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Documentation
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@@ -131,22 +131,6 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
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</ul>
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<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>
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<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>
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<hr/>
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<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>
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<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>
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<hr/>
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<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>
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<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>
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<hr/>
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<h1><strong>API CHANGE HISTORY</strong></h1>
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@@ -188,21 +172,27 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_BAI">TASK_BAI</a></td>
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<td class="name" nowrap="nowrap"><a href="#TASK_A2G_BAI">TASK_A2G_BAI</a></td>
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<td class="summary">
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<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_CAS">TASK_CAS</a></td>
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<td class="name" nowrap="nowrap"><a href="#TASK_A2G_CAS">TASK_A2G_CAS</a></td>
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<td class="summary">
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<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_SEAD">TASK_SEAD</a></td>
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<td class="name" nowrap="nowrap"><a href="#TASK_A2G_SEAD">TASK_A2G_SEAD</a></td>
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<td class="summary">
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<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<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>
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</td>
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</tr>
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</table>
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@@ -300,66 +290,48 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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</tr>
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</table>
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<h2><a id="#(TASK_BAI)">Type <code>TASK_BAI</code></a></h2>
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<h2><a id="#(TASK_A2G_BAI)">Type <code>TASK_A2G_BAI</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).ClassName">TASK_BAI.ClassName</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).New">TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK<em>A2G</em>BAI.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_BAI.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).TargetSetUnit">TASK_BAI.TargetSetUnit</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).TargetSetUnit">TASK_A2G_BAI.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_CAS)">Type <code>TASK_CAS</code></a></h2>
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<h2><a id="#(TASK_A2G_CAS)">Type <code>TASK_A2G_CAS</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).ClassName">TASK_CAS.ClassName</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).New">TASK_A2G_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK<em>A2G</em>CAS.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_CAS.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).TargetSetUnit">TASK_CAS.TargetSetUnit</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).TargetSetUnit">TASK_A2G_CAS.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_SEAD)">Type <code>TASK_SEAD</code></a></h2>
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<h2><a id="#(TASK_A2G_SEAD)">Type <code>TASK_A2G_SEAD</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).ClassName">TASK_SEAD.ClassName</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).New">TASK_A2G_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK<em>A2G</em>SEAD.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_SEAD.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).TargetSetUnit">TASK_SEAD.TargetSetUnit</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).TargetSetUnit">TASK_A2G_SEAD.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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@@ -384,13 +356,23 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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<dl class="function">
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<dt>
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<em><a href="##(TASK_BAI)">#TASK_BAI</a></em>
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<a id="TASK_BAI" >
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<strong>TASK_BAI</strong>
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<em><a href="##(TASK_A2G_BAI)">#TASK_A2G_BAI</a></em>
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<a id="TASK_A2G_BAI" >
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<strong>TASK_A2G_BAI</strong>
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</a>
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</dt>
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<dd>
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<h1>TASK<em>A2G</em>BAI class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The TASK<em>A2G</em>BAI class defines an Battlefield Air Interdiction task for a human player to be executed.</p>
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<p>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.</p>
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<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
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based on detected enemy ground targets.</p>
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</dd>
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@@ -398,13 +380,22 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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<dl class="function">
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<dt>
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<em><a href="##(TASK_CAS)">#TASK_CAS</a></em>
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<a id="TASK_CAS" >
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<strong>TASK_CAS</strong>
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<em><a href="##(TASK_A2G_CAS)">#TASK_A2G_CAS</a></em>
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<a id="TASK_A2G_CAS" >
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<strong>TASK_A2G_CAS</strong>
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</a>
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</dt>
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<dd>
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<h1>TASK<em>A2G</em>CAS class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The TASK<em>A2G</em>CAS class defines an Close Air Support task for a human player to be executed.</p>
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<p>Friendly forces will be in the vicinity within 6km from the enemy.</p>
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<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
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based on detected enemy ground targets.</p>
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</dd>
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@@ -412,13 +403,22 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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<dl class="function">
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<dt>
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|
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<em><a href="##(TASK_SEAD)">#TASK_SEAD</a></em>
|
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<a id="TASK_SEAD" >
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<strong>TASK_SEAD</strong>
|
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<em><a href="##(TASK_A2G_SEAD)">#TASK_A2G_SEAD</a></em>
|
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<a id="TASK_A2G_SEAD" >
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<strong>TASK_A2G_SEAD</strong>
|
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</a>
|
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</dt>
|
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<dd>
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|
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<h1>TASK<em>A2G</em>SEAD class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
|
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|
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<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>
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<p>These tasks are important to be executed as they will help to achieve air superiority at the vicinity.</p>
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<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
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based on detected enemy ground targets.</p>
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</dd>
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@@ -887,35 +887,21 @@ The Zone object where the Target is located on the map.</p>
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</dd>
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</dl>
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<h2><a id="#(TASK_BAI)" >Type <code>TASK_BAI</code></a></h2>
|
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<h2><a id="#(TASK_A2G_BAI)" >Type <code>TASK_A2G_BAI</code></a></h2>
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|
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<p>The TASK_BAI class</p>
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<p>The TASK<em>A2G</em>BAI class</p>
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<h3>Field(s)</h3>
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<dl class="function">
|
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<dt>
|
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<em>#string</em>
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<a id="#(TASK_BAI).ClassName" >
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<strong>TASK_BAI.ClassName</strong>
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<a id="#(TASK_A2G_BAI).New" >
|
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<strong>TASK_A2G_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
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</a>
|
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</dt>
|
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<dd>
|
||||
|
||||
|
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|
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</dd>
|
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</dl>
|
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<dl class="function">
|
||||
<dt>
|
||||
|
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<a id="#(TASK_BAI).New" >
|
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<strong>TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
|
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</a>
|
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</dt>
|
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<dd>
|
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|
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<p>Instantiates a new TASK_BAI.</p>
|
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<p>Instantiates a new TASK<em>A2G</em>BAI.</p>
|
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|
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<h3>Parameters</h3>
|
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<ul>
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@@ -950,7 +936,7 @@ The briefing of the task.</p>
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</ul>
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<h3>Return value</h3>
|
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|
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<p><em><a href="##(TASK_BAI)">#TASK_BAI</a>:</em>
|
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<p><em><a href="##(TASK_A2G_BAI)">#TASK<em>A2G</em>BAI</a>:</em>
|
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self</p>
|
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|
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</dd>
|
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@@ -959,8 +945,8 @@ self</p>
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<dt>
|
||||
|
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<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
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<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>
|
||||
|
||||
Reference in New Issue
Block a user