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Documentation
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@ -107,11 +107,11 @@
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--
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-- 
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--
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-- # 1. AI_CAS_ZONE constructor
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-- ## AI_CAS_ZONE constructor
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--
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-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
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--
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-- ## 2. AI_CAS_ZONE is a FSM
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-- ## AI_CAS_ZONE is a FSM
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--
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-- 
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--
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@ -85,6 +85,53 @@ end
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-- @field Dcs.DCSCoalitionWrapper.Object#coalition CommandCenterCoalition
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-- @list<Tasking.Mission#MISSION> Missions
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-- @extends Core.Base#BASE
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--- # COMMANDCENTER class, extends @{Base#BASE}
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--
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-- The COMMANDCENTER class governs multiple missions, the tasking and the reporting.
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--
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-- The commandcenter communicates important messages between the various groups of human players executing tasks in missions.
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--
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-- ## COMMANDCENTER constructor
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--
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-- * @{#COMMANDCENTER.New}(): Creates a new COMMANDCENTER object.
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--
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-- ## Mission Management
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--
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-- * @{#COMMANDCENTER.AddMission}(): Adds a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.RemoveMission}(): Removes a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.GetMissions}(): Retrieves the missions table controlled by the commandcenter.
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--
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-- ## Reference Zones
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--
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-- Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to
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-- known areas, recognizable buildings or sites, or any other point of interest.
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-- Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation
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-- during the WWII era.
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-- The Reference Zones are related to the WWII mode that the Command Center will operate in.
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-- Use the method @{#COMMANDCENTER.SetModeWWII}() to set the mode of communication to the WWII mode.
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--
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-- In WWII mode, the Command Center will receive detected targets, and will select for each target the closest
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-- nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat.
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--
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones.
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-- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}().
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-- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.
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--
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-- @field #COMMANDCENTER
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COMMANDCENTER = {
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ClassName = "COMMANDCENTER",
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CommandCenterName = "",
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@ -95,6 +142,7 @@ COMMANDCENTER = {
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ReferenceNames = {},
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CommunicationMode = "80",
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}
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--- The constructor takes an IDENTIFIABLE as the HQ command center.
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-- @param #COMMANDCENTER self
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-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
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@ -253,10 +301,29 @@ function COMMANDCENTER:RemoveMission( Mission )
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return Mission
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end
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--- Set reference points known by the command center to guide airborne units during WWII.
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-- These reference points are zones, with a special name.
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--- Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.
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--
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-- These Reference Zones are normal trigger zones, with a special naming.
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- Taking the above example, this is how this method would be used:
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--
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-- CC:SetReferenceZones( "Church" )
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-- CC:SetReferenceZones( "Station" )
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--
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--
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-- @param #COMMANDCENTER self
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-- @param #string ReferenceZonePrefix Reference points.
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-- @param #string ReferenceZonePrefix The name before the #-mark indicating the class of the Reference Zones.
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
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local MatchPattern = "(.*)#(.*)"
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@ -273,13 +340,14 @@ function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
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end
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--- Set the commandcenter operations in WWII mode
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-- This will disable LL, MGRS, BRA, BULLS from the settings.
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-- This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
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-- and will be replaced by a navigation using Reference Zones.
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-- It will also disable the settings at the settings menu for these.
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-- And, it will use any ReferenceZones set as reference points for communication.
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-- @param #COMMANDCENTER self
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetModeWWII()
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self.CommunicationMode = "WWII"
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return self
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end
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@ -23,10 +23,6 @@
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-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
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--
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-- # 2) @{Task_A2A#TASK_INTERCEPT} class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_INTERCEPT class defines an INTERCEPT task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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@ -343,6 +339,19 @@ do -- TASK_A2A_INTERCEPT
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-- @type TASK_A2A_INTERCEPT
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2A_INTERCEPT class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_INTERCEPT class defines an intercept task for a human player to be executed.
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-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
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--
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-- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
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-- based on detected airborne enemy targets intruding friendly airspace.
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--
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-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_INTERCEPT
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TASK_A2A_INTERCEPT = {
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ClassName = "TASK_A2A_INTERCEPT",
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}
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@ -390,6 +399,21 @@ do -- TASK_A2A_SWEEP
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-- @type TASK_A2A_SWEEP
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2A_SWEEP class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_SWEEP class defines a sweep task for a human player to be executed.
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-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
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-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
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-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
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--
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-- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
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-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
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--
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-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_SWEEP
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TASK_A2A_SWEEP = {
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ClassName = "TASK_A2A_SWEEP",
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}
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@ -437,6 +461,19 @@ do -- TASK_A2A_ENGAGE
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-- @type TASK_A2A_ENGAGE
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2A_ENGAGE class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_ENGAGE class defines an engage task for a human player to be executed.
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-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
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--
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-- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
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-- based on detected airborne enemy targets intruding friendly airspace.
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--
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-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_ENGAGE
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TASK_A2A_ENGAGE = {
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ClassName = "TASK_A2A_ENGAGE",
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}
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@ -461,7 +498,7 @@ do -- TASK_A2A_ENGAGE
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self:SetBriefing(
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TaskBriefing or
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"Bogeys are nearby! Those players who are near to the intruders are requested to ENGAGE!\n"
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"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
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)
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local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
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@ -23,22 +23,6 @@
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-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
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-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
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--
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-- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
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--
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-- ===
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--
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-- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units.
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--
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-- ===
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--
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-- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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@ -351,26 +335,36 @@ do -- TASK_A2G
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end
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do -- TASK_SEAD
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do -- TASK_A2G_SEAD
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--- The TASK_SEAD class
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-- @type TASK_SEAD
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--- The TASK_A2G_SEAD class
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-- @type TASK_A2G_SEAD
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_SEAD = {
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ClassName = "TASK_SEAD",
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--- # TASK_A2G_SEAD class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
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-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
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--
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-- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_SEAD
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TASK_A2G_SEAD = {
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ClassName = "TASK_A2G_SEAD",
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}
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--- Instantiates a new TASK_SEAD.
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-- @param #TASK_SEAD self
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--- Instantiates a new TASK_A2G_SEAD.
