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Merge pull request #316 from FlightControl-Master/FlightControl
Fixed weaponexpend problem for gunterlund in AI_CAS -- The attack sequence was commented out. Put it back in. -- Fixed documentation order glitch. -- Documented the usage of AI.Task.WeaponExpend -- Deleted weaponType from Controller Task
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71374f0ce1
@ -176,8 +176,10 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @function [parent=#AI_CAS_ZONE] Engage
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-- @param #AI_CAS_ZONE self
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@ -186,8 +188,10 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@ -518,22 +522,27 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
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Controllable:OptionROEOpenFire()
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Controllable:OptionROTVertical()
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-- local AttackTasks = {}
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--
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-- for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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-- local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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-- self:T( DetectedUnit )
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-- if DetectedUnit:IsAlive() then
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-- if DetectedUnit:IsInZone( self.EngageZone ) then
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-- self:E( {"Engaging ", DetectedUnit } )
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-- AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
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-- end
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-- else
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-- self.DetectedUnits[DetectedUnit] = nil
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-- end
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-- end
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--
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-- EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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local AttackTasks = {}
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for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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self:T( DetectedUnit )
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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self:E( {"Engaging ", DetectedUnit } )
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AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
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true,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection
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)
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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end
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EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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self.Controllable:WayPointInitialize( EngageRoute )
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@ -563,7 +563,6 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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altitude = Altitude or 30,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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weaponType = 1073741822,
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},
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}
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170317_2147' )
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env.info( 'Moose Generation Timestamp: 20170318_0737' )
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local base = _G
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Include = {}
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@ -13951,7 +13951,6 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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altitude = Altitude or 30,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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weaponType = 1073741822,
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},
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}
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@ -28979,8 +28978,10 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @function [parent=#AI_CAS_ZONE] Engage
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-- @param #AI_CAS_ZONE self
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@ -28989,8 +28990,10 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@ -29321,22 +29324,27 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
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Controllable:OptionROEOpenFire()
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Controllable:OptionROTVertical()
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-- local AttackTasks = {}
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--
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-- for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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-- local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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-- self:T( DetectedUnit )
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-- if DetectedUnit:IsAlive() then
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-- if DetectedUnit:IsInZone( self.EngageZone ) then
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-- self:E( {"Engaging ", DetectedUnit } )
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-- AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
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-- end
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-- else
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-- self.DetectedUnits[DetectedUnit] = nil
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-- end
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-- end
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--
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-- EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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local AttackTasks = {}
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for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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self:T( DetectedUnit )
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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self:E( {"Engaging ", DetectedUnit } )
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AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
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true,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection
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)
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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end
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EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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self.Controllable:WayPointInitialize( EngageRoute )
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170317_2147' )
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env.info( 'Moose Generation Timestamp: 20170318_0737' )
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local base = _G
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Include = {}
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@ -13951,7 +13951,6 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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altitude = Altitude or 30,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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weaponType = 1073741822,
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},
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}
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@ -28979,8 +28978,10 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @function [parent=#AI_CAS_ZONE] Engage
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-- @param #AI_CAS_ZONE self
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@ -28989,8 +28990,10 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@ -29321,22 +29324,27 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
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Controllable:OptionROEOpenFire()
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Controllable:OptionROTVertical()
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-- local AttackTasks = {}
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--
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-- for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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-- local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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-- self:T( DetectedUnit )
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-- if DetectedUnit:IsAlive() then
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-- if DetectedUnit:IsInZone( self.EngageZone ) then
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-- self:E( {"Engaging ", DetectedUnit } )
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-- AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
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-- end
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-- else
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-- self.DetectedUnits[DetectedUnit] = nil
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-- end
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-- end
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--
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-- EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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local AttackTasks = {}
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for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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self:T( DetectedUnit )
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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self:E( {"Engaging ", DetectedUnit } )
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AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
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true,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection
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)
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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end
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EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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self.Controllable:WayPointInitialize( EngageRoute )
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@ -0,0 +1,78 @@
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---
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-- Name: CAS-005 - CAS in a Zone by Airplane Group - Engage with WeaponExpend
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-- Author: FlightControl
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-- Date Created: 18 Mar 2017
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--
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-- # Situation:
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--
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-- A group of 4 Su-25T at patrolling north of an engage zone for 1 minute.
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-- After 1 minute, the command center orders the Su-25T to engage the zone and execute a CAS.
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-- The planes should expend 4 weapons per run.
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--
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-- # Test cases:
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--
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-- 1. Observe that the Su-25T is patrolling in the patrol zone, until the engage command is given.
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-- 2. The Su-25T are not detecting any target during the patrol.
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-- 3. When the Su-25T is commanded to engage, the group will fly to the engage zone
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-- 3.1. The approach speed to the engage zone is set to 400 km/h.
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-- 3.2. The altitude to the engage zone and CAS execution is set to 500 meters.
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-- 3.3. The planes should expend 4 weapons per run.
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-- 4. Detection is activated and detected targets within the engage zone are assigned for CAS.
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-- 5. Observe the Su-25T eliminating the targets.
