Fixed AI_CAP

-- ROE fine tuned.
-- Detection events cross firing and exploding...
-- Crash, Ejected, PilotDead is detected, makes the FSM stop.
-- FSM bug fixed. There was an issue with the onbefore and onleave
events returning false, which did not stop the transition! Fixed now.
-- Event calling can return errors, and these must be logged correctly
-> xpcall implemented.
-- Added help from moose club members as a reference in the
documentation. -> delta99 en whisper.
-- ...
This commit is contained in:
FlightControl
2017-01-19 19:51:37 +01:00
parent b52dd7cf57
commit 15fdb0fd45
83 changed files with 613 additions and 326 deletions

View File

@@ -115,7 +115,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
<li><a href="##(CONTROLLABLE).TaskEmbarkToTransport">CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
<li><a href="##(CONTROLLABLE).TaskEscort">CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne controllable. </li>
<li><a href="##(CONTROLLABLE).TaskFAC_AttackControllable">CONTROLLABLE.TaskFAC_AttackControllable</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire at a VEC2 point until ammunition is finished.</li>
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire some or all ammunition at a VEC2 point.</li>
<li><a href="##(CONTROLLABLE).TaskFollow">CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne controllable.</li>
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
@@ -568,7 +568,7 @@ A speed can be given in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE:TaskFireAtPoint(Vec2, Radius)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE:TaskFireAtPoint(Vec2, Radius, AmmoCount)</a></td>
<td class="summary">
<p>(GROUND) Fire at a VEC2 point until ammunition is finished.</p>
</td>
@@ -2504,7 +2504,7 @@ The DCS task structure.</p>
<dt>
<a id="#(CONTROLLABLE).TaskFireAtPoint" >
<strong>CONTROLLABLE:TaskFireAtPoint(Vec2, Radius)</strong>
<strong>CONTROLLABLE:TaskFireAtPoint(Vec2, Radius, AmmoCount)</strong>
</a>
</dt>
<dd>
@@ -2524,6 +2524,12 @@ The point to fire at.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> Radius </em></code>:
The radius of the zone to deploy the fire at.</p>
</li>
<li>
<p><code><em>#number AmmoCount </em></code>:
(optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).</p>
</li>
</ul>
<h3>Return value</h3>