**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
This commit is contained in:
Frank
2022-05-23 23:11:23 +02:00
parent 06d509b5ac
commit 62725b1930
9 changed files with 448 additions and 32 deletions

View File

@@ -2,8 +2,9 @@
--
-- **Main Features:**
--
-- * Monitor if a zone is captured.
-- * Monitor if an airbase is captured.
-- * Monitor if a zone is captured
-- * Monitor if an airbase is captured
-- * Define conditions under which zones are captured/held
--
-- ===
--
@@ -79,6 +80,7 @@ OPSZONE.version="0.3.0"
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
-- TODO: Pause/unpause evaluations.
-- TODO: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
-- TODO: Differentiate between ground attack and boming by air or arty.
@@ -348,7 +350,7 @@ end
--- Set categories of units that can capture or hold the zone. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit).
-- @param #OPSZONE self
-- @param #table Categories Table of unit categories. Default `{Unit.Category.GROUND_UNIT}`.
-- @return #OPSZONE
-- @return #OPSZONE self
function OPSZONE:SetUnitCategories(Categories)
-- Ensure table.
@@ -362,6 +364,32 @@ function OPSZONE:SetUnitCategories(Categories)
return self
end
--- Set threat level threshold that the defending units must have to hold a zone.
-- 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.
-- @param #OPSZONE self
-- @param #number Threatlevel Threat level threshod. Default 0.
-- @return #OPSZONE self
function OPSZONE:SetThreatlevelDefinding(Threatlevel)
self.threatlevelDefending=Threatlevel or 0
return self
end
--- Set threat level threshold that the offending units must have to capture a zone.
-- 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.
-- @param #OPSZONE self
-- @param #number Threatlevel Threat level threshod. Default 0.
-- @return #OPSZONE self
function OPSZONE:SetThreatlevelOffending(Threatlevel)
self.threatlevelOffending=Threatlevel or 0
return self
end
--- Set whether *neutral* units can capture the zone.
-- @param #OPSZONE self
-- @param #boolean CanCapture If `true`, neutral units can.