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-- @param #TASK_A2G_SEAD self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_SEAD self
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function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_SEAD
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-- @return #TASK_A2G_SEAD self
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function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
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self:F()
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Mission:AddTask( self )
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@ -393,26 +387,37 @@ do -- TASK_SEAD
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end
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do -- TASK_BAI
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do -- TASK_A2G_BAI
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--- The TASK_BAI class
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-- @type TASK_BAI
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--- The TASK_A2G_BAI class
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-- @type TASK_A2G_BAI
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_BAI = {
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ClassName = "TASK_BAI",
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--- # TASK_A2G_BAI class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_BAI class defines an Battlefield Air Interdiction task for a human player to be executed.
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-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
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-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
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--
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-- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_BAI
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TASK_A2G_BAI = {
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ClassName = "TASK_A2G_BAI",
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}
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--- Instantiates a new TASK_BAI.
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-- @param #TASK_BAI self
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--- Instantiates a new TASK_A2G_BAI.
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-- @param #TASK_A2G_BAI self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_BAI self
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function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_BAI
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-- @return #TASK_A2G_BAI self
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function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
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self:F()
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Mission:AddTask( self )
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@ -435,26 +440,36 @@ do -- TASK_BAI
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end
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do -- TASK_CAS
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do -- TASK_A2G_CAS
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--- The TASK_CAS class
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-- @type TASK_CAS
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--- The TASK_A2G_CAS class
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-- @type TASK_A2G_CAS
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_CAS = {
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ClassName = "TASK_CAS",
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--- # TASK_A2G_CAS class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_CAS class defines an Close Air Support task for a human player to be executed.
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-- Friendly forces will be in the vicinity within 6km from the enemy.
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--
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-- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_CAS
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TASK_A2G_CAS = {
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ClassName = "TASK_A2G_CAS",
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}
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--- Instantiates a new TASK_CAS.
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-- @param #TASK_CAS self
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--- Instantiates a new TASK_A2G_CAS.
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-- @param #TASK_A2G_CAS self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_CAS self
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function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_CAS
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-- @return #TASK_A2G_CAS self
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function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
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self:F()
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Mission:AddTask( self )
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@ -252,21 +252,21 @@ do -- TASK_A2G_DISPATCHER
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if not Task then
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local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
-- Evaluate CAS
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
-- Evaluate BAI
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -1,13 +1,13 @@
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4756,
|
||||
@K=function, @M=Task_A2A, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5417,
|
||||
@K=function, @M=Task_A2A, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5814,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=6136,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=7017,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5157,
|
||||
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5818,
|
||||
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6215,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6537,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7416,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4585,
|
||||
@K=function, @M=Task_A2A, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5246,
|
||||
@K=function, @M=Task_A2A, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5643,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5965,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=6846,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=4672,
|
||||
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5333,
|
||||
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5730,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6052,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6931,
|
||||
@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10711,
|
||||
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13740,
|
||||
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14601,
|
||||
|
||||
|
@ -491,13 +491,13 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia12.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<h1>1. AI<em>CAS</em>ZONE constructor</h1>
|
||||
<h2>AI<em>CAS</em>ZONE constructor</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_CAS_ZONE).New">AI<em>CAS</em>ZONE.New</a>(): Creates a new AI<em>CAS</em>ZONE object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2. AI<em>CAS</em>ZONE is a FSM</h2>
|
||||
<h2>AI<em>CAS</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
|
||||
@ -956,9 +956,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -2924,7 +2924,6 @@ The range till cargo will board.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CARGO_UNIT).CargoCarrier" >
|
||||
<strong>CARGO_UNIT.CargoCarrier</strong>
|
||||
</a>
|
||||
@ -3050,6 +3049,7 @@ The range till cargo will board.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(CARGO_UNIT).RunCount" >
|
||||
<strong>CARGO_UNIT.RunCount</strong>
|
||||
</a>
|
||||
|
||||
@ -110,7 +110,9 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#COMMANDCENTER">COMMANDCENTER</a></td>
|
||||
<td class="summary">
|
||||
<h1>COMMANDCENTER class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p> The COMMANDCENTER class governs multiple missions, the tasking and the reporting.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -126,12 +128,6 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).AddMission">COMMANDCENTER:AddMission(Mission)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add a MISSION to be governed by the HQ command center.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ClassName">COMMANDCENTER.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -147,13 +143,7 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommandCenterName">COMMANDCENTER.CommandCenterName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommandCenterPositionable">COMMANDCENTER.CommandCenterPositionable</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).CommunicationMode">COMMANDCENTER.CommunicationMode</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -192,6 +182,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).HasGroup">COMMANDCENTER:HasGroup(Wrapper, MissionGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks of the COMMANDCENTER has a GROUP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).IsModeWWII">COMMANDCENTER:IsModeWWII()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns if the commandcenter operations is in WWII mode</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -210,12 +206,6 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).MessageToGroup">COMMANDCENTER:MessageToGroup(Message, TaskGroup, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Send a CC message to a GROUP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).Name">COMMANDCENTER.Name</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -252,6 +242,20 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).SetMenu">COMMANDCENTER:SetMenu()</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets the menu structure of the Missions governed by the HQ command center.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).SetModeWWII">COMMANDCENTER:SetModeWWII()</a></td>
|
||||
<td class="summary">
|
||||
<p>Set the commandcenter operations in WWII mode
|
||||
This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
|
||||
and will be replaced by a navigation using Reference Zones.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).SetReferenceZones">COMMANDCENTER:SetReferenceZones(ReferenceZonePrefix)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -331,7 +335,59 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>COMMANDCENTER class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p> The COMMANDCENTER class governs multiple missions, the tasking and the reporting.</p>
|
||||
|
||||
|
||||
<p>
|
||||
The commandcenter communicates important messages between the various groups of human players executing tasks in missions.</p>
|
||||
|
||||
<h2>COMMANDCENTER constructor</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(COMMANDCENTER).New">COMMANDCENTER.New</a>(): Creates a new COMMANDCENTER object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Mission Management</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(COMMANDCENTER).AddMission">COMMANDCENTER.AddMission</a>(): Adds a mission to the commandcenter control.</li>
|
||||
<li><a href="##(COMMANDCENTER).RemoveMission">COMMANDCENTER.RemoveMission</a>(): Removes a mission to the commandcenter control.</li>
|
||||
<li><a href="##(COMMANDCENTER).GetMissions">COMMANDCENTER.GetMissions</a>(): Retrieves the missions table controlled by the commandcenter.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Reference Zones</h2>
|
||||
|
||||
<p>Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to
|
||||
known areas, recognizable buildings or sites, or any other point of interest.
