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Fixed broken links
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@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
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--
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-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
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--
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-- 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)
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-- 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)
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--
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
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@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
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-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
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-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
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--
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-- 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)
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-- 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)
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--
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.
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@ -19,34 +19,20 @@
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--
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-- 
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--
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-- 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.
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--
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-- 
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--
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-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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--
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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--
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-- When enemies are detected, the AI will automatically engage the enemy.
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--
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-- 
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--
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-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- ## 1. AI_A2A_GCI constructor
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--
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-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
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@ -75,18 +61,14 @@
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--
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-- ## 3. Set the Range of Engagement
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--
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-- 
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--
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-- An optional range can be set in meters,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range is applied at the position of the AI.
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-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
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-- Use the method @{AI.AI_A2A_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
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--
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-- ## 4. Set the Zone of Engagement
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--
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-- 
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--
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-- An optional @{Core.Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
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@ -27,8 +27,8 @@
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- * **[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 :-)
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
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-- * **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 :-)
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-- * **Pikey**: Testing and API concept review.
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--
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-- ===
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--
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@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
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--- Assign the process to a @{Wrapper.Unit} and activate the process.
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-- @param #FSM_PROCESS self
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-- @param Task.Tasking#TASK Task
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-- @param Tasking.Task#TASK Task
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @return #FSM_PROCESS self
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function FSM_PROCESS:Assign( ProcessUnit, Task )
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@ -5471,7 +5471,7 @@ do -- SET_CARGO
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--- (R2.1) Remove CARGOs from SET_CARGO.
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-- @param Core.Set#SET_CARGO self
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-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
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-- @param Cargo.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
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-- @return Core.Set#SET_CARGO self
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function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1
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@ -5487,7 +5487,7 @@ do -- SET_CARGO
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--- (R2.1) Finds a Cargo based on the Cargo Name.
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-- @param #SET_CARGO self
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-- @param #string CargoName
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-- @return Wrapper.Cargo#CARGO The found Cargo.
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-- @return Cargo.Cargo#CARGO The found Cargo.
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function SET_CARGO:FindCargo( CargoName ) -- R2.1
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local CargoFound = self.Set[CargoName]
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@ -5630,7 +5630,7 @@ do -- SET_CARGO
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--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
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-- @param #SET_CARGO self
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-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
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-- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
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-- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
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function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
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self:F2( PointVec2 )
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@ -6195,7 +6195,7 @@ do -- SET_ZONE
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--- Start watching if the Object or Objects move into or out of our set of zones.
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-- @param #SET_ZONE self
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-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
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-- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
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-- @return #SET_ZONE self
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-- @usage
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-- -- Create a SET_GROUP and a SET_ZONE for this:
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@ -120,7 +120,7 @@
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--
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-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
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--
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-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)).
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-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
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-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
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-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
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-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
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@ -190,8 +190,8 @@
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--
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-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
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--
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-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
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-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
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-- - @{Core.Settings#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
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-- - @{Core.Settings#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
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--
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-- ## 3.5) **Era** of the battle
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--
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@ -1787,7 +1787,7 @@ ZONE_UNIT = {
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-- @param #ZONE_UNIT self
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-- @param #string ZoneName Name of the zone.
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-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
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-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
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-- @param #number Radius The radius of the zone in meters.
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-- @param #table Offset A table specifying the offset. The offset table may have the following elements:
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-- dx The offset in X direction, +x is north.
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-- dy The offset in Y direction, +y is east.
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@ -25,9 +25,9 @@
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--
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-- ===
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--
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-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
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-- ### Author: **funkyfranky**
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--
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-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
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-- ### Contributions: FlightControl
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--
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-- ====
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-- @module Functional.Artillery
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@ -167,9 +167,9 @@
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * **EasyEB**: Ideas and Beta Testing
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-- * **Wingthor**: Beta Testing
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--
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-- ### Authors:
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--
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@ -2452,7 +2452,7 @@ do -- DETECTION_AREAS
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--
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-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
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--
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-- 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}().
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-- 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}().
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-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
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-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
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--
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@ -364,7 +364,7 @@ do -- ZONE_CAPTURE_COALITION
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--- ZONE_CAPTURE_COALITION Constructor.
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-- @param #ZONE_CAPTURE_COALITION self
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-- @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.
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-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
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-- @param #number Coalition The initial coalition owning the zone.
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-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
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-- @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.
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-- @return #ZONE_CAPTURE_COALITION
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@ -54,7 +54,7 @@ do -- ZoneGoal
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--- ZONE_GOAL_COALITION Constructor.
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-- @param #ZONE_GOAL_COALITION self
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-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
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-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
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-- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
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-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
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-- @return #ZONE_GOAL_COALITION
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function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
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@ -339,7 +339,7 @@ end
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--- Gets the coalition of the command center.
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-- @param #COMMANDCENTER self
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-- @return DCScoalition#coalition
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-- @return #number Coalition of the command center.
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function COMMANDCENTER:GetCoalition()
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return self.CommandCenterCoalition
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@ -49,7 +49,7 @@
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-- Once the task is assigned to the player and accepted by the player, the player will obtain
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-- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported.
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--
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-- Each @{CARGO.Cargo} object has a certain state:
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-- Each @{Tasking.Task_CARGO#TASK_CARGO} object has a certain state:
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--
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-- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported.
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-- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
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@ -447,7 +447,7 @@ do -- TASK_CARGO
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--
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-- ## 2.2) Handle TASK_CARGO Events ...
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--
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-- The TASK_CARGO classes define @{Cargo} transport tasks,
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-- The TASK_CARGO classes define Cargo transport tasks,
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-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
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--
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-- ### 2.2.1) Boarding events.
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