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OPS
**AUFTRAG** - Added *invisible* and *immortal* options **TARGET** - Added `AddResource` function **OPSGROUP** - Added *invisible* and *immortal* options **LEGION** - Fixed bug in properties requirement **COMMANDER** - Added `AddTarget` function (still **WIP**) **ARMYGROUP** - Fixed routing bug after teleporting
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@@ -2,8 +2,9 @@
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--
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-- **Main Features:**
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--
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-- * Monitor if a zone is captured.
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-- * Monitor if an airbase is captured.
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-- * Monitor if a zone is captured
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-- * Monitor if an airbase is captured
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-- * Define conditions under which zones are captured/held
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--
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-- ===
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--
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@@ -79,6 +80,7 @@ OPSZONE.version="0.3.0"
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
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-- TODO: Pause/unpause evaluations.
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-- TODO: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
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-- TODO: Differentiate between ground attack and boming by air or arty.
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@@ -348,7 +350,7 @@ end
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--- Set categories of units that can capture or hold the zone. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit).
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-- @param #OPSZONE self
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-- @param #table Categories Table of unit categories. Default `{Unit.Category.GROUND_UNIT}`.
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-- @return #OPSZONE
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-- @return #OPSZONE self
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function OPSZONE:SetUnitCategories(Categories)
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-- Ensure table.
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@@ -362,6 +364,32 @@ function OPSZONE:SetUnitCategories(Categories)
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return self
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end
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--- Set threat level threshold that the defending units must have to hold a zone.
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-- The reason why you might want to set this is that unarmed units (*e.g.* fuel trucks) should not be able to hold a zone as they do not pose a threat.
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-- @param #OPSZONE self
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-- @param #number Threatlevel Threat level threshod. Default 0.
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-- @return #OPSZONE self
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function OPSZONE:SetThreatlevelDefinding(Threatlevel)
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self.threatlevelDefending=Threatlevel or 0
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return self
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end
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--- Set threat level threshold that the offending units must have to capture a zone.
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-- The reason why you might want to set this is that unarmed units (*e.g.* fuel trucks) should not be able to capture a zone as they do not pose a threat.
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-- @param #OPSZONE self
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-- @param #number Threatlevel Threat level threshod. Default 0.
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-- @return #OPSZONE self
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function OPSZONE:SetThreatlevelOffending(Threatlevel)
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self.threatlevelOffending=Threatlevel or 0
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return self
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end
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--- Set whether *neutral* units can capture the zone.
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-- @param #OPSZONE self
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-- @param #boolean CanCapture If `true`, neutral units can.
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