|
||||
Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation
|
||||
during the WWII era.
|
||||
The Reference Zones are related to the WWII mode that the Command Center will operate in.
|
||||
Use the method <a href="##(COMMANDCENTER).SetModeWWII">COMMANDCENTER.SetModeWWII</a>() to set the mode of communication to the WWII mode.</p>
|
||||
|
||||
<p>In WWII mode, the Command Center will receive detected targets, and will select for each target the closest
|
||||
nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat.</p>
|
||||
|
||||
<p>The Reference Zones need to be set by the Mission Designer in the Mission Editor.
|
||||
Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
|
||||
and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at
|
||||
specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
|
||||
The trigger zones indicating a Reference Zone need to follow a specific syntax.
|
||||
The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
|
||||
followed by a #, followed by a symbolic name of the Reference Zone.
|
||||
A few examples:</p>
|
||||
|
||||
<ul>
|
||||
<li>A church at Tskinvali would be indicated as: <em>Church#Tskinvali</em></li>
|
||||
<li>A train station near Kobuleti would be indicated as: <em>Station#Kobuleti</em></li>
|
||||
</ul>
|
||||
|
||||
<p>The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones.
|
||||
This is done by using the method <a href="##(COMMANDCENTER).SetReferenceZones">COMMANDCENTER.SetReferenceZones</a>().
|
||||
For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.</p>
|
||||
|
||||
<p> </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -380,20 +436,6 @@
|
||||
<p><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(COMMANDCENTER).ClassName" >
|
||||
<strong>COMMANDCENTER.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -427,21 +469,8 @@
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(COMMANDCENTER).CommandCenterName" >
|
||||
<strong>COMMANDCENTER.CommandCenterName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDCENTER).CommandCenterPositionable" >
|
||||
<strong>COMMANDCENTER.CommandCenterPositionable</strong>
|
||||
<a id="#(COMMANDCENTER).CommunicationMode" >
|
||||
<strong>COMMANDCENTER.CommunicationMode</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -566,6 +595,24 @@ Group#GROUP</p>
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDCENTER).IsModeWWII" >
|
||||
<strong>COMMANDCENTER:IsModeWWII()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns if the commandcenter operations is in WWII mode</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if in WWII mode.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -640,20 +687,6 @@ Group#GROUP</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(COMMANDCENTER).Name" >
|
||||
<strong>COMMANDCENTER.Name</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -804,6 +837,81 @@ Group#GROUP</p>
|
||||
|
||||
<p>Sets the menu structure of the Missions governed by the HQ command center.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDCENTER).SetModeWWII" >
|
||||
<strong>COMMANDCENTER:SetModeWWII()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set the commandcenter operations in WWII mode
|
||||
This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
|
||||
and will be replaced by a navigation using Reference Zones.</p>
|
||||
|
||||
|
||||
<p>It will also disable the settings at the settings menu for these.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(COMMANDCENTER)">#COMMANDCENTER</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COMMANDCENTER).SetReferenceZones" >
|
||||
<strong>COMMANDCENTER:SetReferenceZones(ReferenceZonePrefix)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.</p>
|
||||
|
||||
|
||||
|
||||
<p>These Reference Zones are normal trigger zones, with a special naming.
|
||||
The Reference Zones need to be set by the Mission Designer in the Mission Editor.
|
||||
Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
|
||||
and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at
|
||||
specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
|
||||
The trigger zones indicating a Reference Zone need to follow a specific syntax.
|
||||
The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
|
||||
followed by a #, followed by a symbolic name of the Reference Zone.
|
||||
A few examples:</p>
|
||||
|
||||
<ul>
|
||||
<li>A church at Tskinvali would be indicated as: <em>Church#Tskinvali</em></li>
|
||||
<li>A train station near Kobuleti would be indicated as: <em>Station#Kobuleti</em></li>
|
||||
</ul>
|
||||
|
||||
<p>Taking the above example, this is how this method would be used:</p>
|
||||
|
||||
<pre><code>CC:SetReferenceZones( "Church" )
|
||||
CC:SetReferenceZones( "Station" )
|
||||
</code></pre>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string ReferenceZonePrefix </em></code>:
|
||||
The name before the #-mark indicating the class of the Reference Zones.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(COMMANDCENTER)">#COMMANDCENTER</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -168,6 +168,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskAWACS">CONTROLLABLE.EnRouteTaskAWACS</a>: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageControllable">CONTROLLABLE.EnRouteTaskEngageControllable</a>: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargets">CONTROLLABLE.EnRouteTaskEngageTargets</a>: (AIR) Engaging targets of defined types.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargetsInZone">CONTROLLABLE.EnRouteTaskEngageTargetsInZone</a>: (AIR) Engaging a targets of defined types at circle-shaped zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEWR">CONTROLLABLE.EnRouteTaskEWR</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC">CONTROLLABLE.EnRouteTaskFAC</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC_EngageControllable">CONTROLLABLE.EnRouteTaskFAC_EngageControllable</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.</li>
|
||||
@ -324,6 +325,12 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).EnRouteTaskEngageTargets">CONTROLLABLE:EnRouteTaskEngageTargets(Distance, TargetTypes, Priority)</a></td>
|
||||
<td class="summary">
|
||||
<p>(AIR) Engaging targets of defined types.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).EnRouteTaskEngageTargetsInZone">CONTROLLABLE:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority)</a></td>
|
||||
<td class="summary">
|
||||
<p>(AIR) Engaging a targets of defined types at circle-shaped zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1123,6 +1130,51 @@ The DCS task structure.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CONTROLLABLE).EnRouteTaskEngageTargetsInZone" >
|
||||
<strong>CONTROLLABLE:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(AIR) Engaging a targets of defined types at circle-shaped zone.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> Vec2 </em></code>:
|
||||
2D-coordinates of the zone. </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> Radius </em></code>:
|
||||
Radius of the zone. </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(AttributeNameArray)">Dcs.DCSTypes#AttributeNameArray</a> TargetTypes </em></code>:
|
||||
Array of target categories allowed to engage. </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Priority </em></code>:
|
||||
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Dcs.DCSTasking.Task.html##(Task)">Dcs.DCSTasking.Task#Task</a>:</em>
|
||||
The DCS task structure.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CONTROLLABLE).EnRouteTaskEngageUnit" >
|
||||
<strong>CONTROLLABLE:EnRouteTaskEngageUnit(EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)</strong>
|
||||
</a>
|
||||
|
||||
@ -529,6 +529,12 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS_Position">DATABASE.UNITS_Position</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ZONENAMES">DATABASE.ZONENAMES</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -2034,6 +2040,20 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).ZONENAMES" >
|
||||
<strong>DATABASE.ZONENAMES</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -895,7 +895,6 @@ function below will use the range 1-7 just in case</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DESIGNATE).LaserCodes" >
|
||||
<strong>DESIGNATE.LaserCodes</strong>
|
||||
</a>
|
||||
|
||||
