Documentation

This commit is contained in:
FlightControl
2017-05-29 14:09:07 +02:00
parent bc734f1190
commit 4e29565382
27 changed files with 1007 additions and 456 deletions

View File

@@ -23,10 +23,6 @@
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
--
-- # 2) @{Task_A2A#TASK_INTERCEPT} class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_INTERCEPT class defines an INTERCEPT task for a @{Set} of Target Units.
--
-- ====
--
-- # **API CHANGE HISTORY**
@@ -343,6 +339,19 @@ do -- TASK_A2A_INTERCEPT
-- @type TASK_A2A_INTERCEPT
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A_INTERCEPT class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_INTERCEPT class defines an intercept task for a human player to be executed.
-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
-- 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.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_INTERCEPT
TASK_A2A_INTERCEPT = {
ClassName = "TASK_A2A_INTERCEPT",
}
@@ -390,6 +399,21 @@ do -- TASK_A2A_SWEEP
-- @type TASK_A2A_SWEEP
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A_SWEEP class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_SWEEP class defines a sweep task for a human player to be executed.
-- 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.
--
-- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} 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.
--
-- 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.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_SWEEP
TASK_A2A_SWEEP = {
ClassName = "TASK_A2A_SWEEP",
}
@@ -437,6 +461,19 @@ do -- TASK_A2A_ENGAGE
-- @type TASK_A2A_ENGAGE
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A_ENGAGE class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_ENGAGE class defines an engage task for a human player to be executed.
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
--
-- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
-- 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.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_ENGAGE
TASK_A2A_ENGAGE = {
ClassName = "TASK_A2A_ENGAGE",
}
@@ -461,7 +498,7 @@ do -- TASK_A2A_ENGAGE
self:SetBriefing(
TaskBriefing or
"Bogeys are nearby! Those players who are near to the intruders are requested to ENGAGE!\n"
"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()