Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank
2023-10-31 20:14:46 +01:00
110 changed files with 724 additions and 719 deletions

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@@ -1,87 +0,0 @@
version: 2.4.a.{build}
shallow_clone: true
skip_branch_with_pr: false
skip_commits:
message: /!nobuild/
skip_tags: false
environment:
access_token_documentation:
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
LUAROCKS_VER: 2.4.1
LUA_VER: 5.1.5
LUA: lua5.3
matrix:
- LUA_VER: 5.1.5
platform:
- x64
init:
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
throw "There are newer queued builds for this pull request, failing early." }
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
- cmd:
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
call choco install 7zip.commandline
call choco install lua51
call choco install luarocks
call refreshenv
call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
call luarocks install luasrcdiet
call luarocks install checks
call luarocks install luadocumentor
call luarocks install luacheck
cache:
C:\ProgramData\chocolatey\lib
C:\ProgramData\chocolatey\bin
build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
echo "Hello World!"
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# Generate the new version ...
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
test: off
# test_script:
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
on_finish:
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))

4
.gitattributes vendored
View File

@@ -15,3 +15,7 @@
*.PDF diff=astextplain *.PDF diff=astextplain
*.rtf diff=astextplain *.rtf diff=astextplain
*.RTF diff=astextplain *.RTF diff=astextplain
# Avoid Windows line endings on shell scripts
# Needed for dockerfile builds
*.sh text eol=lf

View File

@@ -5,6 +5,15 @@ on:
branches: branches:
- master - master
- develop - develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- 'Moose Development/**/*.py'
- 'Moose Development/**/*.html'
- '.github/workflows/build-docs.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs: jobs:
Build: Build:

View File

@@ -5,6 +5,13 @@ on:
branches: branches:
- master - master
- develop - develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- '.github/workflows/build-includes.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs: jobs:
Build: Build:

View File

@@ -91,12 +91,12 @@
-- An optional @{Core.Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone. -- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2A_CAP -- @field #AI_A2A_CAP
@@ -123,7 +123,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
-- Multiple inheritance ... :-) -- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap ) local AI_Air = AI_AIR:New( AICap )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP

View File

@@ -176,12 +176,12 @@
-- Per one, two, three, four? -- Per one, two, three, four?
-- --
-- **The default grouping is 1. That means, that each spawned defender will act individually.** -- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -310,7 +310,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius. -- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.** -- **The Engage Radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- In this example an Engage Radius is set to various values. -- In this example an Engage Radius is set to various values.
-- --
@@ -333,7 +333,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- In these examples, the Gci Radius is set to various values: -- In these examples, the Gci Radius is set to various values:
-- --
@@ -366,7 +366,7 @@ do -- AI_A2A_DISPATCHER
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. -- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. -- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
-- --
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test) -- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-009%20-%20Border%20Test)
-- --
-- In this example a border is set for the CCCP A2A dispatcher: -- In this example a border is set for the CCCP A2A dispatcher:
-- --
@@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
-- --
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.** -- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.

View File

@@ -14,47 +14,31 @@
--- @type AI_A2A_GCI --- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. -- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2A_GCI constructor -- ## 1. AI_A2A_GCI constructor
-- --
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object. -- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
-- --
-- ## 2. AI_A2A_GCI is a FSM -- ## 2. AI_A2A_GCI is a FSM
-- --
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States -- ### 2.1 AI_A2A_GCI States
-- --
-- * **None** ( Group ): The process is not started yet. -- * **None** ( Group ): The process is not started yet.
@@ -77,27 +61,16 @@
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters, -- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone. -- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
-- --
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2A_GCI -- @field #AI_A2A_GCI

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@@ -11,7 +11,7 @@
--- @type AI_A2A_PATROL --- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
-- --
@@ -111,12 +111,12 @@
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2A_PATROL -- @field #AI_A2A_PATROL

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@@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI --- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2G_BAI -- @field #AI_A2G_BAI
@@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS --- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2G_CAS -- @field #AI_A2G_CAS
@@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -253,12 +253,12 @@
-- --
-- **The default grouping is 1. That means, that each spawned defender will act individually.** -- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- But you can specify a number between 1 and 4, so that the defenders will act as a group. -- But you can specify a number between 1 and 4, so that the defenders will act as a group.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -296,8 +296,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- ## 1. AI\_A2G\_DISPATCHER constructor: -- ## 1. AI\_A2G\_DISPATCHER constructor:
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_1.JPG)
--
-- --
-- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance. -- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance.
-- --
@@ -311,8 +309,6 @@ do -- AI_A2G_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets, -- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy. -- potentially group them into areas, and to understand the position, level of threat of the enemy.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -686,8 +682,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -701,8 +695,6 @@ do -- AI_A2G_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
-- --
-- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, -- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -848,8 +840,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- For example, the following setup will set the default refuel tanker to "Tanker": -- For example, the following setup will set the default refuel tanker to "Tanker":
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_11.JPG)
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left. -- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.9 ) -- A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2GDispatcher:SetDefaultTanker( "Tanker" ) -- A2GDispatcher:SetDefaultTanker( "Tanker" )

View File

@@ -14,66 +14,42 @@
--- @type AI_A2G_SEAD --- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event. -- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
-- --
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor -- ## 1. AI_A2G_SEAD constructor
-- --
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object. -- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters, -- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone. -- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- -- Therefore, this class is considered to be deprecated
-- An optional @{Core.Zone} can be set, --
-- that will define when the AI will engage with the detected airborne enemy targets.
-- 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.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2G_SEAD -- @field #AI_A2G_SEAD
@@ -99,7 +75,7 @@ AI_A2G_SEAD = {
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )

View File

@@ -45,12 +45,12 @@
-- * **Start**: Start the transport process. -- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process. -- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action. -- * **Monitor**: Monitor and take action.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_AIR -- @field #AI_AIR
AI_AIR = { AI_AIR = {
ClassName = "AI_AIR", ClassName = "AI_AIR",

View File

@@ -292,8 +292,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- ## 1. AI\_AIR\_DISPATCHER constructor: -- ## 1. AI\_AIR\_DISPATCHER constructor:
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG)
--
-- --
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance. -- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
-- --
@@ -306,8 +304,6 @@ do -- AI_AIR_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets, -- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy. -- potentially group them into areas, and to understand the position, level of threat of the enemy.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -673,8 +669,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -688,8 +682,6 @@ do -- AI_AIR_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
-- --
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, -- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -835,8 +827,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- For example, the following setup will set the default refuel tanker to "Tanker": -- For example, the following setup will set the default refuel tanker to "Tanker":
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG)
--
-- -- Define the CAP -- -- Define the CAP
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 ) -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 ) -- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )

View File

@@ -14,58 +14,39 @@
--- @type AI_AIR_ENGAGE --- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event. -- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
-- --
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_AIR_ENGAGE constructor -- ## 1. AI_AIR_ENGAGE constructor
-- --
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object. -- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters, -- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone. -- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- ## 4. Set the Zone of Engagement
-- --
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) -- An optional @{Core.Zone} can be set,
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone. -- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
-- --
@@ -74,6 +55,11 @@
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_AIR_ENGAGE -- @field #AI_AIR_ENGAGE
@@ -456,12 +442,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes! -- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit ) self:__Engage( 0.1, AttackSetUnit )
else else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {} local AttackTasks = {}

View File

@@ -81,19 +81,11 @@
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range. -- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- -- Therefore, this class is considered to be deprecated
-- An optional @{Core.Zone} can be set, --
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_AIR_PATROL -- @field #AI_AIR_PATROL

View File

@@ -18,12 +18,12 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters. --- Implements the core functions modeling squadrons for airplanes and helicopters.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_AIR_SQUADRON -- @field #AI_AIR_SQUADRON

View File

@@ -22,7 +22,7 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- --
-- === -- ===
-- --
@@ -130,12 +130,12 @@
-- AIBAIZone:SearchOff() -- AIBAIZone:SearchOff()
-- --
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off. -- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_BAI_ZONE -- @field #AI_BAI_ZONE

