Merge remote-tracking branch 'origin/master' into develop

This commit is contained in:
Applevangelist 2023-11-02 18:20:45 +01:00
commit 56d4143a05
71 changed files with 428 additions and 489 deletions

View File

@ -82,7 +82,7 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range.
-- Use the method @{AI_Air_Patrol#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
@ -91,12 +91,12 @@
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_CAP
@ -123,7 +123,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
-- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP

View File

@ -176,12 +176,12 @@
-- Per one, two, three, four?
--
-- **The default grouping is 1. That means, that each spawned defender will act individually.**
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
--
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
--
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test)
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
--
-- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
--
-- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.

View File

@ -14,39 +14,25 @@
--- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2A_GCI constructor
--
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
@ -73,29 +59,11 @@
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
-- # Developer Note
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_GCI

View File

@ -11,7 +11,7 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
@ -111,12 +111,12 @@
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_PATROL

View File

@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_BAI
@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends.
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_CAS
@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@ -253,12 +253,12 @@
--
-- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- But you can specify a number between 1 and 4, so that the defenders will act as a group.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).

View File

@ -14,7 +14,8 @@
--- @type AI_A2G_SEAD
-- @extends AI.Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
@ -43,19 +44,13 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
-- Use the method @{AI_Air_Patrol#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
-- # Developer Note
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_SEAD
@ -81,7 +76,7 @@ AI_A2G_SEAD = {
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage )

View File

@ -45,12 +45,12 @@
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR
AI_AIR = {
ClassName = "AI_AIR",

View File

@ -19,53 +19,27 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_AIR_ENGAGE constructor
--
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
-- ## 2. Set the Zone of Engagement
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
@ -74,6 +48,11 @@
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_ENGAGE
@ -456,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}

View File

@ -81,19 +81,11 @@
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
-- # Developer Note
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_PATROL

View File

@ -18,12 +18,12 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_SQUADRON

View File

@ -130,12 +130,12 @@
-- AIBAIZone:SearchOff()
--
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_BAI_ZONE

View File

@ -85,12 +85,12 @@
--
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_BALANCER
AI_BALANCER = {
ClassName = "AI_BALANCER",

View File

@ -112,12 +112,12 @@
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAP_ZONE

View File

@ -118,12 +118,12 @@
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAS_ZONE

View File

@ -25,12 +25,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",

View File

@ -75,12 +75,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_APC
AI_CARGO_APC = {

View File

@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",

View File

@ -100,12 +100,12 @@
--
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**

View File

@ -137,12 +137,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_APC

View File

@ -108,12 +108,12 @@
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = {

View File

@ -140,12 +140,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_HELICOPTER

View File

@ -130,12 +130,12 @@
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_SHIP

View File

@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER

View File

@ -54,12 +54,12 @@
-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",

View File

@ -174,12 +174,12 @@
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_ESCORT
AI_ESCORT = {
ClassName = "AI_ESCORT",
@ -199,13 +199,6 @@ AI_ESCORT = {
-- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT class constructor for an AI group
-- @param #AI_ESCORT self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
@ -268,7 +261,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
-- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then
@ -350,7 +343,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@ -388,7 +381,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_InitEscortMenus( EscortGroup )
@ -419,7 +412,7 @@ function AI_ESCORT:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@ -568,7 +561,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then
self:E({FormationID=FormationID})
@ -1249,7 +1242,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F()
self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if not EscortGroup:IsAir() then
-- Request assistance from other escorts.
@ -1446,7 +1439,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then
if OrbitGroup == nil then
@ -1474,7 +1467,7 @@ end
function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup )
@ -1501,7 +1494,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@ -1528,7 +1521,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@ -1551,7 +1544,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message )
@ -1574,7 +1567,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message )
@ -1605,7 +1598,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@ -1813,7 +1806,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem )

View File

@ -20,12 +20,12 @@
--- Models the automatic assignment of AI escorts to player flights.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER

