement
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--
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--
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@ -114,7 +114,7 @@
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--
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
|
--- **AI** - Perform Close Air Support (CAS) near friendlies.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
@ -28,7 +28,7 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- @module AI.AI_Cas
|
-- @module AI.AI_CAS
|
||||||
-- @image AI_Close_Air_Support.JPG
|
-- @image AI_Close_Air_Support.JPG
|
||||||
|
|
||||||
--- AI_CAS_ZONE class
|
--- AI_CAS_ZONE class
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
|
--- **AI** - (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
|
||||||
--
|
--
|
||||||
-- ## Features:
|
-- ## Features:
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
|
--- **AI** - (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||||
--
|
--
|
||||||
-- ## Features:
|
-- ## Features:
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
|
--- **AI** - (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
|
||||||
--
|
--
|
||||||
-- ## Features:
|
-- ## Features:
|
||||||
--
|
--
|
||||||
@ -37,14 +37,14 @@
|
|||||||
--
|
--
|
||||||
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
|
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
|
||||||
--
|
--
|
||||||
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork.
|
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||||
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
|
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
|
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
|
||||||
--
|
--
|
||||||
-- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
|
-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
|
||||||
--
|
--
|
||||||
-- ---
|
-- ---
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
|
--- **AI** - (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -46,12 +46,12 @@
|
|||||||
--
|
--
|
||||||
-- ## Cargo deployment.
|
-- ## Cargo deployment.
|
||||||
--
|
--
|
||||||
-- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
|
-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
|
||||||
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
||||||
--
|
--
|
||||||
-- ## Cargo pickup.
|
-- ## Cargo pickup.
|
||||||
--
|
--
|
||||||
-- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
|
-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
|
||||||
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI.
|
--- **Functional** - Taking the lead of AI escorting your flight or of other AI.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -11,7 +11,7 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
|
-- @module AI.AI_Escort_Dispatcher_Request
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
|
--- **Functional** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -143,7 +143,7 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- @module AI.AI_Escort
|
-- @module AI.AI_Escort_Request
|
||||||
-- @image Escorting.JPG
|
-- @image Escorting.JPG
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- Build large airborne formations of aircraft.
|
--- **AI** - Build large airborne formations of aircraft.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **AI** -- Perform Air Patrolling for airplanes.
|
--- **AI** - Perform Air Patrolling for airplanes.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
|
|||||||
@ -66,7 +66,7 @@
|
|||||||
-- you can board the cargo into the carrier `CargoCarrier`.
|
-- you can board the cargo into the carrier `CargoCarrier`.
|
||||||
-- Simple, isn't it? Told you, and this is only the beginning.
|
-- Simple, isn't it? Told you, and this is only the beginning.
|
||||||
--
|
--
|
||||||
-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manualy by mission designers.
|
-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers.
|
||||||
-- It would be too low-level and not end-user friendly to deal with cargo handling complexity.
|
-- It would be too low-level and not end-user friendly to deal with cargo handling complexity.
|
||||||
-- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.
|
-- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.
|
||||||
--
|
--
|
||||||
@ -77,8 +77,8 @@
|
|||||||
--
|
--
|
||||||
-- ## 3.1) AI Cargo handlers.
|
-- ## 3.1) AI Cargo handlers.
|
||||||
--
|
--
|
||||||
-- - @{AI.AI_Cargo_APC} will create for you the capatility to make an APC group handle cargo.
|
-- - @{AI.AI_Cargo_APC} will create for you the capability to make an APC group handle cargo.
|
||||||
-- - @{AI.AI_Cargo_Helicopter} will create for you the capatility to make a Helicopter group handle cargo.
|
-- - @{AI.AI_Cargo_Helicopter} will create for you the capability to make a Helicopter group handle cargo.