View File

@@ -20,7 +20,7 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- --
-- === -- ===
-- --
@@ -40,7 +40,7 @@
-- --
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). -- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. -- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation. -- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
-- --
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following: -- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
-- --
@@ -52,7 +52,7 @@
-- --
-- ## 2. AI_BALANCER is a FSM -- ## 2. AI_BALANCER is a FSM
-- --
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG) -- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
-- --
-- ### 2.1. AI_BALANCER States -- ### 2.1. AI_BALANCER States
-- --
@@ -85,12 +85,12 @@
-- --
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return, -- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed. -- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_BALANCER -- @field #AI_BALANCER
AI_BALANCER = { AI_BALANCER = {
ClassName = "AI_BALANCER", ClassName = "AI_BALANCER",

View File

@@ -20,11 +20,11 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **Quax**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **Pikey**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing. -- * **Whisper**: Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing. -- * **Delta99**: Testing.
-- --
-- === -- ===
-- --
@@ -112,12 +112,12 @@
-- An optional @{Core.Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CAP_ZONE -- @field #AI_CAP_ZONE

View File

@@ -22,9 +22,9 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **Quax**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **Pikey**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- --
-- === -- ===
-- --
@@ -118,12 +118,12 @@
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. -- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB. -- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CAS_ZONE -- @field #AI_CAS_ZONE

View File

@@ -25,12 +25,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones. -- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones. -- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases. -- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_CARGO -- @field #AI_CARGO
AI_CARGO = { AI_CARGO = {
ClassName = "AI_CARGO", ClassName = "AI_CARGO",

View File

@@ -75,12 +75,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate. -- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment. -- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- --
-- @field #AI_CARGO_APC -- @field #AI_CARGO_APC
AI_CARGO_APC = { AI_CARGO_APC = {

View File

@@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ... -- time is not so much of an issue ...
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_CARGO_AIRPLANE -- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = { AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE", ClassName = "AI_CARGO_AIRPLANE",

View File

@@ -100,12 +100,12 @@
-- --
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes. -- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON. -- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**

View File

@@ -137,12 +137,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_APC -- @field #AI_CARGO_DISPATCHER_APC

View File

@@ -108,12 +108,12 @@
-- --
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!** -- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- --
-- @field #AI_CARGO_DISPATCHER_AIRPLANE -- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = { AI_CARGO_DISPATCHER_AIRPLANE = {

View File

@@ -140,12 +140,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_HELICOPTER -- @field #AI_CARGO_DISPATCHER_HELICOPTER

View File

@@ -130,12 +130,12 @@
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_SHIP -- @field #AI_CARGO_DISPATCHER_SHIP

View File

@@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ... -- time is not so much of an issue ...
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_HELICOPTER -- @field #AI_CARGO_HELICOPTER

View File

@@ -54,12 +54,12 @@
-- 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.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_CARGO_SHIP -- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = { AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP", ClassName = "AI_CARGO_SHIP",

View File

@@ -174,12 +174,12 @@
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." ) -- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes -- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2) -- EscortPlanes:__Start(2)
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_ESCORT -- @field #AI_ESCORT
AI_ESCORT = { AI_ESCORT = {
ClassName = "AI_ESCORT", ClassName = "AI_ESCORT",
@@ -199,13 +199,6 @@ AI_ESCORT = {
-- @field Functional.Detection#DETECTION_AREAS -- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil AI_ESCORT.Detection = nil
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT class constructor for an AI group --- AI_ESCORT class constructor for an AI group
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup. -- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
@@ -268,7 +261,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
-- Set EscortGroup known at EscortUnit. -- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then if not self.PlayerUnit._EscortGroups then
@@ -350,7 +343,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
@@ -388,7 +381,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus() self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_InitEscortMenus( EscortGroup ) self:_InitEscortMenus( EscortGroup )
@@ -419,7 +412,7 @@ function AI_ESCORT:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
@@ -568,7 +561,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation, local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... ) function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments ) function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:E({FormationID=FormationID}) self:E({FormationID=FormationID})
@@ -1249,7 +1242,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F() self:F()
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if not EscortGroup:IsAir() then if not EscortGroup:IsAir() then
-- Request assistance from other escorts. -- Request assistance from other escorts.
@@ -1446,7 +1439,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup ) function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
if OrbitGroup == nil then if OrbitGroup == nil then
@@ -1474,7 +1467,7 @@ end
function AI_ESCORT:_FlightJoinUp() function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup ) self:_JoinUp( EscortGroup )
@@ -1501,7 +1494,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart ) function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart ) self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1528,7 +1521,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace ) function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace ) self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@@ -1551,7 +1544,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message ) function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message ) self:_Flare( EscortGroup, Color, Message )
@@ -1574,7 +1567,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message ) function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message ) self:_Smoke( EscortGroup, Color, Message )
@@ -1605,7 +1598,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets ) function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets ) self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@@ -1813,7 +1806,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem ) function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem ) function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem ) self:_AttackTarget( EscortGroup, DetectedItem )

View File

@@ -20,12 +20,12 @@
--- Models the automatic assignment of AI escorts to player flights. --- Models the automatic assignment of AI escorts to player flights.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_ESCORT_DISPATCHER -- @field #AI_ESCORT_DISPATCHER

View File

@@ -20,12 +20,12 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu. --- Models the assignment of AI escorts to player flights upon request using the radio menu.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_ESCORT_DISPATCHER_REQUEST -- @field #AI_ESCORT_DISPATCHER_REQUEST

View File

@@ -136,12 +136,12 @@
-- --
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. -- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission. -- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl** -- ### Authors: **FlightControl**
@@ -297,7 +297,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()

View File

@@ -8,7 +8,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation)
-- --
-- === -- ===
-- --
@@ -31,11 +31,11 @@
-- @field Core.Set#SET_GROUP FollowGroupSet -- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName -- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in. -- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. -- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance. -- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates. -- @field #number dtFollow Time step between position updates.
@@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" ) -- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 ) -- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 ) -- LargeFormation:__Start( 1 )
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_FORMATION -- @field #AI_FORMATION
AI_FORMATION = { AI_FORMATION = {
ClassName = "AI_FORMATION", ClassName = "AI_FORMATION",
@@ -164,15 +164,6 @@ AI_FORMATION.__Enum.ReportType = {
Ground = "G", Ground = "G",
} }
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group --- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self -- @param #AI_FORMATION self
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet. -- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
@@ -1005,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1029,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1053,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )

View File

@@ -27,8 +27,8 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review. -- * **Pikey**: Testing and API concept review.
-- --
-- === -- ===
-- --
@@ -144,12 +144,12 @@
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place. -- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_PATROL_ZONE -- @field #AI_PATROL_ZONE

View File

@@ -142,7 +142,7 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
-- --
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction. -- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.

View File

@@ -51,15 +51,15 @@
-- * **After** the state transition. -- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**. -- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description. -- These state transition methods need to provide a return value, which is specified at the function description.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
-- --
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
-- --
@@ -69,7 +69,7 @@
-- --
-- === -- ===
-- --
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
-- --
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. -- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. -- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.

View File

@@ -48,7 +48,7 @@
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST} -- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
-- --
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}. -- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. -- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
@@ -57,12 +57,12 @@
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor: -- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
-- --
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object. -- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @module Actions.Act_Assist -- @module Actions.Act_Assist

View File

@@ -60,7 +60,7 @@
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE} -- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
-- --
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}. -- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow. -- The player receives on perioding times messages with the coordinates of the route to follow.
@@ -69,12 +69,12 @@
-- # 1.1) ACT_ROUTE_ZONE constructor: -- # 1.1) ACT_ROUTE_ZONE constructor:
-- --
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object. -- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @module Actions.Act_Route -- @module Actions.Act_Route

View File

@@ -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 helicopter groups to transport cargo between sites. -- - @{AI.AI_Cargo_Dispatcher_Helicopter} 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.
-- --
@@ -233,12 +233,12 @@
-- 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.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -398,7 +398,7 @@ do -- CARGO
-- --
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class. -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class. -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class. -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
-- * AI Ships is planned. -- * AI Ships is planned.
-- --
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking: -- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
@@ -980,7 +980,7 @@ do -- CARGO
--- Report to a Carrier Group with a Flaring signal. --- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self -- @param #CARGO self
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare. -- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @return #CARGO -- @return #CARGO
function CARGO:ReportFlare( FlareColor ) function CARGO:ReportFlare( FlareColor )
@@ -989,7 +989,7 @@ do -- CARGO
--- Report to a Carrier Group with a Smoking signal. --- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self -- @param #CARGO self
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke. -- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @return #CARGO -- @return #CARGO
function CARGO:ReportSmoke( SmokeColor ) function CARGO:ReportSmoke( SmokeColor )

View File

@@ -112,7 +112,7 @@
-- --
-- # Calculate the Path -- # Calculate the Path
-- --
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which -- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node. -- describe the optimal path from the start node to the end node.
-- --
-- By default, the start and end node are include in the table that is returned. -- By default, the start and end node are include in the table that is returned.