@ -360,9 +360,9 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CleanDetectionItems">DETECTION_BASE:CleanDetectionItems()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CleanDetectionItem">DETECTION_BASE:CleanDetectionItem(DetectedItem, DetectedItemID)</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -650,6 +650,12 @@ The different values of Unit.Category can be:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).InitDetectVisual">DETECTION_BASE:InitDetectVisual(DetectVisual)</a></td>
|
||||
<td class="summary">
|
||||
<p>Detect Visual.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).IsDetectedItemDetected">DETECTION_BASE:IsDetectedItemDetected(DetectedItem)</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks if there is at least one UNIT detected in the Set of the the DetectedItem.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -854,6 +860,12 @@ The different values of Unit.Category can be:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).UnIdentifyDetectedObject">DETECTION_BASE:UnIdentifyDetectedObject(DetectedObject)</a></td>
|
||||
<td class="summary">
|
||||
<p>UnIdentify a detected object during detection processing.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).UpdateDetectedItemDetection">DETECTION_BASE:UpdateDetectedItemDetection(DetectedItem)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set IsDetected flag for all DetectedItems.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -893,7 +905,7 @@ The different values of Unit.Category can be:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).onafterDetectionGroup">DETECTION_BASE:onafterDetectionGroup(From, Event, To, DetectionGroup)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).onafterDetectionGroup">DETECTION_BASE:onafterDetectionGroup(From, Event, To, DetectionGroup, DetectionTimeStamp)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -2188,22 +2200,32 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).CleanDetectionItems" >
|
||||
<strong>DETECTION_BASE:CleanDetectionItems()</strong>
|
||||
<a id="#(DETECTION_BASE).CleanDetectionItem" >
|
||||
<strong>DETECTION_BASE:CleanDetectionItem(DetectedItem, DetectedItemID)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Make a DetectionSet table.</p>
|
||||
|
||||
|
||||
|
||||
<p>This function will be overridden in the derived clsses.</p>
|
||||
<p> Clean the DetectedItem table.
|
||||
@param #DETECTION<em>BASE self
|
||||
@return #DETECTION</em>BASE</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
|
||||
<p><code><em> DetectedItem </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DetectedItemID </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -3145,6 +3167,32 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).IsDetectedItemDetected" >
|
||||
<strong>DETECTION_BASE:IsDetectedItemDetected(DetectedItem)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Checks if there is at least one UNIT detected in the Set of the the DetectedItem.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> DetectedItem </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).IsDetectedObjectIdentified" >
|
||||
<strong>DETECTION_BASE:IsDetectedObjectIdentified(DetectedObject)</strong>
|
||||
</a>
|
||||
@ -4099,6 +4147,42 @@ self</p>
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).UpdateDetectedItemDetection" >
|
||||
<strong>DETECTION_BASE:UpdateDetectedItemDetection(DetectedItem)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set IsDetected flag for all DetectedItems.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> DetectedItem </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
<li>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a>:</em>
|
||||
DetectedItem</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.</p>
|
||||
|
||||
</li>
|
||||
</ol>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
@ -4240,7 +4324,7 @@ The To State string.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).onafterDetectionGroup" >
|
||||
<strong>DETECTION_BASE:onafterDetectionGroup(From, Event, To, DetectionGroup)</strong>
|
||||
<strong>DETECTION_BASE:onafterDetectionGroup(From, Event, To, DetectionGroup, DetectionTimeStamp)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -4272,6 +4356,11 @@ The To State string.</p>
|
||||
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> DetectionGroup </em></code>:
|
||||
The Group detecting.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> DetectionTimeStamp </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
@ -1627,7 +1627,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<em></em>
|
||||
<a id="#(FSM)._StartState" >
|
||||
<strong>FSM._StartState</strong>
|
||||
</a>
|
||||
@ -1926,6 +1926,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@ -286,13 +286,19 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MenuReportOverview">MISSION:MenuReportOverview(TaskStatus, ReportGroup)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MenuReportPlayersPerTask">MISSION:MenuReportPlayersPerTask(ReportGroup)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MenuReportSummary">MISSION:MenuReportSummary(ReportGroup)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MenuReportTasksPerStatus">MISSION:MenuReportTasksPerStatus(TaskStatus, ReportGroup)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MenuReportTasksSummary">MISSION:MenuReportTasksSummary(ReportGroup)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -466,7 +472,7 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportDetails">MISSION:ReportDetails()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportDetails">MISSION:ReportDetails(ReportGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Create a detailed report of the Mission, listing all the details of the Task.</p>
|
||||
</td>
|
||||
@ -478,9 +484,9 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportPlayers">MISSION:ReportPlayers()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportPlayersPerTask">MISSION:ReportPlayersPerTask(ReportGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Create a player report of the Mission.</p>
|
||||
<p>Create an active player report of the Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1239,8 +1245,29 @@ true if Unit is part of a Task in the Mission.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).MenuReportOverview" >
|
||||
<strong>MISSION:MenuReportOverview(TaskStatus, ReportGroup)</strong>
|
||||
<a id="#(MISSION).MenuReportPlayersPerTask" >
|
||||
<strong>MISSION:MenuReportPlayersPerTask(ReportGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> ReportGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).MenuReportTasksPerStatus" >
|
||||
<strong>MISSION:MenuReportTasksPerStatus(TaskStatus, ReportGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1266,8 +1293,8 @@ The status</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).MenuReportSummary" >
|
||||
<strong>MISSION:MenuReportSummary(ReportGroup)</strong>
|
||||
<a id="#(MISSION).MenuReportTasksSummary" >
|
||||
<strong>MISSION:MenuReportTasksSummary(ReportGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -2157,13 +2184,21 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).ReportDetails" >
|
||||
<strong>MISSION:ReportDetails()</strong>
|
||||
<strong>MISSION:ReportDetails(ReportGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Create a detailed report of the Mission, listing all the details of the Task.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> ReportGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em></p>
|
||||
@ -2205,24 +2240,32 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).ReportPlayers" >
|
||||
<strong>MISSION:ReportPlayers()</strong>
|
||||
<a id="#(MISSION).ReportPlayersPerTask" >
|
||||
<strong>MISSION:ReportPlayersPerTask(ReportGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Create a player report of the Mission.</p>
|
||||
<p>Create an active player report of the Mission.</p>
|
||||
|
||||
|
||||
<p>This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.</p>
|
||||
|
||||
<pre><code>Mission "<MissionName>" - Status "<MissionStatus>"
|
||||
<pre><code>Mission "<MissionName>" - <MissionStatus> - Active Players Report
|
||||
- Player "<PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
|
||||
- Player <PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
|
||||
- ..
