Final updates

This commit is contained in:
FlightControl
2017-01-17 12:19:35 +01:00
parent b9c85d4cb7
commit 1206c51fe1
110 changed files with 13026 additions and 336 deletions

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@@ -73,9 +73,19 @@
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<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
<td class="summary">
<p>Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:All -- AI Balancing will replace in multi player missions
<p>Single-Player:<strong>No</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <strong>AI Balancing will replace in multi player missions
non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
even when there are hardly any players in the mission.</p>
even when there are hardly any players in the mission.</strong></p>
<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a></h1>
<p>The <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
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@@ -85,7 +95,13 @@ even when there are hardly any players in the mission.</p>
<p><img src="..\Presentations\AI_Cap\Dia1.JPG" alt="Banner Image"/></p>
<p>Examples can be found in the test missions.</p>
<hr/>
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_Cap.html##(AI_PATROL_ZONE)">AI.AI<em>Cap#AI</em>PATROL_ZONE</a></h1>
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
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@@ -95,7 +111,12 @@ even when there are hardly any players in the mission.</p>
<p><img src="..\Presentations\AI_Cas\Dia1.JPG" alt="Banner Image"/></p>
<p>Examples can be found in the test missions.</p>
<hr/>
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI.AI_Patrol.html##(AI_PATROL_ZONE)">AI.AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI.AI_Patrol.html##(AI_PATROL_ZONE)">AI.AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
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@@ -105,7 +126,12 @@ even when there are hardly any players in the mission.</p>
<p><img src="..\Presentations\AI_Patrol\Dia1.JPG" alt="Banner Image"/></p>
<p>Examples can be found in the test missions.</p>
<hr/>
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Core.Fsm.html##(FSM_CONTROLLABLE)">Core.Fsm#FSM_CONTROLLABLE</a></h1>
<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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