View File

@@ -9,7 +9,7 @@
-- --
-- ## Example Missions: -- ## Example Missions:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation). -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
-- --
-- === -- ===
-- --

View File

@@ -680,7 +680,7 @@ do -- cargo
--- Finds an CARGO based on the CargoName. --- Finds an CARGO based on the CargoName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string CargoName -- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO. -- @return Cargo.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName ) function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName] local CargoFound = self.CARGOS[CargoName]

View File

@@ -313,7 +313,7 @@ EVENTS = {
-- @field Cargo.Cargo#CARGO Cargo The cargo object. -- @field Cargo.Cargo#CARGO Cargo The cargo object.
-- @field #string CargoName The name of the cargo object. -- @field #string CargoName The name of the cargo object.
-- --
-- @field Core.ZONE#ZONE Zone The zone object. -- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone. -- @field #string ZoneName The name of the zone.
@@ -988,7 +988,7 @@ do -- Event Creation
--- Creation of a New ZoneGoal Event. --- Creation of a New ZoneGoal Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created. -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventNewZoneGoal( ZoneGoal ) function EVENT:CreateEventNewZoneGoal( ZoneGoal )
self:F( { ZoneGoal } ) self:F( { ZoneGoal } )

View File

@@ -249,7 +249,7 @@ do -- FSM
-- --
-- ### Linear Transition Example -- ### Linear Transition Example
-- --
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) -- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/blob/master/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
-- --
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
@@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Wrapper.Unit} and activate the process. --- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task -- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit -- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self -- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task ) function FSM_PROCESS:Assign( ProcessUnit, Task )

View File

@@ -513,7 +513,7 @@ do -- MENU_COALITION
--- @type MENU_COALITION --- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
--- Manages the main menus for @{DCS.coalition}s. --- Manages the main menus for DCS.coalition.
-- --
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference. -- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.

View File

@@ -73,7 +73,7 @@ MESSAGE.Type = {
Detailed = "Detailed Report", Detailed = "Detailed Report",
} }
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
@@ -127,7 +127,7 @@ end
--- Creates a new MESSAGE object of a certain type. --- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel. -- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu. -- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
@@ -343,7 +343,7 @@ end
--- Sends a MESSAGE to a Coalition. --- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed. -- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display. -- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
-- @usage -- @usage
@@ -379,7 +379,7 @@ end
--- Sends a MESSAGE to a Coalition if the given Condition is true. --- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true. -- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self -- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )

View File

@@ -199,7 +199,7 @@ end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc. --- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points. -- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints() function PATHLINE:GetPoints()
return self.points return self.points
end end

View File

@@ -52,7 +52,7 @@
-- --
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**. -- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called. -- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(), -- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object. -- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
-- --
-- ## SCHEDULER constructor -- ## SCHEDULER constructor

View File

@@ -5471,7 +5471,7 @@ do -- SET_CARGO
--- (R2.1) Remove CARGOs from SET_CARGO. --- (R2.1) Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self -- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names. -- @param Cargo.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return Core.Set#SET_CARGO self -- @return Core.Set#SET_CARGO self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1 function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1
@@ -5487,7 +5487,7 @@ do -- SET_CARGO
--- (R2.1) Finds a Cargo based on the Cargo Name. --- (R2.1) Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self -- @param #SET_CARGO self
-- @param #string CargoName -- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo. -- @return Cargo.Cargo#CARGO The found Cargo.
function SET_CARGO:FindCargo( CargoName ) -- R2.1 function SET_CARGO:FindCargo( CargoName ) -- R2.1
local CargoFound = self.Set[CargoName] local CargoFound = self.Set[CargoName]
@@ -5630,7 +5630,7 @@ do -- SET_CARGO
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}. --- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
-- @param #SET_CARGO self -- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}. -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. -- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1 function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
self:F2( PointVec2 ) self:F2( PointVec2 )
@@ -6195,7 +6195,7 @@ do -- SET_ZONE
--- Start watching if the Object or Objects move into or out of our set of zones. --- Start watching if the Object or Objects move into or out of our set of zones.
-- @param #SET_ZONE self -- @param #SET_ZONE self
-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT -- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @return #SET_ZONE self -- @return #SET_ZONE self
-- @usage -- @usage
-- -- Create a SET_GROUP and a SET_ZONE for this: -- -- Create a SET_GROUP and a SET_ZONE for this:

View File

@@ -91,7 +91,7 @@
-- --
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications. -- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
-- --
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -105,9 +105,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default. -- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. -- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- --
-- ### 3.1.4) A2G coordinates setting - additional notes -- ### 3.1.4) A2G coordinates setting - additional notes
-- --
@@ -120,7 +120,7 @@
-- --
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications. -- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
-- --
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -135,9 +135,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default. -- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. -- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default. -- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
-- --
-- ### 3.2.4) A2A coordinates settings - additional notes -- ### 3.2.4) A2A coordinates settings - additional notes
@@ -190,8 +190,8 @@
-- --
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- --
-- ## 3.5) **Era** of the battle -- ## 3.5) **Era** of the battle
-- --
@@ -283,21 +283,21 @@ do -- SETTINGS
function SETTINGS:SetMetric() function SETTINGS:SetMetric()
self.Metric = true self.Metric = true
end end
--- Sets the SETTINGS default text locale. --- Sets the SETTINGS default text locale.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #string Locale -- @param #string Locale
function SETTINGS:SetLocale(Locale) function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en" self.Locale = Locale or "en"
end end
--- Gets the SETTINGS text locale. --- Gets the SETTINGS text locale.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #string -- @return #string
function SETTINGS:GetLocale() function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale() return self.Locale or _SETTINGS:GetLocale()
end end
--- Gets if the SETTINGS is metric. --- Gets if the SETTINGS is metric.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if metric. -- @return #boolean true if metric.

View File

@@ -58,7 +58,7 @@
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable -- @field #SPAWN.SpawnZoneTable SpawnZoneTable
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Core.Group}s. --- Allows to spawn dynamically new @{Wrapper.Group}s.
-- --
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME), -- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set. -- which is a normal group with the **Late Activation** flag set.
@@ -1331,7 +1331,7 @@ do -- Delay methods
return self return self
end end
--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned --- Turns the Delay On for the @{Wrapper.Group} when spawning with @{#SpawnScheduled}(). In effect then the 1st group will only be spawned
-- after the number of seconds given in SpawnScheduled as arguments, and not immediately. -- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
-- @param #SPAWN self -- @param #SPAWN self
-- @return #SPAWN The SPAWN object -- @return #SPAWN The SPAWN object
@@ -1669,7 +1669,7 @@ end
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval. -- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below. -- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
-- Effectively the same as @{InitDelayOn}(). -- Effectively the same as @{#InitDelayOn}().
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
@@ -3622,7 +3622,7 @@ function SPAWN:_OnLand( EventData )
end end
--- Will detect AIR Units shutting down their engines ... --- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. -- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- But only when the Unit was registered to have landed. -- But only when the Unit was registered to have landed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData

View File

@@ -21,9 +21,9 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * **EasyEB**: Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * **Wingthor**: Beta Testing
-- --
-- === -- ===
-- --