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- ## 3.2) AI Cargo transportation dispatchers.
|
-- ## 3.2) AI Cargo transportation dispatchers.
|
||||||
@ -86,7 +86,7 @@
|
|||||||
-- There are also dispatchers that make AI work together to transport cargo automatically!!!
|
-- There are also dispatchers that make AI work together to transport cargo automatically!!!
|
||||||
--
|
--
|
||||||
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
|
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
|
||||||
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicpter groups to transport cargo between sites.
|
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
|
||||||
--
|
--
|
||||||
-- ## 3.3) Cargo transportation tasking.
|
-- ## 3.3) Cargo transportation tasking.
|
||||||
--
|
--
|
||||||
@ -94,7 +94,7 @@
|
|||||||
--
|
--
|
||||||
-- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
|
-- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
|
||||||
--
|
--
|
||||||
-- Please refer to the documentation reflected within these modules to understand the detailed capabilties.
|
-- Please refer to the documentation reflected within these modules to understand the detailed capabilities.
|
||||||
--
|
--
|
||||||
-- # 4) Cargo SETs.
|
-- # 4) Cargo SETs.
|
||||||
--
|
--
|
||||||
@ -228,7 +228,7 @@
|
|||||||
-- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
|
-- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
|
||||||
--
|
--
|
||||||
-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
|
-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
|
||||||
-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectivly.
|
-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively.
|
||||||
-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
|
-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
|
||||||
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
|
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
|
||||||
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
|
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
|
--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
|
--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -932,7 +932,7 @@ do -- Event Creation
|
|||||||
|
|
||||||
--- Creation of a ZoneGoal Deletion Event.
|
--- Creation of a ZoneGoal Deletion Event.
|
||||||
-- @param #EVENT self
|
-- @param #EVENT self
|
||||||
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||||
function EVENT:CreateEventDeleteZoneGoal( ZoneGoal )
|
function EVENT:CreateEventDeleteZoneGoal( ZoneGoal )
|
||||||
self:F( { ZoneGoal } )
|
self:F( { ZoneGoal } )
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
|
--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -77,7 +77,6 @@ do -- UserFlag
|
|||||||
return self
|
return self
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Get the userflag Number.
|
--- Get the userflag Number.
|
||||||
-- @param #USERFLAG self
|
-- @param #USERFLAG self
|
||||||
-- @return #number Number The number value to be checked if it is the same as the userflag.
|
-- @return #number Number The number value to be checked if it is the same as the userflag.
|
||||||
@ -90,8 +89,6 @@ do -- UserFlag
|
|||||||
return trigger.misc.getUserFlag( self.UserFlagName )
|
return trigger.misc.getUserFlag( self.UserFlagName )
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--- Check if the userflag has a value of Number.
|
--- Check if the userflag has a value of Number.
|
||||||
-- @param #USERFLAG self
|
-- @param #USERFLAG self
|
||||||
-- @param #number Number The number value to be checked if it is the same as the userflag.
|
-- @param #number Number The number value to be checked if it is the same as the userflag.
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
|
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
||||||
|
-- @module Core.Zone_Detection
|
||||||
|
|
||||||
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
--- @type ZONE_DETECTION
|
||||||
-- @type ZONE_DETECTION
|
|
||||||
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
||||||
-- @field DCS#Distance Radius The radius of the zone.
|
-- @field DCS#Distance Radius The radius of the zone.
|
||||||
-- @extends #ZONE_BASE
|
-- @extends #ZONE_BASE
|
||||||
@ -49,7 +50,6 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
|
|||||||
local Angle
|
local Angle
|
||||||
local RadialBase = math.pi*2
|
local RadialBase = math.pi*2
|
||||||
|
|
||||||
--
|
|
||||||
for Angle = 0, 360, (360 / Points ) do
|
for Angle = 0, 360, (360 / Points ) do
|
||||||
local Radial = Angle * RadialBase / 360
|
local Radial = Angle * RadialBase / 360
|
||||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing.
|
--- **Functional** - Monitor airbase traffic and regulate speed while taxiing.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -30,7 +30,7 @@
|
|||||||
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
|
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
|
||||||
--
|
--
|
||||||
-- ====
|
-- ====
|
||||||
-- @module Functional.Arty
|
-- @module Functional.Artillery
|
||||||
-- @image Artillery.JPG
|
-- @image Artillery.JPG
|
||||||
|
|
||||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
@ -108,7 +108,7 @@
|
|||||||
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
|
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
|
||||||
-- interact with the process at certain events or states.
|
-- interact with the process at certain events or states.
|
||||||
--
|
--
|
||||||
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor.
|
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) constructor.
|
||||||
-- The parameter *group* has to be a MOOSE Group object and defines ARTY group.
