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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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@@ -33,6 +33,7 @@
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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@@ -76,18 +77,17 @@ even when there are hardly any players in the mission.</strong></p>
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<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a></h1>
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<h1>1) <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a></h1>
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<p>The <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
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<p>The <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> 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.</p>
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<p>In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.</p>
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<p>The parent class <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a> manages the functionality to control the Finite State Machine (FSM).
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<p>The parent class <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a> 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 <a href="FSM.html">FSM</a> module documentation.</p>
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@@ -136,8 +136,8 @@ However, there are 2 additional options that you can use to customize the destro
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When a human player joins a slot, you can configure to let the AI return to:</p>
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<ul>
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<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the <strong>home</strong> <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the <strong>nearest friendly</strong> <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the <strong>home</strong> <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the <strong>nearest friendly</strong> <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</li>
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</ul>
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<p>Note that when AI returns to an airbase, the AI<em>BALANCER will trigger the <strong>Return</strong> event and the AI will return,
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@@ -240,13 +240,13 @@ otherwise the AI</em>BALANCER will trigger a <strong>Destroy</strong> event, and
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</a></td>
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<td class="summary">
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<p>Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</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="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</a></td>
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<td class="summary">
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<p>Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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</td>
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</tr>
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<tr>
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@@ -495,14 +495,14 @@ The default Spawn object to spawn new AI Groups when needed.</p>
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</dt>
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<dd>
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<p>Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
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If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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</li>
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</ul>
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@@ -517,20 +517,20 @@ If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIE
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</dt>
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<dd>
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<p>Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
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If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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</li>
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<li>
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<p><code><em><a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a> ReturnAirbaseSet </em></code>:
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The SET of <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a>s to evaluate where to return to.</p>
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The SET of <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a>s to evaluate where to return to.</p>
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</li>
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</ul>
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