View File

@@ -570,7 +570,7 @@ end
--- Start watching if the Object or Objects move into or out of a zone. --- Start watching if the Object or Objects move into or out of a zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT -- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @return #ZONE_BASE self -- @return #ZONE_BASE self
-- @usage -- @usage
-- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving -- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving
@@ -1057,11 +1057,11 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories. --- Scan the zone for the presence of units of the given ObjectCategories.
-- Note that **only after** a zone has been scanned, the zone can be evaluated by: -- Note that **only after** a zone has been scanned, the zone can be evaluated by:
-- --
-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. -- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. -- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. -- * @{Core.Zone#ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. -- * @{Core.Zone#ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty. -- * @{Core.Zone#ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` -- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` -- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
@@ -1787,7 +1787,7 @@ ZONE_UNIT = {
-- @param #ZONE_UNIT self -- @param #ZONE_UNIT self
-- @param #string ZoneName Name of the zone. -- @param #string ZoneName Name of the zone.
-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone. -- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone. -- @param #number Radius The radius of the zone in meters.
-- @param #table Offset A table specifying the offset. The offset table may have the following elements: -- @param #table Offset A table specifying the offset. The offset table may have the following elements:
-- dx The offset in X direction, +x is north. -- dx The offset in X direction, +x is north.
-- dy The offset in Y direction, +y is east. -- dy The offset in Y direction, +y is east.
@@ -2749,11 +2749,11 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment. --- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment.
-- Note that **only after** a zone has been scanned, the zone can be evaluated by: -- Note that **only after** a zone has been scanned, the zone can be evaluated by:
-- --
-- * @{ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. -- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. -- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. -- * @{Core.Zone#ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. -- * @{Core.Zone#ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty. -- * @{Core.Zone#ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty.
-- @param #ZONE_POLYGON self -- @param #ZONE_POLYGON self
-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` -- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` -- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`

View File

@@ -25,9 +25,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- ==== -- ====
-- @module Functional.Artillery -- @module Functional.Artillery
@@ -291,14 +291,14 @@
-- ### Illumination Shells -- ### Illumination Shells
-- --
-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the -- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd). -- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
-- --
-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the -- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
-- @{#ARTY.AssignTargetCoord}() function. -- @{#ARTY.AssignTargetCoord}() function.
-- --
-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact. -- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function -- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*). -- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
-- --
-- ### Smoke Shells -- ### Smoke Shells
-- --

View File

@@ -167,9 +167,9 @@
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * **EasyEB**: Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * **Wingthor**: Beta Testing
-- --
-- ### Authors: -- ### Authors:
-- --

View File

@@ -2452,7 +2452,7 @@ do -- DETECTION_AREAS
-- --
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
-- --
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}(). -- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
-- --

View File

@@ -21,7 +21,7 @@ do -- DETECTION_ZONES
-- --
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
-- --
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}(). -- Retrieve the formed @{Core.Zone#ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
-- --

View File

@@ -252,7 +252,7 @@ end
--- Set a Detection method for the EscortClient to be reported upon. --- Set a Detection method for the EscortClient to be reported upon.
-- Detection methods are based on the derived classes from DETECTION_BASE. -- Detection methods are based on the derived classes from DETECTION_BASE.
-- @param #ESCORT self -- @param #ESCORT self
-- @param Function.Detection#DETECTION_BASE Detection -- @param Functional.Detection#DETECTION_BASE Detection
function ESCORT:SetDetection( Detection ) function ESCORT:SetDetection( Detection )
self.Detection = Detection self.Detection = Detection

View File

@@ -58,7 +58,7 @@
-- --
-- # The FOX Concept -- # The FOX Concept
-- --
-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this -- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_\(code_word\)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
-- script handles air-to-air but also surface-to-air missiles. -- script handles air-to-air but also surface-to-air missiles.
-- --
-- # Basic Script -- # Basic Script

View File

@@ -893,7 +893,7 @@ do
--- Function to get the HQ object for further use --- Function to get the HQ object for further use
-- @param #MANTIS self -- @param #MANTIS self
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist -- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist
function MANTIS:GetCommandCenter() function MANTIS:GetCommandCenter()
self:T(self.lid .. "GetCommandCenter") self:T(self.lid .. "GetCommandCenter")
if self.HQ_CC then if self.HQ_CC then
@@ -929,7 +929,7 @@ do
--- Function to set the HQ object for further use --- Function to set the HQ object for further use
-- @param #MANTIS self -- @param #MANTIS self
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ -- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ
function MANTIS:SetCommandCenter(group) function MANTIS:SetCommandCenter(group)
self:T(self.lid .. "SetCommandCenter") self:T(self.lid .. "SetCommandCenter")
local group = group or nil local group = group or nil
@@ -991,7 +991,7 @@ do
--- Set using your own #INTEL_DLINK object instead of #DETECTION --- Set using your own #INTEL_DLINK object instead of #DETECTION
-- @param #MANTIS self -- @param #MANTIS self
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used. -- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used.
function MANTIS:SetUsingDLink(DLink) function MANTIS:SetUsingDLink(DLink)
self:T(self.lid .. "SetUsingDLink") self:T(self.lid .. "SetUsingDLink")
self.DLink = true self.DLink = true

View File

@@ -46,9 +46,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- === -- ===
-- @module Functional.RAT -- @module Functional.RAT
@@ -225,7 +225,7 @@
-- --
-- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e. -- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e.
-- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing -- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing
-- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function. -- and not when it shuts down its engines. See the @{#RAT.RespawnAfterLanding}() function.
-- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter. -- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter.
-- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by. -- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by.
-- --
@@ -2474,11 +2474,11 @@ end
-- @param #RAT self -- @param #RAT self
-- @param #number takeoff Takeoff type. Could also be air start. -- @param #number takeoff Takeoff type. Could also be air start.
-- @param #number landing Landing type. Could also be a destination in air. -- @param #number landing Landing type. Could also be a destination in air.
-- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase. -- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase.
-- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase. -- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase.
-- @param #table _waypoint Initial waypoint. -- @param #table _waypoint Initial waypoint.
-- @return Wrapper.Airport#AIRBASE Departure airbase. -- @return Wrapper.Airbase#AIRBASE Departure airbase.
-- @return Wrapper.Airport#AIRBASE Destination airbase. -- @return Wrapper.Airbase#AIRBASE Destination airbase.
-- @return #table Table of flight plan waypoints. -- @return #table Table of flight plan waypoints.
-- @return #nil If no valid departure or destination airport could be found. -- @return #nil If no valid departure or destination airport could be found.
function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint) function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
@@ -4605,7 +4605,7 @@ function RAT:_TaskHolding(P1, Altitude, Speed, Duration)
end end
--- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed. --- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed.
-- @param Core.Group#GROUP group Group of aircraft. -- @param Wrapper.Group#GROUP group Group of aircraft.
-- @param #RAT rat RAT object. -- @param #RAT rat RAT object.
-- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed. -- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed.
function RAT._WaypointFunction(group, rat, wp) function RAT._WaypointFunction(group, rat, wp)

View File

@@ -4,7 +4,7 @@
-- --
-- The RANGE class enables easy set up of bombing and strafing ranges within DCS World. -- The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
-- --
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated -- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174). -- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
-- --
-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class. -- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
@@ -42,9 +42,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175) -- ### Contributions: FlightControl, Ciribob
-- ### SRS Additions: Applevangelist -- ### SRS Additions: Applevangelist
-- --
-- === -- ===

View File

@@ -27,7 +27,7 @@
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites. -- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
-- --
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players, -- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects. -- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects.
-- --
-- Positive score points are granted when enemy or neutral targets are destroyed. -- Positive score points are granted when enemy or neutral targets are destroyed.
-- Negative score points or penalties are given when a friendly target is hit or destroyed. -- Negative score points or penalties are given when a friendly target is hit or destroyed.
@@ -81,7 +81,7 @@
-- --
-- * **Wingthor (TAW)**: Testing & Advice. -- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. -- * **Whisper**: Testing and Advice.
-- --
-- === -- ===
-- --

View File

@@ -33,9 +33,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- === -- ===
-- --

View File

@@ -742,7 +742,7 @@
-- --
-- ## Save Assets -- ## Save Assets
-- --
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory. -- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example -- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt". -- "Warehouse-1234_Batumi.txt".
@@ -753,13 +753,13 @@
-- --
-- ### Automatic Save at Mission End -- ### Automatic Save at Mission End
-- --
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. -- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
-- --
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\") -- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
-- --
-- ## Load Assets -- ## Load Assets
-- --
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory. -- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example -- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt". -- "Warehouse-1234_Batumi.txt".