|
-- The parameter *group* has to be a MOOSE Group object and defines ARTY group.
|
||||||
--
|
--
|
||||||
-- The ARTY FSM process can be started by the @{#ARTY.Start}() command.
|
-- The ARTY FSM process can be started by the @{#ARTY.Start}() command.
|
||||||
@ -146,7 +146,7 @@
|
|||||||
-- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered.
|
-- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered.
|
||||||
--
|
--
|
||||||
-- ## Assigning Targets
|
-- ## Assigning Targets
|
||||||
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue.
|
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultaneously and are put into a queue.
|
||||||
-- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit.
|
-- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit.
|
||||||
--
|
--
|
||||||
-- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used.
|
-- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used.
|
||||||
@ -161,7 +161,7 @@
|
|||||||
-- * *maxengage*: Number of times a target is engaged.
|
-- * *maxengage*: Number of times a target is engaged.
|
||||||
-- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds.
|
-- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds.
|
||||||
-- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started.
|
-- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started.
|
||||||
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day.
|
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denotes the following day.
|
||||||
-- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day.
|
-- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day.
|
||||||
-- Of course, later days are also possible by appending "+2", "+3", etc.
|
-- Of course, later days are also possible by appending "+2", "+3", etc.
|
||||||
-- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important.
|
-- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important.
|
||||||
@ -179,7 +179,7 @@
|
|||||||
-- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil).
|
-- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil).
|
||||||
-- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked.
|
-- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked.
|
||||||
-- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets
|
-- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets
|
||||||
-- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times.
|
-- have been engaged equally often, the target with the higher priority is engaged again. This continues until a target has engaged three times.
|
||||||
-- Once the maximum number of engagements is reached, the target is deleted from the queue.
|
-- Once the maximum number of engagements is reached, the target is deleted from the queue.
|
||||||
--
|
--
|
||||||
-- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with
|
-- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with
|
||||||
@ -190,7 +190,7 @@
|
|||||||
-- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter.
|
-- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter.
|
||||||
--
|
--
|
||||||
-- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before.
|
-- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before.
|
||||||
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time.
|
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specified time.
|
||||||
-- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above).
|
-- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above).
|
||||||
--
|
--
|
||||||
-- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack.
|
-- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack.
|
||||||
@ -201,7 +201,7 @@
|
|||||||
--
|
--
|
||||||
-- ## Determining the Amount of Ammo
|
-- ## Determining the Amount of Ammo
|
||||||
--
|
--
|
||||||
-- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
|
-- In order to determine when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
|
||||||
-- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition.
|
-- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition.
|
||||||
--
|
--
|
||||||
-- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types
|
-- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types
|
||||||
@ -217,7 +217,7 @@
|
|||||||
-- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types.
|
-- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types.
|
||||||
-- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor.
|
-- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor.
|
||||||
--
|
--
|
||||||
-- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
|
-- One way to determine which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
|
||||||
-- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file.
|
-- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file.
|
||||||
--
|
--
|
||||||
-- ## Employing Selected Weapons
|
-- ## Employing Selected Weapons
|
||||||
@ -274,7 +274,7 @@
|
|||||||
--
|
--
|
||||||
-- ## Simulated Weapons
|
-- ## Simulated Weapons
|
||||||
--
|
--
|
||||||
-- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
|
-- In addition to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
|
||||||
--
|
--
|
||||||
-- ### Tactical Nukes
|
-- ### Tactical Nukes
|
||||||
--
|
--
|
||||||
@ -283,9 +283,9 @@
|
|||||||
--
|
--
|
||||||
-- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used.
|
-- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used.
|
||||||
-- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry.
|
-- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry.
|
||||||
-- Note that the group must always have convenctional shells left in order to fire a nuclear shell.
|
-- Note that the group must always have conventional shells left in order to fire a nuclear shell.
|
||||||
--
|
--
|
||||||
-- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
|
-- The default explosion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
|
||||||
--
|
--
|
||||||
-- ### Illumination Shells
|
-- ### Illumination Shells
|
||||||
--
|
--
|
||||||
@ -301,12 +301,12 @@
|
|||||||
--
|
--
|
||||||
-- ### Smoke Shells
|
-- ### Smoke Shells
|
||||||
--
|
--
|
||||||
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function
|
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The number of smoke shells the group has available is set by the function
|
||||||
-- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red.
|
-- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red.
|
||||||
--
|
--
|
||||||
-- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*.
|
-- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*.
|
||||||
--
|
--
|
||||||
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position.
|
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the specified color is triggered at that position.