View File

@ -20,12 +20,12 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER_REQUEST

View File

@ -136,12 +136,12 @@
--
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl**
@ -297,7 +297,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()

View File

@ -34,8 +34,8 @@
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 )
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
@ -164,15 +164,6 @@ AI_FORMATION.__Enum.ReportType = {
Ground = "G",
}
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
@ -1005,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@ -1029,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@ -1053,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )

View File

@ -27,8 +27,8 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **Pikey**: Testing and API concept review.
--
-- ===
--
@ -144,12 +144,12 @@
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_PATROL_ZONE

View File

@ -51,12 +51,12 @@
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}

View File

@ -57,12 +57,12 @@
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Act_Assist

View File

@ -60,7 +60,7 @@
--
-- ===
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
@ -69,12 +69,12 @@
-- # 1.1) ACT_ROUTE_ZONE constructor:
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Act_Route

View File

@ -86,7 +86,7 @@
-- There are also dispatchers that make AI work together to transport cargo automatically!!!
--
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopter} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
--
-- ## 3.3) Cargo transportation tasking.
--
@ -233,12 +233,12 @@
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@ -398,7 +398,7 @@ do -- CARGO
--
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
-- * AI Ships is planned.
--
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:

View File

@ -9,7 +9,7 @@
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
--
-- ===
--

View File

@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task
-- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task )

View File

@ -127,7 +127,7 @@ end
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self
-- @param #string MessageText is the text of the Message.
@ -343,7 +343,7 @@ end
--- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
-- @usage

View File

@ -5471,7 +5471,7 @@ do -- SET_CARGO
--- (R2.1) Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @param Cargo.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return Core.Set#SET_CARGO self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1
@ -5487,7 +5487,7 @@ do -- SET_CARGO
--- (R2.1) Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo.
-- @return Cargo.Cargo#CARGO The found Cargo.
function SET_CARGO:FindCargo( CargoName ) -- R2.1
local CargoFound = self.Set[CargoName]
@ -5630,7 +5630,7 @@ do -- SET_CARGO
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
-- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
self:F2( PointVec2 )
@ -6195,7 +6195,7 @@ do -- SET_ZONE
--- Start watching if the Object or Objects move into or out of our set of zones.
-- @param #SET_ZONE self
-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @return #SET_ZONE self
-- @usage
-- -- Create a SET_GROUP and a SET_ZONE for this:

View File

@ -120,7 +120,7 @@
--
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
--
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@ -190,8 +190,8 @@
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
--
-- ## 3.5) **Era** of the battle
--
@ -283,21 +283,21 @@ do -- SETTINGS
function SETTINGS:SetMetric()
self.Metric = true
end
--- Sets the SETTINGS default text locale.
-- @param #SETTINGS self
-- @param #string Locale
function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en"
end
--- Gets the SETTINGS text locale.
-- @param #SETTINGS self
-- @return #string
function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale()
end
--- Gets if the SETTINGS is metric.
-- @param #SETTINGS self
-- @return #boolean true if metric.

View File

@ -58,7 +58,7 @@
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable
-- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Core.Group}s.
--- Allows to spawn dynamically new @{Wrapper.Group}s.
--
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set.

View File

@ -1057,11 +1057,11 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories.
-- Note that **only after** a zone has been scanned, the zone can be evaluated by:
--
-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{Core.Zone#ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{Core.Zone#ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{Core.Zone#ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- @param #ZONE_RADIUS self
-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
@ -1787,7 +1787,7 @@ ZONE_UNIT = {
-- @param #ZONE_UNIT self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @param #number Radius The radius of the zone in meters.
-- @param #table Offset A table specifying the offset. The offset table may have the following elements:
-- dx The offset in X direction, +x is north.
-- dy The offset in Y direction, +y is east.