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-- 6. Observe the Su-25T defenses.
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-- 7. When all targets within the engage zone are destroyed, the Su-25T CAS task is set to Accomplished.
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-- 8. The Su-25T will return to base.
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-- Create a local variable (in this case called CASEngagementZone) and
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-- using the ZONE function find the pre-defined zone called "Engagement Zone"
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-- currently on the map and assign it to this variable
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local CASEngagementZone = ZONE:New( "Engagement Zone" )
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-- Create a local variable (in this case called CASPlane) and
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-- using the GROUP function find the aircraft group called "Plane" and assign to this variable
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local CASPlane = GROUP:FindByName( "Plane" )
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-- Create a local Variable (in this cased called PatrolZone and
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-- using the ZONE function find the pre-defined zone called "Patrol Zone" and assign it to this variable
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local PatrolZone = ZONE:New( "Patrol Zone" )
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-- Create and object (in this case called AICasZone) and
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-- using the functions AI_CAS_ZONE assign the parameters that define this object
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-- (in this case PatrolZone, 500, 1000, 500, 600, CASEngagementZone)
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local AICasZone = AI_CAS_ZONE:New( PatrolZone, 500, 1000, 500, 600, CASEngagementZone )
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-- Create an object (in this case called Targets) and
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-- using the GROUP function find the group labeled "Targets" and assign it to this object
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local Targets = GROUP:FindByName("Targets")
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-- Tell the program to use the object (in this case called CASPlane) as the group to use in the CAS function
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AICasZone:SetControllable( CASPlane )
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-- Tell the group CASPlane to start the mission in 1 second.
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AICasZone:__Start( 1 ) -- They should statup, and start patrolling in the PatrolZone.
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-- After 1 minute, tell the group CASPlane to engage the targets located in the engagement zone called CASEngagement Zone. (600 is 600 seconds)
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AICasZone:__Engage( 60, 600, 8000, AI.Task.WeaponExpend.FOUR ) -- Engage with a speed of 600 km/h and an altitude of 8000 meters, weapn expend 4.
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-- Check every 60 seconds whether the Targets have been eliminated.
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-- When the trigger completed has been fired, the Plane will go back to the Patrol Zone.
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Check, CheckScheduleID = SCHEDULER:New(nil,
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function()
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if Targets:IsAlive() and Targets:GetSize() > 5 then
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BASE:E( "Test Mission: " .. Targets:GetSize() .. " targets left to be destroyed.")
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else
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BASE:E( "Test Mission: The required targets are destroyed." )
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AICasZone:__Accomplish( 1 ) -- Now they should fly back to teh patrolzone and patrol.
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end
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end, {}, 20, 60, 0.2 )
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-- When the targets in the zone are destroyed, (see scheduled function), the planes will return home ...
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function AICasZone:OnAfterAccomplish( Controllable, From, Event, To )
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BASE:E( "Test Mission: Sending the Su-25T back to base." )
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Check:Stop( CheckScheduleID )
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AICasZone:__RTB( 1 )
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||||
end
|
||||
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@ -263,7 +263,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
|
||||
<td class="summary">
|
||||
<p>Synchronous Event Trigger for Event Engage.</p>
|
||||
</td>
|
||||
@ -425,7 +425,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
|
||||
<td class="summary">
|
||||
<p>Asynchronous Event Trigger for Event Engage.</p>
|
||||
</td>
|
||||
@ -608,7 +608,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CAS_ZONE).Engage" >
|
||||
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
|
||||
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -625,14 +625,16 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
|
||||
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
|
||||
(optional) Desired altitude to perform the unit engagement.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
|
||||
(optional) Desired altitude to perform the unit engagement.</p>
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
|
||||
(optional) Determines how much weapon will be released at each attack.
|
||||
If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
Use the structure <a href="DCSTypes.html##(AI.Task).WeaponExpend">DCSTypes#AI.Task.WeaponExpend</a> to define the amount of weapons to be release at each attack.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
@ -1448,7 +1450,7 @@ The delay in seconds.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CAS_ZONE).__Engage" >
|
||||
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
|
||||
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1471,14 +1473,16 @@ The delay in seconds.</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
|
||||
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
|
||||
(optional) Desired altitude to perform the unit engagement.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
|
||||
(optional) Desired altitude to perform the unit engagement.</p>
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
|
||||
(optional) Determines how much weapon will be released at each attack.
|
||||
If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
Use the structure <a href="DCSTypes.html##(AI.Task).WeaponExpend">DCSTypes#AI.Task.WeaponExpend</a> to define the amount of weapons to be release at each attack.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
@ -920,6 +920,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -2130,7 +2130,6 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
@ -2244,7 +2243,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
|
||||
@ -883,12 +883,6 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -1876,6 +1870,9 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2346,6 +2343,9 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2381,7 +2381,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2398,7 +2398,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -2716,7 +2716,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
@ -2740,7 +2740,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
|
||||
|
||||
|
||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -3379,20 +3379,6 @@ True = Continue Scheduler</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).uncontrolled" >
|
||||
<strong>SPAWN.uncontrolled</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user