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- ## Assignments via Markers on F10 Map
|
-- ## Assignments via Markers on F10 Map
|
||||||
@ -320,15 +320,15 @@
|
|||||||
-- ### Target Assignments
|
-- ### Target Assignments
|
||||||
-- A new target can be assigned by writing **arty engage** in the marker text.
|
-- A new target can be assigned by writing **arty engage** in the marker text.
|
||||||
-- This is followed by a **comma separated list** of (optional) keywords and parameters.
|
-- This is followed by a **comma separated list** of (optional) keywords and parameters.
|
||||||
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*.
|
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numerous ways. The keywords are *battery*, *alias*, *cluster*.
|
||||||
-- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously.
|
-- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously.
|
||||||
-- **Note that**, if no battery is assigned nothing will happen.
|
-- **Note that**, if no battery is assigned nothing will happen.
|
||||||
--
|
--
|
||||||
-- * *everyone* or *allbatteries* The target is assigned to all batteries.
|
-- * *everyone* or *allbatteries* The target is assigned to all batteries.
|
||||||
-- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition.
|
-- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition.
|
||||||
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
|
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
|
||||||
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
|
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
|
||||||
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
|
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
|
||||||
-- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible.
|
-- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible.
|
||||||
-- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority.
|
-- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority.
|
||||||
-- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5.
|
-- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5.
|
||||||
@ -353,8 +353,8 @@
|
|||||||
-- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15
|
-- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15
|
||||||
-- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E
|
-- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E
|
||||||
--
|
--
|
||||||
-- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names.
|
-- Note that the keywords and parameters are *case insensitive*. Only exception are the battery, alias and cluster names.
|
||||||
-- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script.
|
-- These must be exactly the same as the names of the groups defined in the mission editor or the aliases and cluster names defined in the script.
|
||||||
--
|
--
|
||||||
-- ### Relocation Assignments
|
-- ### Relocation Assignments
|
||||||
--
|
--
|
||||||
@ -363,11 +363,11 @@
|
|||||||
-- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible.
|
-- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible.
|
||||||
-- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed.
|
-- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed.
|
||||||
-- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate.
|
-- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate.
|
||||||
-- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over.
|
-- * *canceltarget* Group will cancel all running firing engagements and immediately start to move. Default is that group will wait until is current assignment is over.
|
||||||
-- * *battery* Name of the ARTY group that the relocation is assigned to.
|
-- * *battery* Name of the ARTY group that the relocation is assigned to.
|
||||||
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
|
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
|
||||||
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
|
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
|
||||||
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
|
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
|
||||||
-- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword.
|
-- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword.
|
||||||
-- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below.
|
-- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below.
|
||||||
-- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker.
|
-- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker.
|
||||||
@ -410,12 +410,12 @@
|
|||||||
--
|
--
|
||||||
-- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery.
|
-- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery.
|
||||||
--
|
--
|
||||||
-- To set the reamring place of a group at the marker position type
|
-- To set the rearming place of a group at the marker position type
|
||||||
-- arty set, battery "Paladin Alpha", rearming place
|
-- arty set, battery "Paladin Alpha", rearming place
|
||||||
--
|
--
|
||||||
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
|
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
|
||||||
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
|
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
|
||||||
-- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor.
|
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
|
||||||
--
|
--
|
||||||
-- ## Transporting
|
-- ## Transporting
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
|
--- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
|
--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods.
|
--- **Functional** - Models the detection of enemy units by FACs or RECCEs and group them according various methods.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,3 +1,6 @@
|
|||||||
|
--- **Functional** - Captures the class DETECTION_ZONES.
|
||||||
|
-- @module Functional.DetectionZones
|
||||||
|
|
||||||
do -- DETECTION_ZONES
|
do -- DETECTION_ZONES
|
||||||
|
|
||||||
--- @type DETECTION_ZONES
|
--- @type DETECTION_ZONES
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Taking the lead of AI escorting your flight.
|
--- **Functional** - Taking the lead of AI escorting your flight.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -20,7 +20,7 @@
|
|||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- ### Author: **funkyfranky**
|
-- ### Author: **funkyfranky**
|
||||||
-- @module Functional.FOX
|
-- @module Functional.Fox
|
||||||
-- @image Functional_FOX.png
|
-- @image Functional_FOX.png
|
||||||
|
|
||||||
--- FOX class.
|
--- FOX class.