View File

@ -25,9 +25,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ====
-- @module Functional.Artillery

View File

@ -167,9 +167,9 @@
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * **EasyEB**: Ideas and Beta Testing
-- * **Wingthor**: Beta Testing
--
-- ### Authors:
--

View File

@ -2452,7 +2452,7 @@ do -- DETECTION_AREAS
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
--

View File

@ -46,9 +46,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ===
-- @module Functional.RAT
@ -4605,7 +4605,7 @@ function RAT:_TaskHolding(P1, Altitude, Speed, Duration)
end
--- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed.
-- @param Core.Group#GROUP group Group of aircraft.
-- @param Wrapper.Group#GROUP group Group of aircraft.
-- @param #RAT rat RAT object.
-- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed.
function RAT._WaypointFunction(group, rat, wp)

View File

@ -33,9 +33,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl
--
-- ===
--

View File

@ -7870,7 +7870,7 @@ function WAREHOUSE:_GetTerminal(_attribute, _category)
-- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER or _attribute==WAREHOUSE.Attribute.AIR_UAV then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then

View File

@ -364,7 +364,7 @@ do -- ZONE_CAPTURE_COALITION
--- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param #number Coalition The initial coalition owning the zone.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_CAPTURE_COALITION

View File

@ -4,12 +4,12 @@
--
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@ -61,7 +61,7 @@ do -- ZoneGoal
--- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param #number Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition )
@ -259,7 +259,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
-- @param #number Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition
end
@ -267,7 +267,7 @@ do -- ZoneGoal
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
-- @return #number Coalition.
function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition
end

View File

@ -54,7 +54,7 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
@ -80,7 +80,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition = self.Coalition or Coalition
@ -120,14 +120,14 @@ do -- ZoneGoal
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
-- @return #number Coalition.
function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition
end
--- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
-- @return #number Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition
end

View File

@ -353,6 +353,7 @@
-- DEWPOINT = "Taupunkt",
-- ALTIMETER = "Hoehenmesser",
-- ACTIVERUN = "Aktive Startbahn",
-- ACTIVELANDING = "Aktive Landebahn",
-- LEFT = "Links",
-- RIGHT = "Rechts",
-- RWYLENGTH = "Startbahn",
@ -721,7 +722,8 @@ ATIS.Messages = {
TEMPERATURE = "Temperature",
DEWPOINT = "Dew point",
ALTIMETER = "Altimeter",
ACTIVERUN = "Active runway",
ACTIVERUN = "Active runway take off",
ACTIVELANDING = "Active runway landing",
LEFT = "Left",
RIGHT = "Right",
RWYLENGTH = "Runway length",
@ -781,6 +783,7 @@ ATIS.Messages = {
DEWPOINT = "Taupunkt",
ALTIMETER = "Hoehenmesser",
ACTIVERUN = "Aktive Startbahn",
ACTIVELANDING = "Aktive Landebahn",
LEFT = "Links",
RIGHT = "Rechts",
RWYLENGTH = "Startbahn",
@ -841,6 +844,7 @@ ATIS.Messages = {
DEWPOINT = "Punto de rocio",
ALTIMETER = "Altímetro",
ACTIVERUN = "Pista activa",
ACTIVELANDING = "Pista de aterrizaje activa",
LEFT = "Izquierda",
RIGHT = "Derecha",
RWYLENGTH = "Longitud de pista",
@ -880,7 +884,7 @@ _ATIS = {}
--- ATIS class version.
-- @field #string version
ATIS.version = "0.10.2"
ATIS.version = "0.10.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -902,6 +906,7 @@ ATIS.version = "0.10.2"
-- DONE: Set magnetic variation.
-- DONE: New DCS 2.7 weather presets.
-- DONE: Added TextAndSound localization
-- DONE: Added SRS spelling out both take off and landing runway
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@ -1534,6 +1539,7 @@ function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
self.msrs:SetCoalition(self:GetCoalition())
self.msrs:SetLabel("ATIS")
self.msrs:SetGoogle(GoogleKey)
self.msrs:SetCoordinate(self.airbase:GetCoordinate())
self.msrsQ = MSRSQUEUE:New("ATIS")
self.msrsQ:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers)
if self.dTQueueCheck<=10 then
@ -2508,6 +2514,19 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Active runway.
local subtitle
if runwayLanding then
local actrun = self.gettext:GetEntry("ACTIVELANDING",self.locale)
--subtitle=string.format("Active runway landing %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayTakeoff)
if rwyTakeoffLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyTakeoffLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end
alltext = alltext .. ";\n" .. subtitle
end
if runwayTakeoff then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayLanding)