View File

@@ -363,8 +363,8 @@ do -- ZONE_CAPTURE_COALITION
--- ZONE_CAPTURE_COALITION Constructor. --- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #number Coalition The initial coalition owning the zone.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS. -- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_CAPTURE_COALITION -- @return #ZONE_CAPTURE_COALITION

View File

@@ -4,12 +4,12 @@
-- --
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo. -- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized. -- Derived classes implement the ways how the achievements can be realized.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -61,7 +61,7 @@ do -- ZoneGoal
--- ZONE_GOAL_CARGO Constructor. --- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #number Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO -- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition ) function ZONE_GOAL_CARGO:New( Zone, Coalition )
@@ -259,7 +259,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @param DCSCoalition.DCSCoalition#coalition Coalition -- @param #number Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition ) function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition self.Coalition = Coalition
end end
@@ -267,7 +267,7 @@ do -- ZoneGoal
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_CARGO:GetCoalition() function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition return self.Coalition
end end

View File

@@ -54,7 +54,7 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor. --- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL. -- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
@@ -80,7 +80,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*. -- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition ) function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition = self.Coalition or Coalition self.PreviousCoalition = self.Coalition or Coalition
@@ -120,14 +120,14 @@ do -- ZoneGoal
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_COALITION:GetCoalition() function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition return self.Coalition
end end
--- Get the previous coalition, i.e. the one owning the zone before the current one. --- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition() function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition return self.PreviousCoalition
end end

View File

@@ -27,17 +27,17 @@
-- **Supported Carriers:** -- **Supported Carriers:**
-- --
-- * [USS John C. Stennis](https://en.wikipedia.org/wiki/USS_John_C._Stennis) (CVN-74) -- * [USS John C. Stennis](https://en.wikipedia.org/wiki/USS_John_C._Stennis) (CVN-74)
-- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_(CVN-71\)) (CVN-71) [Super Carrier Module] -- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_\(CVN-71\)) (CVN-71) [Super Carrier Module]
-- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_(CVN-72\)) (CVN-72) [Super Carrier Module] -- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_\(CVN-72\)) (CVN-72) [Super Carrier Module]
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73\)) (CVN-73) [Super Carrier Module] -- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_\(CVN-73\)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module] -- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59\)) (CV-59) [Heatblur Carrier Module] -- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_\(CV-59\)) (CV-59) [Heatblur Carrier Module]
-- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_(R12\)) (R12) -- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_\(R12\)) (R12)
-- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_(R05\)) (R05) -- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_\(R05\)) (R05)
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1\)) (LHA-1) -- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_\(LHA-1\)) (LHA-1)
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6\)) (LHA-6) -- * [USS America](https://en.wikipedia.org/wiki/USS_America_\(LHA-6\)) (LHA-6)
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) -- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61)
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02\)) (L02) -- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_\(L02\)) (L02)
-- --
-- **Supported Aircraft:** -- **Supported Aircraft:**
-- --
@@ -45,7 +45,7 @@
-- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI) -- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI) -- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI)
-- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI) -- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI)
-- * [T-45C Goshawk](https://www.vnao-cvw-7.com/t-45-goshawk) (VNAO mod) (Player & AI) -- * [T-45C Goshawk](https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/) (VNAO mod) (Player & AI)
-- * [FE/A-18E/F/G Superhornet](https://forum.dcs.world/topic/316971-cjs-super-hornet-community-mod-v20-official-thread/) (CJS mod) (Player & AI) -- * [FE/A-18E/F/G Superhornet](https://forum.dcs.world/topic/316971-cjs-super-hornet-community-mod-v20-official-thread/) (CJS mod) (Player & AI)
-- * F/A-18C Hornet (AI) -- * F/A-18C Hornet (AI)
-- * F-14A Tomcat (AI) -- * F-14A Tomcat (AI)
@@ -61,7 +61,7 @@
-- --
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version. -- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
-- --
-- The [DCS Supercarriers](https://forums.eagle.ru/forum/151-dcs-supercarrier/) are also supported. -- The [DCS Supercarriers](https://www.digitalcombatsimulator.com/de/shop/modules/supercarrier/) are also supported.
-- --
-- ## Discussion -- ## Discussion
-- --
@@ -95,11 +95,6 @@
-- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc) -- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc)
-- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ) -- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ)
-- --
-- ### Lex explaining Boat Ops:
--
-- * [( DCS HORNET ) Some boat ops basics VID 1](https://www.youtube.com/watch?v=LvGQS-3AzMc)
-- * [( DCS HORNET ) Some boat ops basics VID 2](https://www.youtube.com/watch?v=bN44wvtRsw0)
--
-- ### Jabbers Case I and III Recovery Tutorials: -- ### Jabbers Case I and III Recovery Tutorials:
-- --
-- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I) -- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I)

View File

@@ -46,8 +46,6 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](OPS_CSAR.jpg)
--
-- # CSAR Concept -- # CSAR Concept
-- --
-- * MOOSE-based Helicopter CSAR Operations for Players. -- * MOOSE-based Helicopter CSAR Operations for Players.

View File

@@ -19,10 +19,12 @@
-- === -- ===
-- --
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!) -- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
-- ### Repack addition for crates: **Raiden**
--
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update June 2023 -- Last Update October 2023
do do
@@ -599,7 +601,7 @@ do
-- --
-- === -- ===
-- --
-- ![Banner Image](OPS_CTLD.jpg) -- ![Banner Image](../Images/OPS_CTLD.jpg)
-- --
-- # CTLD Concept -- # CTLD Concept
-- --
@@ -700,6 +702,7 @@ do
-- --
-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD. -- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
-- my_ctld.CrateDistance = 35 -- List and Load crates in this radius only. -- my_ctld.CrateDistance = 35 -- List and Load crates in this radius only.
-- my_ctld.PackDistance = 35 -- Pack crates in this radius only
-- my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere. -- my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere.
-- my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped. -- my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped.
-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load. -- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
@@ -1121,6 +1124,7 @@ CTLD = {
Spawned_Crates = {}, -- Holds objects for crates spawned generally Spawned_Crates = {}, -- Holds objects for crates spawned generally
Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects
CrateDistance = 35, -- list crates in this radius CrateDistance = 35, -- list crates in this radius
PackDistance = 35, -- pack crates in this radius
debug = false, debug = false,
wpZones = {}, wpZones = {},
dropOffZones = {}, dropOffZones = {},
@@ -1144,6 +1148,7 @@ CTLD = {
-- DONE: List cargo in stock -- DONE: List cargo in stock
-- DONE: Limit of troops, crates buildable? -- DONE: Limit of troops, crates buildable?
-- DONE: Allow saving of Troops & Vehicles -- DONE: Allow saving of Troops & Vehicles
-- DONE: Adding re-packing dropped units
------------------------------ ------------------------------
--- Radio Beacons --- Radio Beacons
@@ -1223,7 +1228,7 @@ CTLD.UnitTypes = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.0.40" CTLD.version="1.0.41"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@@ -1341,6 +1346,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- setup -- setup
self.CrateDistance = 35 -- list/load crates in this radius self.CrateDistance = 35 -- list/load crates in this radius
self.PackDistance = 35 -- pack objects in this radius
self.ExtractFactor = 3.33 -- factor for troops extraction, i.e. CrateDistance * Extractfactor self.ExtractFactor = 3.33 -- factor for troops extraction, i.e. CrateDistance * Extractfactor
self.prefixes = Prefixes or {"Cargoheli"} self.prefixes = Prefixes or {"Cargoheli"}
self.useprefix = true self.useprefix = true
@@ -2260,9 +2266,10 @@ end
-- @param #CTLD_CARGO Cargo -- @param #CTLD_CARGO Cargo
-- @param #number number Number of crates to generate (for dropping) -- @param #number number Number of crates to generate (for dropping)
-- @param #boolean drop If true we\'re dropping from heli rather than loading. -- @param #boolean drop If true we\'re dropping from heli rather than loading.
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop) -- @param #boolean pack If true we\'re packing crates from a template rather than loading or dropping
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
self:T(self.lid .. " _GetCrates") self:T(self.lid .. " _GetCrates")
if not drop then if not drop and not pack then
local cgoname = Cargo:GetName() local cgoname = Cargo:GetName()
-- check if we have stock -- check if we have stock
local instock = Cargo:GetStock() local instock = Cargo:GetStock()
@@ -2279,18 +2286,20 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
local width = 20 local width = 20
local distance = nil local distance = nil
local zone = nil local zone = nil
if not drop then if not drop and not pack then
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then if not inzone then
---@diagnostic disable-next-line: cast-local-type ---@diagnostic disable-next-line: cast-local-type
inzone, ship, zone, distance, width = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP) inzone, ship, zone, distance, width = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
end end
else elseif drop and not pack then
if self.dropcratesanywhere then -- #1570 if self.dropcratesanywhere then -- #1570
inzone = true inzone = true
else else
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP) inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
end end
elseif pack and not drop then
inzone = true
end end
if not inzone then if not inzone then
@@ -3229,6 +3238,42 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
return self return self
end end
--- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_PackCratesNearby(Group, Unit)
self:T(self.lid .. " _PackCratesNearby")
-----------------------------------------
-- search for nearest group to player
-- determine if group is packable
-- generate crates and destroy group
-----------------------------------------
-- get nearby vehicles
local location = Group:GetCoordinate() -- get coordinate of group using function
local nearestGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({ZONE_RADIUS:New("TempZone", location:GetVec2(), self.PackDistance, false)}):FilterOnce() -- get all groups withing PackDistance from group using function
-- get template name of all vehicles in zone
-- determine if group is packable
for _, _Group in pairs(nearestGroups.Set) do -- convert #SET_GROUP to a list of Wrapper.Group#GROUP
for _, _Template in pairs(_DATABASE.Templates.Groups) do -- iterate through the database of templates
if (string.match(_Group:GetName(), _Template.GroupName)) then -- check if the Wrapper.Group#GROUP near the player is in the list of templates by name
-- generate crates and destroy group
for _, _entry in pairs(self.Cargo_Crates) do -- iterate through #CTLD_CARGO
if (_entry.Templates[1] == _Template.GroupName) then -- check if the #CTLD_CARGO matches the template name
_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
return self
end
end
end
end
end
return self
end
--- (Internal) Function to repair nearby vehicles / FOBs --- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
@@ -3541,6 +3586,7 @@ function CTLD:_RefreshF10Menus()
if cancrates then if cancrates then
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit) local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}