|
||||
</code></pre>
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> ReportGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em></p>
|
||||
|
||||
@ -218,6 +218,7 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -226,6 +227,9 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -434,6 +434,13 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(COORDINATE).ToStringBULLS">COORDINATE:ToStringBULLS(Coalition, Settings)</a></td>
|
||||
<td class="summary">
|
||||
<p>Return a BULLS string from a COORDINATE to the BULLS of the coalition.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(COORDINATE).ToStringFromRP">COORDINATE:ToStringFromRP(Controllable, Settings, ReferenceCoord, ReferenceName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Provides a coordinate string of the point, based on a coordinate format system:
|
||||
* Uses default settings in COORDINATE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1737,7 +1744,7 @@ The Vec2 point.</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em></p>
|
||||
<p><em><a href="##(COORDINATE)">#COORDINATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -2133,6 +2140,53 @@ The BR text.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COORDINATE).ToStringFromRP" >
|
||||
<strong>COORDINATE:ToStringFromRP(Controllable, Settings, ReferenceCoord, ReferenceName)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Provides a coordinate string of the point, based on a coordinate format system:
|
||||
* Uses default settings in COORDINATE.</p>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Settings.html##(SETTINGS)">Core.Settings#SETTINGS</a> Settings </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ReferenceCoord </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ReferenceName </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The coordinate Text in the configured coordinate system.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(COORDINATE).ToStringLL" >
|
||||
<strong>COORDINATE:ToStringLL(Settings)</strong>
|
||||
</a>
|
||||
@ -2767,7 +2821,6 @@ The y coordinate.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(POINT_VEC2).z" >
|
||||
<strong>POINT_VEC2.z</strong>
|
||||
</a>
|
||||
|
||||
@ -1071,7 +1071,7 @@ true if metric.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SETTINGS).Metric" >
|
||||
<strong>SETTINGS.Metric</strong>
|
||||
</a>
|
||||
|
||||
@ -463,6 +463,12 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnGroups">SPAWN.SpawnGroups</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnHookScheduler">SPAWN.SpawnHookScheduler</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -775,6 +781,12 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -2450,6 +2462,23 @@ SpawnGroupName</p>
|
||||
|
||||
<p> Array containing the descriptions of each Group to be Spawned.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnHookScheduler" >
|
||||
<strong>SPAWN.SpawnHookScheduler</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2532,9 +2561,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Overwrite unit names by default with group name.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2956,7 +2982,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
|
||||
|
||||
|
||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -3522,6 +3548,20 @@ True = Continue Scheduler</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).uncontrolled" >
|
||||
<strong>SPAWN.uncontrolled</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -766,7 +766,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).ScheduleID" >
|
||||
<strong>SPOT.ScheduleID</strong>
|
||||
</a>
|
||||
@ -780,7 +779,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotIR" >
|
||||
<strong>SPOT.SpotIR</strong>
|
||||
</a>
|
||||
@ -794,7 +792,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotLaser" >
|
||||
<strong>SPOT.SpotLaser</strong>
|
||||
</a>
|
||||
@ -808,7 +805,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).Target" >
|
||||
<strong>SPOT.Target</strong>
|
||||
</a>
|
||||
|
||||
@ -456,7 +456,7 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).ReportDetails">TASK:ReportDetails(TaskGroup)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).ReportDetails">TASK:ReportDetails(TaskGroup, ReportGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Create a detailed report of the Task.</p>
|
||||
</td>
|
||||
@ -2010,7 +2010,7 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).ReportDetails" >
|
||||
<strong>TASK:ReportDetails(TaskGroup)</strong>
|
||||
<strong>TASK:ReportDetails(TaskGroup, ReportGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -2020,12 +2020,17 @@ self</p>
|
||||
|
||||
<p>List the Task Status, and the Players assigned to the Task.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ReportGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -131,10 +131,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
<h1>2) <a href="Task_A2A.html##(TASK_INTERCEPT)">Task<em>A2A#TASK</em>INTERCEPT</a> class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>INTERCEPT class defines an INTERCEPT task for a <a href="Set.html">Set</a> of Target Units.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
@ -174,13 +170,25 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_ENGAGE">TASK_A2A_ENGAGE</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2A</em>ENGAGE class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>ENGAGE class defines an engage task for a human player to be executed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_INTERCEPT">TASK_A2A_INTERCEPT</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2A</em>INTERCEPT class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>INTERCEPT class defines an intercept task for a human player to be executed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_SWEEP">TASK_A2A_SWEEP</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2A</em>SWEEP class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>SWEEP class defines a sweep task for a human player to be executed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -281,12 +289,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<h2><a id="#(TASK_A2A_ENGAGE)">Type <code>TASK_A2A_ENGAGE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).ClassName">TASK_A2A_ENGAGE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).New">TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2A</em>ENGAGE.</p>
|
||||
@ -303,12 +305,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<h2><a id="#(TASK_A2A_INTERCEPT)">Type <code>TASK_A2A_INTERCEPT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).ClassName">TASK_A2A_INTERCEPT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).New">TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2A</em>INTERCEPT.</p>
|
||||
@ -318,6 +314,22 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).TargetSetUnit">TASK_A2A_INTERCEPT.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(TASK_A2A_SWEEP)">Type <code>TASK_A2A_SWEEP</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).New">TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).TargetSetUnit">TASK_A2A_SWEEP.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -347,6 +359,18 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2A</em>ENGAGE class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>ENGAGE class defines an engage task for a human player to be executed.</p>
|
||||
|
||||
|
||||
<p>When enemy planes are close to human players, use this task type is used urge the players to get out there!</p>
|
||||
|
||||
<p>The TASK<em>A2A</em>ENGAGE is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create engage tasks
|
||||
based on detected airborne enemy targets intruding friendly airspace.</p>
|
||||
|
||||
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is engaging the targets.