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
|
--- **Functional** - Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Train missile defence and deflection.
|
--- **Functional** - Train missile defence and deflection.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Limit the movement of simulaneous moving ground vehicles.
|
--- **Functional** - Limit the movement of simulaneous moving ground vehicles.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -51,7 +51,7 @@
|
|||||||
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
|
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
-- @module Functional.Rat
|
-- @module Functional.RAT
|
||||||
-- @image RAT.JPG
|
-- @image RAT.JPG
|
||||||
|
|
||||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
|
--- **Functional** - Make SAM sites execute evasive and defensive behaviour when being fired upon.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Short Range Air Defense System
|
--- **Functional** - Short Range Air Defense System
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1274,7 +1274,7 @@
|
|||||||
--
|
--
|
||||||
-- ## Example 13: Battlefield Air Interdiction
|
-- ## Example 13: Battlefield Air Interdiction
|
||||||
--
|
--
|
||||||
-- This example show how to couple the WAREHOUSE class with the @{AI.AI_Bai} class.
|
-- This example show how to couple the WAREHOUSE class with the @{AI.AI_BAI} class.
|
||||||
-- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission.
|
-- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission.
|
||||||
--
|
--
|
||||||
-- -- Start Warehouse at Kobuleti.
|
-- -- Start Warehouse at Kobuleti.
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional** -- Models the process to zone guarding and capturing.
|
--- **Functional** - Models the process to zone guarding and capturing.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone.
|
--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone and Cargo.
|
--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone and Cargo.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition.
|
--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone for a Coalition.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -46,7 +46,7 @@
|
|||||||
--
|
--
|
||||||
-- ### Author: **funkyfranky**
|
-- ### Author: **funkyfranky**
|
||||||
--
|
--
|
||||||
-- @module Ops.Atis
|
-- @module Ops.ATIS
|
||||||
-- @image OPS_ATIS.png
|
-- @image OPS_ATIS.png
|
||||||
|
|
||||||
--- ATIS class.
|
--- ATIS class.
|
||||||
@ -1047,7 +1047,7 @@ end
|
|||||||
-- Or you make your life simple and just include the sign so you don't have to bother about East/West.
|
-- Or you make your life simple and just include the sign so you don't have to bother about East/West.
|
||||||
--
|
--
|
||||||
-- @param #ATIS self
|
-- @param #ATIS self
|
||||||
-- @param #number magvar Magnetic variation in degrees. Positive for easterly and negative for westerly variation. Default is magnatic declinaton of the used map, c.f. @{Utilities.UTils#UTILS.GetMagneticDeclination}.
|
-- @param #number magvar Magnetic variation in degrees. Positive for easterly and negative for westerly variation. Default is magnatic declinaton of the used map, c.f. @{Utilities.Utils#UTILS.GetMagneticDeclination}.
|
||||||
-- @return #ATIS self
|
-- @return #ATIS self
|
||||||
function ATIS:SetMagneticDeclination( magvar )
|
function ATIS:SetMagneticDeclination( magvar )
|
||||||
self.magvar = magvar or UTILS.GetMagneticDeclination()
|
self.magvar = magvar or UTILS.GetMagneticDeclination()
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Ops** -- Combat Search and Rescue.
|
--- **Ops** - Combat Search and Rescue.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Ops** -- Combat Troops & Logistics Department.
|
--- **Ops** - Combat Troops & Logistics Department.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -26,7 +26,7 @@
|
|||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- ### Author: **funkyfranky**
|
-- ### Author: **funkyfranky**
|
||||||
-- @module Sound.MSRS
|
-- @module Sound.SRS
|
||||||
-- @image Sound_MSRS.png
|
-- @image Sound_MSRS.png
|
||||||
|
|
||||||
--- MSRS class.
|
--- MSRS class.
