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Various Fixes
-- Documentation fixes with links not working. -- MENU_CLIENT_COMMAND had a small glitch, fixed that one too. -- Implemented new Event Dispatcher. --
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@@ -3,17 +3,16 @@
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-- even when there are hardly any players in the mission.**
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--
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-- 
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--
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--
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--
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-- ===
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--
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-- # 1) @{AI.AI_Balancer#AI_BALANCER} class, extends @{Core.Fsm#FSM_SET}
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-- # 1) @{AI_Balancer#AI_BALANCER} class, extends @{Fsm#FSM_SET}
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--
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-- The @{AI.AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
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-- The @{AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
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-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
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-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
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--
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-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
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-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
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--
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@@ -55,8 +54,8 @@
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-- However, there are 2 additional options that you can use to customize the destroy behaviour.
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-- When a human player joins a slot, you can configure to let the AI return to:
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--
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-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
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-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
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-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
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-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
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--
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-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
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-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
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@@ -152,10 +151,10 @@ function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
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return self
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end
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--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
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--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
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-- @param #AI_BALANCER self
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-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
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-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
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-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
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function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
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self.ToNearestAirbase = true
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@@ -163,9 +162,9 @@ function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbase
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self.ReturnAirbaseSet = ReturnAirbaseSet
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end
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--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
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--- Returns the AI to the home @{Airbase#AIRBASE}.
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-- @param #AI_BALANCER self
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-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
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-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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function AI_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
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self.ToHomeAirbase = true
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