#Docu changes

This commit is contained in:
Applevangelist 2022-10-14 16:50:54 +02:00
parent 8279ac79c8
commit 60a1ceb7a0
2 changed files with 16 additions and 4 deletions

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@ -827,6 +827,8 @@ do
--
-- To award player with points, using the SCORING Class (SCORING: my_Scoring, CTLD: CTLD_Cargotransport)
--
-- my_scoring = SCORING:New("Combat Transport")
--
-- function CTLD_Cargotransport:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
-- local points = 10
-- if Unit then
@ -904,7 +906,7 @@ do
--
-- my_ctld.useprefix = true -- this is true by default and MUST BE ON.
--
-- ### 5.2 Integrate Hercules ground crew (F8 Menu) loadable objects (alternative method)
-- ### 5.2 Integrate Hercules ground crew (F8 Menu) loadable objects (alternative method, use either the above OR this method, NOT both!)
--
-- Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance:
--
@ -931,6 +933,8 @@ do
-- The script works on the EVENTS.Shot trigger, which is used by the mod when you **drop cargo from the Hercules while flying**. Unloading on the ground does
-- not achieve anything here. If you just want to unload on the ground, use the normal Moose CTLD (see 5.1).
--
-- DO NOT use the "splash damage" script together with this method! Your cargo will explode on the ground!
--
-- There are two ways of airdropping:
--
-- 1) Very low and very slow (>5m and <10m AGL) - here you can drop stuff which has "Skid" at the end of the cargo name (loaded via F8 Ground Crew menu)
@ -4992,13 +4996,21 @@ CTLD_HERCULES.Types = {
--
-- Expected template names are the ones in the rounded brackets.
--
-- HINTS
-- ### HINTS
--
-- The script works on the EVENTS.Shot trigger, which is used by the mod when you **drop cargo from the Hercules while flying**. Unloading on the ground does
-- not achieve anything here. If you just want to unload on the ground, use the normal Moose CTLD.
-- **Do not use** the **splash damage** script together with this, your cargo will just explode when reaching the ground!
--
-- ### Airdrops
--
-- There are two ways of airdropping:
-- 1) Very low and very slow (>5m and <10m AGL) - here you can drop stuff which has "Skid" at the end of the cargo name (loaded via F8 Ground Crew menu)
-- 2) Higher up and slow (>100m AGL) - here you can drop paratroopers and cargo which has "Air" at the end of the cargo name (loaded via F8 Ground Crew menu)
--
-- ### General
--
-- Use either this method to integrate the Hercules **or** the one from the "normal" CTLD. Never both!
function CTLD_HERCULES:New(Coalition, Alias, CtldObject)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #CTLD_HERCULES

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@ -18,7 +18,7 @@
--
-- ### Authors:
--
-- * Applevengelist (Design & Programming)
-- * Applevangelist (Design & Programming)
--
-- ===
--
@ -29,7 +29,7 @@
-- PLAYERRECCE
-- TODO: PLAYERRECCE
-- DONE: No messages when no targets to flare or smoke
-- DONE: Flare not all targets
-- DONE: Smoke not all targets
-- DONE: Messages to Attack Group, use client settings
-- DONE: Lasing dist 8km
-- DONE: Reference Point RP