View File

@@ -64,8 +64,6 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Presentations\RESCUEHELO\RescueHelo_Main.png)
--
-- # Recue Helo -- # Recue Helo
-- --
-- The rescue helo will fly in close formation with another unit, which is typically an aircraft carrier. -- The rescue helo will fly in close formation with another unit, which is typically an aircraft carrier.

View File

@@ -44,7 +44,7 @@
-- --
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function, -- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
-- * Then, you will **set the relevant parameters** to the transmission (see below), -- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function. -- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{#RADIO.Broadcast}() function.
-- --
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE} -- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
-- --

View File

@@ -17,15 +17,15 @@
--- Makes the radio speak. --- Makes the radio speak.
-- --
-- # RADIOSPEECH usage -- # RADIOSPEECH usage
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- --
-- @type RADIOSPEECH -- @type RADIOSPEECH
-- @extends Core.RadioQueue#RADIOQUEUE -- @extends Sound.RadioQueue#RADIOQUEUE
RADIOSPEECH = { RADIOSPEECH = {
ClassName = "RADIOSPEECH", ClassName = "RADIOSPEECH",
Vocabulary = { Vocabulary = {

View File

@@ -769,7 +769,7 @@ end
--- Play sound file (ogg or mp3) via SRS. --- Play sound file (ogg or mp3) via SRS.
-- @param #MSRS self -- @param #MSRS self
-- @param Sound.SoundFile#SOUNDFILE Soundfile Sound file to play. -- @param Sound.SoundOutput#SOUNDFILE Soundfile Sound file to play.
-- @param #number Delay Delay in seconds, before the sound file is played. -- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self -- @return #MSRS self
function MSRS:PlaySoundFile(Soundfile, Delay) function MSRS:PlaySoundFile(Soundfile, Delay)
@@ -797,7 +797,7 @@ end
--- Play a SOUNDTEXT text-to-speech object. --- Play a SOUNDTEXT text-to-speech object.
-- @param #MSRS self -- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text. -- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played. -- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self -- @return #MSRS self
function MSRS:PlaySoundText(SoundText, Delay) function MSRS:PlaySoundText(SoundText, Delay)
@@ -1417,7 +1417,7 @@ end
--- Replacement function for @{#MSRS.PlaySoundText} --- Replacement function for @{#MSRS.PlaySoundText}
-- @param #MSRS self -- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text. -- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played. -- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self -- @return #MSRS self
MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay) MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay)

View File

@@ -313,7 +313,7 @@ do -- Text-To-Speech
-- --
-- ## Specific Voice -- ## Specific Voice
-- --
-- You can use a specific voice for the transmission with the @{SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples -- You can use a specific voice for the transmission with the @{#SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples
-- --
-- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain) -- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain)
-- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States) -- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States)

View File

@@ -162,12 +162,12 @@
-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds. -- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned. -- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #COMMANDCENTER -- @field #COMMANDCENTER
COMMANDCENTER = { COMMANDCENTER = {
ClassName = "COMMANDCENTER", ClassName = "COMMANDCENTER",
@@ -339,7 +339,7 @@ end
--- Gets the coalition of the command center. --- Gets the coalition of the command center.
-- @param #COMMANDCENTER self -- @param #COMMANDCENTER self
-- @return DCScoalition#coalition -- @return #number Coalition of the command center.
function COMMANDCENTER:GetCoalition() function COMMANDCENTER:GetCoalition()
return self.CommandCenterCoalition return self.CommandCenterCoalition

View File

@@ -18,7 +18,7 @@
-- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. -- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
-- --
-- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively. -- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively.
-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}(). -- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER.ReportNow}().
-- --
-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds. -- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
-- --
@@ -32,12 +32,12 @@
-- ------------------------------- -- -------------------------------
-- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance. -- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing -- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing

View File

@@ -117,12 +117,12 @@
-- - @{#MISSION.ReportPlayersPerTask}(): Generates a report showing the active players per task. -- - @{#MISSION.ReportPlayersPerTask}(): Generates a report showing the active players per task.
-- - @{#MISSION.ReportPlayersProgress}(): Generates a report showing the task progress per player. -- - @{#MISSION.ReportPlayersProgress}(): Generates a report showing the task progress per player.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #MISSION -- @field #MISSION
MISSION = { MISSION = {
ClassName = "MISSION", ClassName = "MISSION",

View File

@@ -203,12 +203,12 @@
-- --
-- These different completion states are important for the mission designer to reflect scoring to a player. -- These different completion states are important for the mission designer to reflect scoring to a player.
-- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded. -- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author(s): **FlightControl** -- ### Author(s): **FlightControl**
@@ -1773,7 +1773,7 @@ do -- Links
--- Set detection of a task --- Set detection of a task
-- @param #TASK self -- @param #TASK self
-- @param Function.Detection#DETECTION_BASE Detection -- @param Functional.Detection#DETECTION_BASE Detection
-- @param DetectedItem -- @param DetectedItem
-- @return #TASK -- @return #TASK
function TASK:SetDetection( Detection, DetectedItem ) function TASK:SetDetection( Detection, DetectedItem )

View File

@@ -18,12 +18,12 @@
-- # TASKINFO class, extends @{Core.Base#BASE} -- # TASKINFO class, extends @{Core.Base#BASE}
-- --
-- ## The TASKINFO class implements the methods to contain information and display information of a task. -- ## The TASKINFO class implements the methods to contain information and display information of a task.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #TASKINFO -- @field #TASKINFO
TASKINFO = { TASKINFO = {
ClassName = "TASKINFO", ClassName = "TASKINFO",
@@ -256,7 +256,7 @@ end
--- Add Cargo. --- Add Cargo.
-- @param #TASKINFO self -- @param #TASKINFO self
-- @param Core.Cargo#CARGO Cargo -- @param Cargo.Cargo#CARGO Cargo
-- @param #number Order The display order, which is a number from 0 to 100. -- @param #number Order The display order, which is a number from 0 to 100.
-- @param #TASKINFO.Detail Detail The detail Level. -- @param #TASKINFO.Detail Detail The detail Level.
-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. -- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.