View File

@ -17,12 +17,12 @@
--- Makes the radio speak.
--
-- # RADIOSPEECH usage
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @type RADIOSPEECH
-- @extends Sound.RadioQueue#RADIOQUEUE

View File

@ -797,7 +797,7 @@ end
--- Play a SOUNDTEXT text-to-speech object.
-- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text.
-- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self
function MSRS:PlaySoundText(SoundText, Delay)
@ -1417,7 +1417,7 @@ end
--- Replacement function for @{#MSRS.PlaySoundText}
-- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text.
-- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self
MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay)

View File

@ -162,12 +162,12 @@
-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #COMMANDCENTER
COMMANDCENTER = {
ClassName = "COMMANDCENTER",
@ -339,7 +339,7 @@ end
--- Gets the coalition of the command center.
-- @param #COMMANDCENTER self
-- @return DCScoalition#coalition
-- @return #number Coalition of the command center.
function COMMANDCENTER:GetCoalition()
return self.CommandCenterCoalition

View File

@ -32,12 +32,12 @@
-- -------------------------------
-- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing

View File

@ -117,12 +117,12 @@
-- - @{#MISSION.ReportPlayersPerTask}(): Generates a report showing the active players per task.
-- - @{#MISSION.ReportPlayersProgress}(): Generates a report showing the task progress per player.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #MISSION
MISSION = {
ClassName = "MISSION",

View File

@ -203,12 +203,12 @@
--
-- These different completion states are important for the mission designer to reflect scoring to a player.
-- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author(s): **FlightControl**
@ -1773,7 +1773,7 @@ do -- Links
--- Set detection of a task
-- @param #TASK self
-- @param Function.Detection#DETECTION_BASE Detection
-- @param Functional.Detection#DETECTION_BASE Detection
-- @param DetectedItem
-- @return #TASK
function TASK:SetDetection( Detection, DetectedItem )

View File

@ -18,12 +18,12 @@
-- # TASKINFO class, extends @{Core.Base#BASE}
--
-- ## The TASKINFO class implements the methods to contain information and display information of a task.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #TASKINFO
TASKINFO = {
ClassName = "TASKINFO",
@ -256,7 +256,7 @@ end
--- Add Cargo.
-- @param #TASKINFO self
-- @param Core.Cargo#CARGO Cargo
-- @param Cargo.Cargo#CARGO Cargo
-- @param #number Order The display order, which is a number from 0 to 100.
-- @param #TASKINFO.Detail Detail The detail Level.
-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.

View File

@ -35,7 +35,7 @@ do -- TASK_A2A
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#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.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

View File

@ -401,7 +401,7 @@ do -- TASK_A2A_DISPATCHER
--- Calculates which friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
-- @return #number, Tasking.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
@ -444,7 +444,7 @@ do -- TASK_A2A_DISPATCHER
--- Calculates which HUMAN friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
-- @return #number, Tasking.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set

