diff --git a/Moose Development/Moose/Functional/Warehouse.lua b/Moose Development/Moose/Functional/Warehouse.lua index 0db133ebd..2bcf70e56 100644 --- a/Moose Development/Moose/Functional/Warehouse.lua +++ b/Moose Development/Moose/Functional/Warehouse.lua @@ -194,7 +194,7 @@ -- -- # Strategic Tasks -- --- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a jucy task for enemy attacks. +-- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a juicy task for enemy attacks. -- There are several interesting situations, which can occurr. -- -- ## Capturing a Warehouse' Airbase @@ -213,13 +213,24 @@ -- -- ## Capturing the Warehouse -- --- A warehouse can also be captured by the enemy coaltion. If enemy groups enter the warehouse zone the event "Attacked" is triggered which can be captured by the +-- A warehouse can also be captured by the enemy coaltion. If enemy groups enter the warehouse zone the event **Attacked** is triggered which can be captured by the -- @{#WAREHOUSE.OnAfterAttacked} event. -- -- If a warehouse is attacked it will spawn all its ground assets in the spawn zone which can than be used to defend the warehouse zone. -- -- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy. --- This event triggered in this case is +-- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function. +-- +-- The warehouse turn to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will +-- spawn assets beloning to the new owner. +-- +-- ## Destroying a Warehouse +-- +-- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are +-- gone as well. So a warehouse should be properly defended. +-- +-- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function. +-- So the mission designer can invene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good. -- -- === --