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- A command center governs multiple missions, and takes care of the reporting and communications.
|
--- **Tasking** - A command center governs multiple missions, and takes care of the reporting and communications.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- A mission models a goal to be achieved through the execution and completion of tasks by human players.
|
--- **Tasking** - A mission models a goal to be achieved through the execution and completion of tasks by human players.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- A task object governs the main engine to administer human taskings.
|
--- **Tasking** - A task object governs the main engine to administer human taskings.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
@ -262,8 +262,8 @@
|
|||||||
--
|
--
|
||||||
-- ## 1.3) Cargo Tasks
|
-- ## 1.3) Cargo Tasks
|
||||||
--
|
--
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones.
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines.
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- # 2) Task status events.
|
-- # 2) Task status events.
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- Controls the information of a Task.
|
--- **Tasking** - Controls the information of a Task.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
|
--- **Tasking** - Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
|
||||||
--
|
--
|
||||||
-- **Features:**
|
-- **Features:**
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,11 +1,11 @@
|
|||||||
--- **Tasking** -- Base class to model tasks for players to transport cargo.
|
--- **Tasking** - Base class to model tasks for players to transport cargo.
|
||||||
--
|
--
|
||||||
-- ## Features:
|
-- ## Features:
|
||||||
--
|
--
|
||||||
-- * TASK_CARGO is the **base class** for:
|
-- * TASK_CARGO is the **base class** for:
|
||||||
--
|
--
|
||||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}
|
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}
|
||||||
-- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}
|
-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
@ -34,7 +34,7 @@
|
|||||||
-- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks:
|
-- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks:
|
||||||
--
|
--
|
||||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
|
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
|
||||||
-- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots.
|
-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots.
|
||||||
--
|
--
|
||||||
-- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description.
|
-- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description.
|
||||||
-- So please browse further below to understand how to use it from a player perspective!
|
-- So please browse further below to understand how to use it from a player perspective!
|
||||||
@ -387,9 +387,9 @@
|
|||||||
--
|
--
|
||||||
-- Please consult the documentation how to implement the derived classes of SET_CARGO in:
|
-- Please consult the documentation how to implement the derived classes of SET_CARGO in:
|
||||||
--
|
--
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective.
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective.
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective.
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
@ -400,7 +400,7 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- @module Tasking.Task_Cargo
|
-- @module Tasking.Task_CARGO
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
do -- TASK_CARGO
|
do -- TASK_CARGO
|
||||||
@ -438,8 +438,8 @@ do -- TASK_CARGO
|
|||||||
--
|
--
|
||||||
-- ### 2.1.1) Cargo Tasks
|
-- ### 2.1.1) Cargo Tasks
|
||||||
--
|
--
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones.
|
||||||
-- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines.
|
-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines.
|
||||||
--
|
--
|
||||||
-- ## 2.2) Handle TASK_CARGO Events ...
|
-- ## 2.2) Handle TASK_CARGO Events ...
|
||||||
--
|
--
|
||||||
|
|||||||
@ -54,7 +54,7 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- @module Tasking.Task_Zone_Capture_Dispatcher
|
-- @module Tasking.Task_Capture_Dispatcher
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
do -- TASK_CAPTURE_DISPATCHER
|
do -- TASK_CAPTURE_DISPATCHER
|
||||||
|
|||||||
@ -8,14 +8,14 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- @module Tasking.TaskZoneCapture
|
-- @module Tasking.Task_Capture_Zone
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
do -- TASK_ZONE_GOAL
|
do -- TASK_ZONE_GOAL
|
||||||
|
|
||||||
--- The TASK_ZONE_GOAL class
|
--- The TASK_ZONE_GOAL class
|
||||||
-- @type TASK_ZONE_GOAL
|
-- @type TASK_ZONE_GOAL
|
||||||
-- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal
|
-- @field Functional.ZoneGoal#ZONE_GOAL ZoneGoal
|
||||||
-- @extends Tasking.Task#TASK
|
-- @extends Tasking.Task#TASK
|
||||||
|
|
||||||
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
|
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
|
||||||
@ -47,7 +47,7 @@ do -- TASK_ZONE_GOAL
|
|||||||
-- @param Tasking.Mission#MISSION Mission
|
-- @param Tasking.Mission#MISSION Mission
|
||||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||||
-- @param #string TaskName The name of the Task.