View File

@ -49,7 +49,7 @@
-- Once the task is assigned to the player and accepted by the player, the player will obtain
-- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported.
--
-- Each @{CARGO.Cargo} object has a certain state:
-- Each @{Tasking.Task_CARGO#TASK_CARGO} object has a certain state:
--
-- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported.
-- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
@ -390,12 +390,12 @@
-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective.
-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@ -447,7 +447,7 @@ do -- TASK_CARGO
--
-- ## 2.2) Handle TASK_CARGO Events ...
--
-- The TASK_CARGO classes define @{Cargo} transport tasks,
-- The TASK_CARGO classes define Cargo transport tasks,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ### 2.2.1) Boarding events.
@ -514,7 +514,7 @@ do -- TASK_CARGO
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
-- @return #boolean
@ -525,7 +525,7 @@ do -- TASK_CARGO
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
-- @usage
--
@ -567,7 +567,7 @@ do -- TASK_CARGO
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @return #boolean
--- CargoPickedUp Handler OnAfter for TASK_CARGO
@ -577,7 +577,7 @@ do -- TASK_CARGO
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
local Fsm = self:GetUnitProcess()
@ -843,7 +843,7 @@ do -- TASK_CARGO
-- @param From
-- @param Event
-- @param To
-- @param Core.Cargo#CARGO Cargo
-- @param Cargo.Cargo#CARGO Cargo
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )

View File

@ -45,12 +45,12 @@
-- * Switch between metric and imperial measurement system.
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Various other options.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@ -128,7 +128,7 @@ do -- TASK_CAPTURE_DISPATCHER
--
-- ## 2.2. Create a set of player groups.
--
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
-- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
--
-- -- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players.
-- -- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.
@ -245,7 +245,7 @@ do -- TASK_CAPTURE_DISPATCHER
-- @param #string TaskPrefix (optional) The prefix of the capture zone task.
-- If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix.
-- The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.
-- @param Functional.CaptureZoneCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
-- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
-- @param #string Briefing The briefing of the task to be shown to the player.
-- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
-- @usage

View File

@ -52,12 +52,12 @@
--
-- Enjoy!
-- FC
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@ -137,7 +137,7 @@ do -- TASK_CARGO_CSAR
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Pilots", "Downed Pilot", 500 )
--
-- What is also needed, is to have a set of @{#Core.Group}s defined that contains the clients of the players.
-- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
@ -301,7 +301,7 @@ do -- TASK_CARGO_CSAR
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
--- OnAfter Transition Handler for Event CargoDeployed.
-- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoDeployed
@ -310,7 +310,7 @@ do -- TASK_CARGO_CSAR
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Cargo.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
local Fsm = self:GetUnitProcess()
@ -318,7 +318,7 @@ do -- TASK_CARGO_CSAR
local CargoReport = REPORT:New( "Rescue a downed pilot from the following position:")
SetCargo:ForEachCargo(
--- @param Core.Cargo#CARGO Cargo
--- @param Cargo.Cargo#CARGO Cargo
function( Cargo )
local CargoType = Cargo:GetType()
local CargoName = Cargo:GetName()
@ -358,7 +358,7 @@ do -- TASK_CARGO_CSAR
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
for CargoID, CargoData in pairs( Set ) do
local Cargo = CargoData -- Core.Cargo#CARGO
local Cargo = CargoData -- Cargo.Cargo#CARGO
self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } )

View File

@ -52,12 +52,12 @@
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Different settings modes for A2G and A2A operations.
-- * Various other options.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@ -144,7 +144,7 @@ do -- TASK_CARGO_DISPATCHER
-- -- Note that the name of the cargo is "Engineer Team 1".
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 )
--
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
-- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopters to retrieve the pilot, that can be manned by players.
-- -- The name of these helicopter groups containing one client begins with "Transport", as modelled within the mission editor.
@ -214,7 +214,7 @@ do -- TASK_CARGO_DISPATCHER
--
-- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate.
--
-- What is first needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
-- What is first needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
@ -686,7 +686,7 @@ do -- TASK_CARGO_DISPATCHER
-- @param #string TaskPrefix (optional) The prefix of the transport task.
-- This prefix will be appended with a . + a number of 3 digits.
-- If no TaskPrefix is given, then "Transport" will be used as the prefix.
-- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported.
-- @param Core.Set#SET_CARGO SetCargo The SetCargo to be transported.
-- @param #string Briefing The briefing of the task transport to be shown to the player.
-- @param #boolean Silent If true don't send a message that a new task is available.
-- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT

