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@@ -1,4 +1,4 @@
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--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
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--
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-- ===
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--
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@@ -13,7 +13,34 @@
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Implements the transportation of cargo by airplanes.
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--- Brings a dynamic cargo handling capability for an AI airplane group.
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--
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-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
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--
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-- The AI_CARGO_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework.
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-- @{Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo.
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-- Please consult the @{Cargo} module for more information.
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--
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-- ## Cargo pickup.
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--
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-- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
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-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
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--
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-- ## Cargo deployment.
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--
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-- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
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-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
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--
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-- ## Infantry health.
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--
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-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
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-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
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-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
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-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
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-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
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-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
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-- time is not so much of an issue ...
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--
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--
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-- @field #AI_CARGO_AIRPLANE
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AI_CARGO_AIRPLANE = {
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@@ -30,8 +57,6 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE
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self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Home" , "*" )
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