mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge remote-tracking branch 'origin/master' into develop
# Conflicts: # Moose Development/Moose/AI/AI_A2A_Gci.lua # Moose Development/Moose/AI/AI_A2A_Patrol.lua # Moose Development/Moose/AI/AI_A2G_BAI.lua # Moose Development/Moose/AI/AI_A2G_CAS.lua # Moose Development/Moose/AI/AI_A2G_SEAD.lua # Moose Development/Moose/AI/AI_Air_Engage.lua # Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
This commit is contained in:
@@ -290,14 +290,14 @@
|
||||
-- ### 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
|
||||
-- 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
|
||||
-- @{#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.
|
||||
-- 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
|
||||
--
|
||||
|
||||
@@ -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 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}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
--
|
||||
|
||||
@@ -252,7 +252,7 @@ end
|
||||
--- Set a Detection method for the EscortClient to be reported upon.
|
||||
-- Detection methods are based on the derived classes from DETECTION_BASE.
|
||||
-- @param #ESCORT self
|
||||
-- @param Function.Detection#DETECTION_BASE Detection
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
function ESCORT:SetDetection( Detection )
|
||||
|
||||
self.Detection = Detection
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
--
|
||||
-- # 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.
|
||||
--
|
||||
-- # Basic Script
|
||||
|
||||
@@ -893,7 +893,7 @@ do
|
||||
|
||||
--- Function to get the HQ object for further use
|
||||
-- @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()
|
||||
self:T(self.lid .. "GetCommandCenter")
|
||||
if self.HQ_CC then
|
||||
@@ -929,7 +929,7 @@ do
|
||||
|
||||
--- Function to set the HQ object for further use
|
||||
-- @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)
|
||||
self:T(self.lid .. "SetCommandCenter")
|
||||
local group = group or nil
|
||||
@@ -991,7 +991,7 @@ do
|
||||
|
||||
--- Set using your own #INTEL_DLINK object instead of #DETECTION
|
||||
-- @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)
|
||||
self:T(self.lid .. "SetUsingDLink")
|
||||
self.DLink = true
|
||||
|
||||
@@ -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 immediately 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
|
||||
-- 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.
|
||||
-- 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 #number takeoff Takeoff type. Could also be air start.
|
||||
-- @param #number landing Landing type. Could also be a destination in air.
|
||||
-- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase.
|
||||
-- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase.
|
||||
-- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase.
|
||||
-- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase.
|
||||
-- @param #table _waypoint Initial waypoint.
|
||||
-- @return Wrapper.Airport#AIRBASE Departure airbase.
|
||||
-- @return Wrapper.Airport#AIRBASE Destination airbase.
|
||||
-- @return Wrapper.Airbase#AIRBASE Departure airbase.
|
||||
-- @return Wrapper.Airbase#AIRBASE Destination airbase.
|
||||
-- @return #table Table of flight plan waypoints.
|
||||
-- @return #nil If no valid departure or destination airport could be found.
|
||||
function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
--
|
||||
-- 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).
|
||||
--
|
||||
-- [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
|
||||
--
|
||||
-- ===
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
-- 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,
|
||||
-- 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.
|
||||
-- Negative score points or penalties are given when a friendly target is hit or destroyed.
|
||||
@@ -81,7 +81,7 @@
|
||||
--
|
||||
-- * **Wingthor (TAW)**: Testing & Advice.
|
||||
-- * **Dutch-Baron (TAW)**: Testing & Advice.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
|
||||
-- * **Whisper**: Testing and Advice.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -742,7 +742,7 @@
|
||||
--
|
||||
-- ## 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.
|
||||
-- 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".
|
||||
@@ -753,13 +753,13 @@
|
||||
--
|
||||
-- ### 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\\")
|
||||
--
|
||||
-- ## 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.
|
||||
-- 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".
|
||||
|
||||
@@ -363,7 +363,7 @@ do -- ZONE_CAPTURE_COALITION
|
||||
|
||||
--- ZONE_CAPTURE_COALITION Constructor.
|
||||
-- @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 #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.
|
||||
|
||||
Reference in New Issue
Block a user