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Documentation
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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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