|
||||
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -361,6 +385,46 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2A</em>INTERCEPT class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>INTERCEPT class defines an intercept task for a human player to be executed.</p>
|
||||
|
||||
|
||||
<p>When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!</p>
|
||||
|
||||
<p>The TASK<em>A2A</em>INTERCEPT is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create intercept tasks
|
||||
based on detected airborne enemy targets intruding friendly airspace.</p>
|
||||
|
||||
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is intercepting the targets.
|
||||
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(TASK_A2A_SWEEP)">#TASK_A2A_SWEEP</a></em>
|
||||
<a id="TASK_A2A_SWEEP" >
|
||||
<strong>TASK_A2A_SWEEP</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2A</em>SWEEP class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
|
||||
|
||||
<p>The TASK<em>A2A</em>SWEEP class defines a sweep task for a human player to be executed.</p>
|
||||
|
||||
|
||||
<p>A sweep task needs to be given when targets were detected but somehow the detection was lost.
|
||||
Most likely, these enemy planes are hidden in the mountains or are flying under radar.
|
||||
These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.</p>
|
||||
|
||||
<p>The TASK<em>A2A</em>SWEEP is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create sweep tasks
|
||||
based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.</p>
|
||||
|
||||
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is sweeping the targets.
|
||||
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -847,20 +911,6 @@ The Zone object where the Target is located on the map.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2A_ENGAGE).ClassName" >
|
||||
<strong>TASK_A2A_ENGAGE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_ENGAGE).New" >
|
||||
<strong>TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
@ -930,20 +980,6 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2A_INTERCEPT).ClassName" >
|
||||
<strong>TASK_A2A_INTERCEPT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_INTERCEPT).New" >
|
||||
<strong>TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
@ -1002,6 +1038,75 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(TASK_A2A_SWEEP)" >Type <code>TASK_A2A_SWEEP</code></a></h2>
|
||||
|
||||
<p>The TASK<em>A2A</em>SWEEP class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_SWEEP).New" >
|
||||
<strong>TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
|
||||
The set of groups for which the Task can be assigned.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TaskName </em></code>:
|
||||
The name of the Task.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string TaskBriefing </em></code>:
|
||||
The briefing of the task.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
||||
<a id="#(TASK_A2A_SWEEP).TargetSetUnit" >
|
||||
<strong>TASK_A2A_SWEEP.TargetSetUnit</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -104,38 +104,6 @@
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of EWR installation groups.
|
||||
The EWR will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>INTERCEPT Task</strong>: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.</li>
|
||||
<li><strong>SWEEP Task</strong>: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.</li>
|
||||
<li><strong>ENGAGE Task</strong>: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.</li>
|
||||
</ul>
|
||||
|
||||
<p>Other task types will follow...</p>
|
||||
|
||||
<h2>3.1) TASK<em>A2A</em>DISPATCHER constructor:</h2>
|
||||
<p>The <a href="##(TASK_A2A_DISPATCHER).New">TASK<em>A2A</em>DISPATCHER.New</a>() method creates a new TASK<em>A2A</em>DISPATCHER instance.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
@ -154,22 +122,18 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_DISPATCHER">TASK_A2A_DISPATCHER</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2A</em>DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of EWR installation groups.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(TASK_A2A_DISPATCHER)">Type <code>TASK_A2A_DISPATCHER</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).ClassName">TASK_A2A_DISPATCHER.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).Detection">TASK_A2A_DISPATCHER.Detection</a></td>
|
||||
<td class="summary">
|
||||
<p>The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!!</p>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -188,6 +152,12 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).EvaluateRemoveTask">TASK_A2A_DISPATCHER:EvaluateRemoveTask(Mission, Task, Detection, DetectedItemID, DetectedItemChange, DetectedItem, DetectedItemIndex, DetectedItemChanged)</a></td>
|
||||
<td class="summary">
|
||||
<p>Evaluates the removal of the Task from the Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).EvaluateSWEEP">TASK_A2A_DISPATCHER:EvaluateSWEEP(DetectedItem)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates an SWEEP task when there are targets for it.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -224,18 +194,6 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).ProcessDetected">TASK_A2A_DISPATCHER:ProcessDetected(Detection)</a></td>
|
||||
<td class="summary">
|
||||
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).SetGroup">TASK_A2A_DISPATCHER.SetGroup</a></td>
|
||||
<td class="summary">
|
||||
<p>The groups to which the FAC will report to.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).Tasks">TASK_A2A_DISPATCHER.Tasks</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -251,6 +209,25 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2A</em>DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of EWR installation groups.</p>
|
||||
|
||||
|
||||
<p>The EWR will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>INTERCEPT Task</strong>: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.</li>
|
||||
<li><strong>SWEEP Task</strong>: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.</li>
|
||||
<li><strong>ENGAGE Task</strong>: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.</li>
|
||||
</ul>
|
||||
|
||||
<p>Other task types will follow...</p>
|
||||
|
||||
<h1>TASK<em>A2A</em>DISPATCHER constructor:</h1>
|
||||
<hr/>