|
-- @param #string TaskName The name of the Task.
|
||||||
-- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal
|
-- @param Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal
|
||||||
-- @return #TASK_ZONE_GOAL self
|
-- @return #TASK_ZONE_GOAL self
|
||||||
function TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoal, TaskType, TaskBriefing )
|
function TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoal, TaskType, TaskBriefing )
|
||||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_ZONE_GOAL
|
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_ZONE_GOAL
|
||||||
@ -115,10 +115,10 @@ do -- TASK_ZONE_GOAL
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- @param #TASK_ZONE_GOAL self
|
--- @param #TASK_ZONE_GOAL self
|
||||||
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine.
|
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine.
|
||||||
function TASK_ZONE_GOAL:SetProtect( ZoneGoal )
|
function TASK_ZONE_GOAL:SetProtect( ZoneGoal )
|
||||||
|
|
||||||
self.ZoneGoal = ZoneGoal -- Core.ZoneGoal#ZONE_GOAL
|
self.ZoneGoal = ZoneGoal -- Functional.ZoneGoal#ZONE_GOAL
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
@ -169,10 +169,10 @@ do -- TASK_CAPTURE_ZONE
|
|||||||
|
|
||||||
--- The TASK_CAPTURE_ZONE class
|
--- The TASK_CAPTURE_ZONE class
|
||||||
-- @type TASK_CAPTURE_ZONE
|
-- @type TASK_CAPTURE_ZONE
|
||||||
-- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal
|
-- @field Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal
|
||||||
-- @extends #TASK_ZONE_GOAL
|
-- @extends #TASK_ZONE_GOAL
|
||||||
|
|
||||||
--- # TASK_CAPTURE_ZONE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL}
|
--- # TASK_CAPTURE_ZONE class, extends @{Tasking.Task_Capture_Zone#TASK_ZONE_GOAL}
|
||||||
--
|
--
|
||||||
-- The TASK_CAPTURE_ZONE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
|
-- The TASK_CAPTURE_ZONE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
|
||||||
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
|
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
|
||||||
@ -191,7 +191,7 @@ do -- TASK_CAPTURE_ZONE
|
|||||||
-- @param Tasking.Mission#MISSION Mission
|
-- @param Tasking.Mission#MISSION Mission
|
||||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||||
-- @param #string TaskName The name of the Task.
|
-- @param #string TaskName The name of the Task.
|
||||||
-- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition
|
-- @param Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition
|
||||||
-- @param #string TaskBriefing The briefing of the task.
|
-- @param #string TaskBriefing The briefing of the task.
|
||||||
-- @return #TASK_CAPTURE_ZONE self
|
-- @return #TASK_CAPTURE_ZONE self
|
||||||
function TASK_CAPTURE_ZONE:New( Mission, SetGroup, TaskName, ZoneGoalCoalition, TaskBriefing)
|
function TASK_CAPTURE_ZONE:New( Mission, SetGroup, TaskName, ZoneGoalCoalition, TaskBriefing)
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- Orchestrates the task for players to execute CSAR for downed pilots.
|
--- **Tasking** - Orchestrates the task for players to execute CSAR for downed pilots.
|
||||||
--
|
--
|
||||||
-- **Specific features:**
|
-- **Specific features:**
|
||||||
--
|
--
|
||||||
@ -44,7 +44,7 @@
|
|||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling.
|
-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling.
|
||||||
--
|
--
|
||||||
-- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to
|
-- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to
|
||||||
-- join the CSAR task, and retrieve the pilot from behind enemy lines. The menu system is generic, there is nothing
|
-- join the CSAR task, and retrieve the pilot from behind enemy lines. The menu system is generic, there is nothing
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Tasking** -- Models tasks for players to transport cargo.
|
--- **Tasking** - Models tasks for players to transport cargo.