View File

@@ -35,7 +35,7 @@ do -- TASK_A2A
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed. -- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed. -- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed. -- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

View File

@@ -401,7 +401,7 @@ do -- TASK_A2A_DISPATCHER
--- Calculates which friendlies are nearby the area --- Calculates which friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem -- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT -- @return #number, Tasking.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
@@ -444,7 +444,7 @@ do -- TASK_A2A_DISPATCHER
--- Calculates which HUMAN friendlies are nearby the area --- Calculates which HUMAN friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem -- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT -- @return #number, Tasking.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set

View File

@@ -5,7 +5,7 @@
-- * 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}
-- --
-- --
-- === -- ===
@@ -14,7 +14,7 @@
-- --
-- Test missions can be located on the main GITHUB site. -- Test missions can be located on the main GITHUB site.
-- --
-- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Dispatching) -- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Task%20Dispatching)
-- --
-- === -- ===
-- --
@@ -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!
@@ -49,7 +49,7 @@
-- Once the task is assigned to the player and accepted by the player, the player will obtain -- Once the task is assigned to the player and accepted by the player, the player will obtain
-- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported. -- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported.
-- --
-- Each @{Cargo.Cargo} object has a certain state: -- Each @{Tasking.Task_CARGO#TASK_CARGO} object has a certain state:
-- --
-- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported. -- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported.
-- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle. -- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
@@ -298,8 +298,7 @@
-- --
-- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone! -- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone!
-- --
-- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile. -- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile.
-- ![Task_Types](../Tasking/Task_Cargo_Settings.JPG)
-- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination. -- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination.
-- --
-- #### Unboard Cargo. -- #### Unboard Cargo.
@@ -391,12 +390,12 @@
-- - @{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.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -448,7 +447,7 @@ do -- TASK_CARGO
-- --
-- ## 2.2) Handle TASK_CARGO Events ... -- ## 2.2) Handle TASK_CARGO Events ...
-- --
-- The TASK_CARGO classes define @{Cargo} transport tasks, -- The TASK_CARGO classes define Cargo transport tasks,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- --
-- ### 2.2.1) Boarding events. -- ### 2.2.1) Boarding events.
@@ -515,7 +514,7 @@ do -- TASK_CARGO
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
-- @return #boolean -- @return #boolean
@@ -526,7 +525,7 @@ do -- TASK_CARGO
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
-- @usage -- @usage
-- --
@@ -568,7 +567,7 @@ do -- TASK_CARGO
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @return #boolean -- @return #boolean
--- CargoPickedUp Handler OnAfter for TASK_CARGO --- CargoPickedUp Handler OnAfter for TASK_CARGO
@@ -578,7 +577,7 @@ do -- TASK_CARGO
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
local Fsm = self:GetUnitProcess() local Fsm = self:GetUnitProcess()
@@ -844,7 +843,7 @@ do -- TASK_CARGO
-- @param From -- @param From
-- @param Event -- @param Event
-- @param To -- @param To
-- @param Core.Cargo#CARGO Cargo -- @param Cargo.Cargo#CARGO Cargo
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo ) function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )

View File

@@ -45,12 +45,12 @@
-- * Switch between metric and imperial measurement system. -- * Switch between metric and imperial measurement system.
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. -- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Various other options. -- * Various other options.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -128,7 +128,7 @@ do -- TASK_CAPTURE_DISPATCHER
-- --
-- ## 2.2. Create a set of player groups. -- ## 2.2. Create a set of player groups.
-- --
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. -- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
-- --
-- -- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players. -- -- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players.
-- -- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor. -- -- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.
@@ -245,7 +245,7 @@ do -- TASK_CAPTURE_DISPATCHER
-- @param #string TaskPrefix (optional) The prefix of the capture zone task. -- @param #string TaskPrefix (optional) The prefix of the capture zone task.
-- If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix. -- If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix.
-- The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection. -- The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.
-- @param Functional.CaptureZoneCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal. -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
-- @param #string Briefing The briefing of the task to be shown to the player. -- @param #string Briefing The briefing of the task to be shown to the player.
-- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE -- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
-- @usage -- @usage

View File

@@ -52,12 +52,12 @@
-- --
-- Enjoy! -- Enjoy!
-- FC -- FC
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -73,7 +73,7 @@
do -- TASK_CARGO_CSAR do -- TASK_CARGO_CSAR
--- @type TASK_CARGO_CSAR --- @type TASK_CARGO_CSAR
-- @extends Tasking.Task_Cargo#TASK_CARGO -- @extends Tasking.Task_CARGO#TASK_CARGO
--- Orchestrates the task for players to execute CSAR for downed pilots. --- Orchestrates the task for players to execute CSAR for downed pilots.
-- --
@@ -137,7 +137,7 @@ do -- TASK_CARGO_CSAR
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Pilots", "Downed Pilot", 500 ) -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Pilots", "Downed Pilot", 500 )
-- --
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. -- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
-- --
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
@@ -301,7 +301,7 @@ do -- TASK_CARGO_CSAR
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
--- OnAfter Transition Handler for Event CargoDeployed. --- OnAfter Transition Handler for Event CargoDeployed.
-- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoDeployed -- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoDeployed
@@ -310,7 +310,7 @@ do -- TASK_CARGO_CSAR
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
local Fsm = self:GetUnitProcess() local Fsm = self:GetUnitProcess()
@@ -318,7 +318,7 @@ do -- TASK_CARGO_CSAR
local CargoReport = REPORT:New( "Rescue a downed pilot from the following position:") local CargoReport = REPORT:New( "Rescue a downed pilot from the following position:")
SetCargo:ForEachCargo( SetCargo:ForEachCargo(
--- @param Core.Cargo#CARGO Cargo --- @param Cargo.Cargo#CARGO Cargo
function( Cargo ) function( Cargo )
local CargoType = Cargo:GetType() local CargoType = Cargo:GetType()
local CargoName = Cargo:GetName() local CargoName = Cargo:GetName()
@@ -358,7 +358,7 @@ do -- TASK_CARGO_CSAR
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ). -- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
for CargoID, CargoData in pairs( Set ) do for CargoID, CargoData in pairs( Set ) do
local Cargo = CargoData -- Core.Cargo#CARGO local Cargo = CargoData -- Cargo.Cargo#CARGO
self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } ) self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } )

View File

@@ -52,12 +52,12 @@
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. -- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Different settings modes for A2G and A2A operations. -- * Different settings modes for A2G and A2A operations.
-- * Various other options. -- * Various other options.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -144,7 +144,7 @@ do -- TASK_CARGO_DISPATCHER
-- -- Note that the name of the cargo is "Engineer Team 1". -- -- Note that the name of the cargo is "Engineer Team 1".
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 ) -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 )
-- --
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. -- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
-- --
-- -- Allocate the Transport, which are the helicopters to retrieve the pilot, that can be manned by players. -- -- Allocate the Transport, which are the helicopters to retrieve the pilot, that can be manned by players.
-- -- The name of these helicopter groups containing one client begins with "Transport", as modelled within the mission editor. -- -- The name of these helicopter groups containing one client begins with "Transport", as modelled within the mission editor.
@@ -214,7 +214,7 @@ do -- TASK_CARGO_DISPATCHER
-- --
-- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate. -- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate.
-- --
-- What is first needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. -- What is first needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
-- --
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
@@ -570,7 +570,7 @@ do -- TASK_CARGO_DISPATCHER
-- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task. -- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task.
-- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned. -- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned.
-- @param #number CSARHeading The heading of the pilot in degrees. -- @param #number CSARHeading The heading of the pilot in degrees.
-- @param DCSCountry#Country CSARCountry The country ID of the pilot that will be spawned. -- @param #DCSCountry CSARCountry The country ID of the pilot that will be spawned.
-- @param #string CSARBriefing The briefing of the CSAR task. -- @param #string CSARBriefing The briefing of the CSAR task.
-- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu. -- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu.
-- @usage -- @usage
@@ -686,7 +686,7 @@ do -- TASK_CARGO_DISPATCHER
-- @param #string TaskPrefix (optional) The prefix of the transport task. -- @param #string TaskPrefix (optional) The prefix of the transport task.
-- This prefix will be appended with a . + a number of 3 digits. -- This prefix will be appended with a . + a number of 3 digits.
-- If no TaskPrefix is given, then "Transport" will be used as the prefix. -- If no TaskPrefix is given, then "Transport" will be used as the prefix.
-- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported. -- @param Core.Set#SET_CARGO SetCargo The SetCargo to be transported.
-- @param #string Briefing The briefing of the task transport to be shown to the player. -- @param #string Briefing The briefing of the task transport to be shown to the player.
-- @param #boolean Silent If true don't send a message that a new task is available. -- @param #boolean Silent If true don't send a message that a new task is available.
-- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT -- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT

View File

@@ -41,12 +41,12 @@
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. -- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Different settings modes for A2G and A2A operations. -- * Different settings modes for A2G and A2A operations.
-- * Various other options. -- * Various other options.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- 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.
@@ -123,7 +123,7 @@ do -- TASK_CARGO_TRANSPORT
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 ) -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 )
-- --
-- What is also needed, is to have a set of Core.Groups defined that contains the clients of the players. -- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
-- --
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()

View File

@@ -23,12 +23,12 @@
-- If an ad-hoc report is requested, use the method @{Tasking.Task_Manager#TASK_MANAGER#ManageTasks}(). -- If an ad-hoc report is requested, use the method @{Tasking.Task_Manager#TASK_MANAGER#ManageTasks}().
-- --
-- The default task management interval is every 60 seconds. -- The default task management interval is every 60 seconds.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing -- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing

View File

@@ -100,7 +100,10 @@ CALLSIGN={
Texaco=1, Texaco=1,
Arco=2, Arco=2,
Shell=3, Shell=3,
}, Navy_One=4,
Mauler=5,
Bloodhound=6,
},
-- JTAC -- JTAC
JTAC={ JTAC={
Axeman=1, Axeman=1,

View File

@@ -61,7 +61,7 @@
-- --
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method. -- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call, -- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}() -- the first letter of the method is also capitalized. So, by example, the DCS Airbase method DCSWrapper.Airbase#Airbase.getName()
-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}(). -- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
-- --
-- @field #AIRBASE AIRBASE -- @field #AIRBASE AIRBASE

View File

@@ -99,7 +99,7 @@
-- This method can also be used to **embed a function call when a certain waypoint has been reached**. -- This method can also be used to **embed a function call when a certain waypoint has been reached**.
-- See below the **Tasks at Waypoints** section. -- See below the **Tasks at Waypoints** section.
-- --
-- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/GRP - Group Commands/GRP-502 - Route at waypoint to random point) -- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/GRP%20-%20Group%20Commands/GRP-502%20-%20Route%20at%20waypoint%20to%20random%20point)
-- --
-- ## 2.5) Tasks at Waypoints -- ## 2.5) Tasks at Waypoints
-- --
@@ -489,7 +489,7 @@ end
--- Return a Combo Task taking an array of Tasks. --- Return a Combo Task taking an array of Tasks.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#TaskArray DCSTasks Array of @{DCSTasking.Task#Task} -- @param DCS#TaskArray DCSTasks Array of DCSTasking.Task#Task
-- @return DCS#Task -- @return DCS#Task
function CONTROLLABLE:TaskCombo( DCSTasks ) function CONTROLLABLE:TaskCombo( DCSTasks )
@@ -2739,7 +2739,7 @@ do -- Route methods
-- @param Core.Zone#ZONE Zone The zone where to route to. -- @param Core.Zone#ZONE Zone The zone where to route to.
-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone. -- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h. -- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
-- @param Base#FORMATION Formation The formation string. -- @param Core.Base#FORMATION Formation The formation string.
function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation ) function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
self:F2( Zone ) self:F2( Zone )
@@ -2799,7 +2799,7 @@ do -- Route methods
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The Vec2 where to route to. -- @param DCS#Vec2 Vec2 The Vec2 where to route to.
-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h. -- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
-- @param Base#FORMATION Formation The formation string. -- @param Core.Base#FORMATION Formation The formation string.
function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation ) function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation )
local DCSControllable = self:GetDCSObject() local DCSControllable = self:GetDCSObject()

View File

@@ -30,7 +30,7 @@
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff(). -- * **Entropy**, **Afinegan**: Came up with the requirement for AIOnOff().
-- --
-- === -- ===
-- --
@@ -1854,7 +1854,7 @@ function GROUP:InitModex(modex)
return self return self
end end
--- Respawn the @{Wrapper.Group} at a @{Point}. --- Respawn the @{Wrapper.Group} at a @{Core.Point}.
-- The method will setup the new group template according the Init(Respawn) settings provided for the group. -- The method will setup the new group template according the Init(Respawn) settings provided for the group.
-- These settings can be provided by calling the relevant Init...() methods of the Group. -- These settings can be provided by calling the relevant Init...() methods of the Group.
-- --

View File

@@ -32,8 +32,6 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Presentations\MARKER\Marker_Main.jpg)
--
-- # The MARKER Class Idea -- # The MARKER Class Idea
-- --
-- The MARKER class simplifies creating, updating and removing of markers on the F10 map. -- The MARKER class simplifies creating, updating and removing of markers on the F10 map.

View File

@@ -1684,7 +1684,7 @@ do -- Cargo
--- Add cargo. --- Add cargo.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @param Core.Cargo#CARGO Cargo -- @param Cargo.Cargo#CARGO Cargo
-- @return #POSITIONABLE -- @return #POSITIONABLE
function POSITIONABLE:AddCargo( Cargo ) function POSITIONABLE:AddCargo( Cargo )
self.__.Cargo[Cargo] = Cargo self.__.Cargo[Cargo] = Cargo
@@ -1700,7 +1700,7 @@ do -- Cargo
--- Remove cargo. --- Remove cargo.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @param Core.Cargo#CARGO Cargo -- @param Cargo.Cargo#CARGO Cargo
-- @return #POSITIONABLE -- @return #POSITIONABLE
function POSITIONABLE:RemoveCargo( Cargo ) function POSITIONABLE:RemoveCargo( Cargo )
self.__.Cargo[Cargo] = nil self.__.Cargo[Cargo] = nil
@@ -1709,7 +1709,7 @@ do -- Cargo
--- Returns if carrier has given cargo. --- Returns if carrier has given cargo.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @return Core.Cargo#CARGO Cargo -- @return Cargo.Cargo#CARGO Cargo
function POSITIONABLE:HasCargo( Cargo ) function POSITIONABLE:HasCargo( Cargo )
return self.__.Cargo[Cargo] return self.__.Cargo[Cargo]
end end
@@ -1733,7 +1733,7 @@ do -- Cargo
--- Get cargo item count. --- Get cargo item count.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @return Core.Cargo#CARGO Cargo -- @return Cargo.Cargo#CARGO Cargo
function POSITIONABLE:CargoItemCount() function POSITIONABLE:CargoItemCount()
local ItemCount = 0 local ItemCount = 0
for CargoName, Cargo in pairs( self.__.Cargo ) do for CargoName, Cargo in pairs( self.__.Cargo ) do

View File

@@ -8,7 +8,7 @@
-- --
-- ## Example Missions: -- ## Example Missions:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper%20-%20Storage). -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Storage).
-- --
-- === -- ===
-- --

View File

@@ -14,7 +14,7 @@
-- --
-- ## Example Missions: -- ## Example Missions:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper%20-%20Weapon). -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/WRAPPER%20-%20Weapon).
-- --
-- === -- ===
-- --

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