|
||||
<p>The <a href="##(TASK_A2A_DISPATCHER).New">TASK<em>A2A</em>DISPATCHER.New</a>() method creates a new TASK<em>A2A</em>DISPATCHER instance.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -265,28 +242,14 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2A_DISPATCHER).ClassName" >
|
||||
<strong>TASK_A2A_DISPATCHER.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a></em>
|
||||
<em></em>
|
||||
<a id="#(TASK_A2A_DISPATCHER).Detection" >
|
||||
<strong>TASK_A2A_DISPATCHER.Detection</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!!</p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -430,6 +393,42 @@ The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detectio
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_DISPATCHER).EvaluateSWEEP" >
|
||||
<strong>TASK_A2A_DISPATCHER:EvaluateSWEEP(DetectedItem)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates an SWEEP task when there are targets for it.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE.DetectedItem)">Functional.Detection#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
<li>
|
||||
|
||||
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
|
||||
TargetSetUnit: The target set of units.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><em>#nil:</em>
|
||||
If there are no targets to be set.</p>
|
||||
|
||||
</li>
|
||||
</ol>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A_DISPATCHER).GetFriendliesNearBy" >
|
||||
<strong>TASK_A2A_DISPATCHER:GetFriendliesNearBy(DetectedItem)</strong>
|
||||
</a>
|
||||
@ -482,7 +481,7 @@ The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detectio
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a></em>
|
||||
<em></em>
|
||||
<a id="#(TASK_A2A_DISPATCHER).Mission" >
|
||||
<strong>TASK_A2A_DISPATCHER.Mission</strong>
|
||||
</a>
|
||||
@ -606,34 +605,6 @@ The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detectio
|
||||
<p><em>#boolean:</em>
|
||||
Return true if you want the task assigning to continue... false will cancel the loop.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a></em>
|
||||
<a id="#(TASK_A2A_DISPATCHER).SetGroup" >
|
||||
<strong>TASK_A2A_DISPATCHER.SetGroup</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>The groups to which the FAC will report to.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(TASK_A2A_DISPATCHER).Tasks" >
|
||||
<strong>TASK_A2A_DISPATCHER.Tasks</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -131,22 +131,6 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
<h1>2) <a href="Task_A2G.html##(TASK_SEAD)">Task<em>A2G#TASK</em>SEAD</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_SEAD)">#TASK_SEAD</a> class defines a SEAD task for a <a href="Set.html">Set</a> of Target Units.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>3) <a href="Task_A2G.html##(TASK_CAS)">Task<em>A2G#TASK</em>CAS</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_CAS)">#TASK_CAS</a> class defines a CAS task for a <a href="Set.html">Set</a> of Target Units.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>4) <a href="Task_A2G.html##(TASK_BAI)">Task<em>A2G#TASK</em>BAI</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_BAI)">#TASK_BAI</a> class defines a BAI task for a <a href="Set.html">Set</a> of Target Units.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
@ -188,21 +172,27 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_BAI">TASK_BAI</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_BAI">TASK_A2G_BAI</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_CAS">TASK_CAS</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_CAS">TASK_A2G_CAS</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_SEAD">TASK_SEAD</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_SEAD">TASK_A2G_SEAD</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -300,66 +290,48 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(TASK_BAI)">Type <code>TASK_BAI</code></a></h2>
|
||||
<h2><a id="#(TASK_A2G_BAI)">Type <code>TASK_A2G_BAI</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).ClassName">TASK_BAI.ClassName</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).New">TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>Instantiates a new TASK<em>A2G</em>BAI.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK_BAI.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).TargetSetUnit">TASK_BAI.TargetSetUnit</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).TargetSetUnit">TASK_A2G_BAI.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(TASK_CAS)">Type <code>TASK_CAS</code></a></h2>
|
||||
<h2><a id="#(TASK_A2G_CAS)">Type <code>TASK_A2G_CAS</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).ClassName">TASK_CAS.ClassName</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).New">TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>Instantiates a new TASK<em>A2G</em>CAS.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK_CAS.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).TargetSetUnit">TASK_CAS.TargetSetUnit</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).TargetSetUnit">TASK_A2G_CAS.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(TASK_SEAD)">Type <code>TASK_SEAD</code></a></h2>
|
||||
<h2><a id="#(TASK_A2G_SEAD)">Type <code>TASK_A2G_SEAD</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).ClassName">TASK_SEAD.ClassName</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).New">TASK_A2G_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>Instantiates a new TASK<em>A2G</em>SEAD.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
|
||||
<td class="summary">
|
||||
<p>Instantiates a new TASK_SEAD.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).TargetSetUnit">TASK_SEAD.TargetSetUnit</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).TargetSetUnit">TASK_A2G_SEAD.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -384,13 +356,23 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(TASK_BAI)">#TASK_BAI</a></em>
|
||||
<a id="TASK_BAI" >
|
||||
<strong>TASK_BAI</strong>
|
||||
<em><a href="##(TASK_A2G_BAI)">#TASK_A2G_BAI</a></em>
|
||||
<a id="TASK_A2G_BAI" >
|
||||
<strong>TASK_A2G_BAI</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</p>
|
||||
|
||||
|
||||
<p>These tasks are more strategic in nature and are most of the time further away from friendly forces.