View File

@ -41,12 +41,12 @@
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Different settings modes for A2G and A2A operations.
-- * Various other options.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- Please read through the #Tasking.Task_Cargo process to understand the mechanisms of tasking and cargo tasking and handling.
@ -123,7 +123,7 @@ do -- TASK_CARGO_TRANSPORT
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 )
--
-- What is also needed, is to have a set of Core.Groups defined that contains the clients of the players.
-- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()

View File

@ -23,12 +23,12 @@
-- If an ad-hoc report is requested, use the method @{Tasking.Task_Manager#TASK_MANAGER#ManageTasks}().
--
-- The default task management interval is every 60 seconds.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing

View File

@ -489,7 +489,7 @@ end
--- Return a Combo Task taking an array of Tasks.
-- @param #CONTROLLABLE self
-- @param DCS#TaskArray DCSTasks Array of @{DCSTasking.Task#Task}
-- @param DCS#TaskArray DCSTasks Array of DCSTasking.Task#Task
-- @return DCS#Task
function CONTROLLABLE:TaskCombo( DCSTasks )
@ -2739,7 +2739,7 @@ do -- Route methods
-- @param Core.Zone#ZONE Zone The zone where to route to.
-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
-- @param Base#FORMATION Formation The formation string.
-- @param Core.Base#FORMATION Formation The formation string.
function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
self:F2( Zone )
@ -2799,7 +2799,7 @@ do -- Route methods
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The Vec2 where to route to.
-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
-- @param Base#FORMATION Formation The formation string.
-- @param Core.Base#FORMATION Formation The formation string.
function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation )
local DCSControllable = self:GetDCSObject()

View File

@ -1684,7 +1684,7 @@ do -- Cargo
--- Add cargo.
-- @param #POSITIONABLE self
-- @param Core.Cargo#CARGO Cargo
-- @param Cargo.Cargo#CARGO Cargo
-- @return #POSITIONABLE
function POSITIONABLE:AddCargo( Cargo )
self.__.Cargo[Cargo] = Cargo
@ -1700,7 +1700,7 @@ do -- Cargo
--- Remove cargo.
-- @param #POSITIONABLE self
-- @param Core.Cargo#CARGO Cargo
-- @param Cargo.Cargo#CARGO Cargo
-- @return #POSITIONABLE
function POSITIONABLE:RemoveCargo( Cargo )
self.__.Cargo[Cargo] = nil
@ -1709,7 +1709,7 @@ do -- Cargo
--- Returns if carrier has given cargo.
-- @param #POSITIONABLE self
-- @return Core.Cargo#CARGO Cargo
-- @return Cargo.Cargo#CARGO Cargo
function POSITIONABLE:HasCargo( Cargo )
return self.__.Cargo[Cargo]
end
@ -1733,7 +1733,7 @@ do -- Cargo
--- Get cargo item count.
-- @param #POSITIONABLE self
-- @return Core.Cargo#CARGO Cargo
-- @return Cargo.Cargo#CARGO Cargo
function POSITIONABLE:CargoItemCount()
local ItemCount = 0
for CargoName, Cargo in pairs( self.__.Cargo ) do

View File

@ -8,7 +8,7 @@
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper%20-%20Storage).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Storage).
--
-- ===
--
@ -283,7 +283,7 @@ function STORAGE:SetLiquid(Type, Amount)
self:T(self.lid..string.format("Setting liquid %s to N=%d", self:GetLiquidName(Type), Amount))
self.warehouse:setLiquid(Type, Amount)
self.warehouse:setLiquidAmount(Type, Amount)
return self
end