|
||||||
--
|
--
|
||||||
-- **Specific features:**
|
-- **Specific features:**
|
||||||
--
|
--
|
||||||
|
|||||||
@ -13,7 +13,7 @@
|
|||||||
--
|
--
|
||||||
-- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
|
-- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
|
||||||
--
|
--
|
||||||
-- @module ENUMS
|
-- @module Utilities.Enums
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
|
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
|
||||||
|
|||||||
@ -10,7 +10,7 @@
|
|||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
-- ### Author: **applevangelist**
|
-- ### Author: **applevangelist**
|
||||||
-- @module Utils.FiFo
|
-- @module Utilities.FiFo
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
-- Date: April 2022
|
-- Date: April 2022
|
||||||
|
|||||||
@ -6,7 +6,7 @@
|
|||||||
--
|
--
|
||||||
-- ### Author: **TAW CougarNL**, *funkyfranky*
|
-- ### Author: **TAW CougarNL**, *funkyfranky*
|
||||||
--
|
--
|
||||||
-- @module Utilities.PROFILER
|
-- @module Utilities.Profiler
|
||||||
-- @image Utils_Profiler.jpg
|
-- @image Utils_Profiler.jpg
|
||||||
|
|
||||||
--- PROFILER class.
|
--- PROFILER class.
|
||||||
|
|||||||
@ -1,5 +1,5 @@
|
|||||||
--- Various routines
|
--- Various routines
|
||||||
-- @module routines
|
-- @module Utilities.Routines
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
env.setErrorMessageBoxEnabled( false )
|
env.setErrorMessageBoxEnabled( false )
|
||||||
|
|
||||||
|
|||||||
@ -1,7 +1,7 @@
|
|||||||
--- **Utilities** DCS Simple Text-To-Speech (STTS).
|
--- **Utilities** DCS Simple Text-To-Speech (STTS).
|
||||||
--
|
--
|
||||||
--
|
--
|
||||||
-- @module Utils.STTS
|
-- @module Utilities.STTS
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
|
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
|
||||||
|
|||||||
@ -9,7 +9,7 @@
|
|||||||
-- * FlightControl : Rework to OO framework.
|
-- * FlightControl : Rework to OO framework.
|
||||||
-- * And many more
|
-- * And many more
|
||||||
--
|
--
|
||||||
-- @module Utils
|
-- @module Utilities.Utils
|
||||||
-- @image MOOSE.JPG
|
-- @image MOOSE.JPG
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects.
|
--- **Wrapper** - AIRBASE is a wrapper class to handle the DCS Airbase objects.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission.
|
--- **Wrapper** - CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -58,7 +58,7 @@
|
|||||||
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
|
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
|
||||||
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
|
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
|
||||||
--
|
--
|
||||||
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
|
-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
|
||||||
--
|
--
|
||||||
-- @field #CLIENT
|
-- @field #CLIENT
|
||||||
CLIENT = {
|
CLIENT = {
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".
|
--- **Wrapper** - CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- GROUP wraps the DCS Class Group objects.
|
--- **Wrapper** - GROUP wraps the DCS Class Group objects.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -11,7 +11,7 @@
|
|||||||
-- * Handle local Group Controller.
|
-- * Handle local Group Controller.
|
||||||
-- * Manage the "state" of the DCS Group.
|
-- * Manage the "state" of the DCS Group.
|
||||||
--
|
--
|
||||||
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).**
|
-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).**
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.
|
--- **Wrapper** - IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- OBJECT wraps the DCS Object derived objects.
|
--- **Wrapper** - OBJECT wraps the DCS Object derived objects.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable".
|
--- **Wrapper** - POSITIONABLE wraps DCS classes that are "positionable".
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- SCENERY models scenery within the DCS simulator.
|
--- **Wrapper** - SCENERY models scenery within the DCS simulator.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
|
--- **Wrapper** - STATIC wraps the DCS StaticObject class.
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -40,7 +40,7 @@
|
|||||||
--
|
--
|
||||||
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
|
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
|
||||||
--
|
--
|
||||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
|
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
|
||||||
--
|
--
|
||||||
-- @field #STATIC
|
-- @field #STATIC
|
||||||
STATIC = {
|
STATIC = {
|
||||||
|
|||||||
@ -42,7 +42,7 @@
|
|||||||
-- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object.
|
-- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object.
|
||||||
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name.
|
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name.
|
||||||
--
|
--
|
||||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
|
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
|
||||||
--
|
--
|
||||||
-- ## DCS UNIT APIs
|
-- ## DCS UNIT APIs
|
||||||
--
|
--
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user