|
||||
BAI tasks can also be used to express the abscence of friendly forces near the vicinity.</p>
|
||||
|
||||
<p>The TASK<em>A2G</em>BAI is used by the <a href="Task_A2G_Dispatcher.html##(TASK_A2G_DISPATCHER)">Task<em>A2G</em>Dispatcher#TASK<em>A2G</em>DISPATCHER</a> to automatically create BAI tasks
|
||||
based on detected enemy ground targets.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -398,13 +380,22 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(TASK_CAS)">#TASK_CAS</a></em>
|
||||
<a id="TASK_CAS" >
|
||||
<strong>TASK_CAS</strong>
|
||||
<em><a href="##(TASK_A2G_CAS)">#TASK_A2G_CAS</a></em>
|
||||
<a id="TASK_A2G_CAS" >
|
||||
<strong>TASK_A2G_CAS</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</p>
|
||||
|
||||
|
||||
<p>Friendly forces will be in the vicinity within 6km from the enemy.</p>
|
||||
|
||||
<p>The TASK<em>A2G</em>CAS is used by the <a href="Task_A2G_Dispatcher.html##(TASK_A2G_DISPATCHER)">Task<em>A2G</em>Dispatcher#TASK<em>A2G</em>DISPATCHER</a> to automatically create CAS tasks
|
||||
based on detected enemy ground targets.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -412,13 +403,22 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(TASK_SEAD)">#TASK_SEAD</a></em>
|
||||
<a id="TASK_SEAD" >
|
||||
<strong>TASK_SEAD</strong>
|
||||
<em><a href="##(TASK_A2G_SEAD)">#TASK_A2G_SEAD</a></em>
|
||||
<a id="TASK_A2G_SEAD" >
|
||||
<strong>TASK_A2G_SEAD</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.</p>
|
||||
|
||||
|
||||
<p>These tasks are important to be executed as they will help to achieve air superiority at the vicinity.</p>
|
||||
|
||||
<p>The TASK<em>A2G</em>SEAD is used by the <a href="Task_A2G_Dispatcher.html##(TASK_A2G_DISPATCHER)">Task<em>A2G</em>Dispatcher#TASK<em>A2G</em>DISPATCHER</a> to automatically create SEAD tasks
|
||||
based on detected enemy ground targets.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -887,35 +887,21 @@ The Zone object where the Target is located on the map.</p>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(TASK_BAI)" >Type <code>TASK_BAI</code></a></h2>
|
||||
<h2><a id="#(TASK_A2G_BAI)" >Type <code>TASK_A2G_BAI</code></a></h2>
|
||||
|
||||
<p>The TASK_BAI class</p>
|
||||
<p>The TASK<em>A2G</em>BAI class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_BAI).ClassName" >
|
||||
<strong>TASK_BAI.ClassName</strong>
|
||||
<a id="#(TASK_A2G_BAI).New" >
|
||||
<strong>TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_BAI).New" >
|
||||
<strong>TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Instantiates a new TASK_BAI.</p>
|
||||
<p>Instantiates a new TASK<em>A2G</em>BAI.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -950,7 +936,7 @@ The briefing of the task.</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_BAI)">#TASK_BAI</a>:</em>
|
||||
<p><em><a href="##(TASK_A2G_BAI)">#TASK<em>A2G</em>BAI</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
@ -959,8 +945,8 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
||||
<a id="#(TASK_BAI).TargetSetUnit" >
|
||||
<strong>TASK_BAI.TargetSetUnit</strong>
|
||||
<a id="#(TASK_A2G_BAI).TargetSetUnit" >
|
||||
<strong>TASK_A2G_BAI.TargetSetUnit</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -970,35 +956,21 @@ self</p>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(TASK_CAS)" >Type <code>TASK_CAS</code></a></h2>
|
||||
<h2><a id="#(TASK_A2G_CAS)" >Type <code>TASK_A2G_CAS</code></a></h2>
|
||||
|
||||
<p>The TASK_CAS class</p>
|
||||
<p>The TASK<em>A2G</em>CAS class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_CAS).ClassName" >
|
||||
<strong>TASK_CAS.ClassName</strong>
|
||||
<a id="#(TASK_A2G_CAS).New" >
|
||||
<strong>TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_CAS).New" >
|
||||
<strong>TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Instantiates a new TASK_CAS.</p>
|
||||
<p>Instantiates a new TASK<em>A2G</em>CAS.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -1033,7 +1005,7 @@ The briefing of the task.</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_CAS)">#TASK_CAS</a>:</em>
|
||||
<p><em><a href="##(TASK_A2G_CAS)">#TASK<em>A2G</em>CAS</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
@ -1042,8 +1014,8 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
||||
<a id="#(TASK_CAS).TargetSetUnit" >
|
||||
<strong>TASK_CAS.TargetSetUnit</strong>
|
||||
<a id="#(TASK_A2G_CAS).TargetSetUnit" >
|
||||
<strong>TASK_A2G_CAS.TargetSetUnit</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1053,35 +1025,21 @@ self</p>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(TASK_SEAD)" >Type <code>TASK_SEAD</code></a></h2>
|
||||
<h2><a id="#(TASK_A2G_SEAD)" >Type <code>TASK_A2G_SEAD</code></a></h2>
|
||||
|
||||
<p>The TASK_SEAD class</p>
|
||||
<p>The TASK<em>A2G</em>SEAD class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_SEAD).ClassName" >
|
||||
<strong>TASK_SEAD.ClassName</strong>
|
||||
<a id="#(TASK_A2G_SEAD).New" >
|
||||
<strong>TASK_A2G_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_SEAD).New" >
|
||||
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Instantiates a new TASK_SEAD.</p>
|
||||
<p>Instantiates a new TASK<em>A2G</em>SEAD.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@ -1116,7 +1074,7 @@ The briefing of the task.</p>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(TASK_SEAD)">#TASK_SEAD</a>:</em>
|
||||
<p><em><a href="##(TASK_A2G_SEAD)">#TASK<em>A2G</em>SEAD</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
@ -1125,8 +1083,8 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
||||
<a id="#(TASK_SEAD).TargetSetUnit" >
|
||||
<strong>TASK_SEAD.TargetSetUnit</strong>
|
||||
<a id="#(TASK_A2G_SEAD).TargetSetUnit" >
|
||||
<strong>TASK_A2G_SEAD.TargetSetUnit</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
@ -524,7 +524,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
@ -538,7 +538,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).DeployZone" >
|
||||
<strong>FSM_PROCESS.DeployZone</strong>
|
||||
</a>
|
||||
|
||||
@ -260,7 +260,7 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetCoordinate">ZONE_BASE:GetCoordinate(Height)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetCoordinate">ZONE_BASE:GetCoordinate()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a <a href="Point.html##(COORDINATE)">Point#COORDINATE</a> of the zone.</p>
|
||||
</td>
|
||||
@ -945,22 +945,13 @@ The bounding square.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE_BASE).GetCoordinate" >
|
||||
<strong>ZONE_BASE:GetCoordinate(Height)</strong>
|
||||
<strong>ZONE_BASE:GetCoordinate()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns a <a href="Point.html##(COORDINATE)">Point#COORDINATE</a> of the zone.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> Height </em></code>:
|
||||
The height to add to the land height where the center of the zone is located.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em>
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user