mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Fixed abort in AI_CAP_ZONE and CAI_CAS_ZONE
-- When the event Abort was triggered, nothing happened. Is fixed now. AI will fly back to the patrol zone and will continue patrolling.
This commit is contained in:
@@ -135,12 +135,15 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
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<h3>1.2.2) AI<em>CAP</em>ZONE Events</h3>
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<ul>
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<li><strong>Start</strong> ( Group ): Start the process.</li>
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<li><strong>Route</strong> ( Group ): Route the AI to a new random 3D point within the Patrol Zone.</li>
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<li><strong>Engage</strong> ( Group ): Let the AI engage the bogeys.</li>
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<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
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<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
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<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
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<li>**<a href="##(AI_CAP_ZONE).Engage">AI<em>CAP</em>ZONE.Engage</a>**: Let the AI engage the bogeys.</li>
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<li>**<a href="##(AI_CAP_ZONE).Abort">AI<em>CAP</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
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<li>**<a href="##(AI_CAP_ZONE).Destroy">AI<em>CAP</em>ZONE.Destroy</a>**: The AI has destroyed a bogey <a href="Unit.html">Unit</a>.</li>
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<li>**<a href="##(AI_CAP_ZONE).Destroyed">AI<em>CAP</em>ZONE.Destroyed</a>**: The AI has destroyed all bogeys <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
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<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
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</ul>
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@@ -411,6 +414,12 @@ Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</
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<td class="name" nowrap="nowrap"><a href="##(AI_CAP_ZONE).__Fired">AI_CAP_ZONE:__Fired(Delay)</a></td>
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<td class="summary">
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<p>Asynchronous Event Trigger for Event Fired.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAP_ZONE).onafterAbort">AI_CAP_ZONE:onafterAbort(Controllable, From, Event, To)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -1412,6 +1421,46 @@ The delay in seconds.</p>
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<dl class="function">
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<dt>
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<a id="#(AI_CAP_ZONE).onafterAbort" >
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<strong>AI_CAP_ZONE:onafterAbort(Controllable, From, Event, To)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>:
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The Controllable Object managed by the FSM.</p>
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</li>
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<li>
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<p><code><em>#string From </em></code>:
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The From State string.</p>
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</li>
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<li>
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<p><code><em>#string Event </em></code>:
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The Event string.</p>
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</li>
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<li>
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<p><code><em>#string To </em></code>:
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The To State string.</p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_CAP_ZONE).onafterAccomplish" >
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<strong>AI_CAP_ZONE:onafterAccomplish(Controllable, From, Event, To)</strong>
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</a>
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@@ -166,6 +166,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
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<li>**<a href="##(AI_CAS_ZONE).Engage">AI<em>CAS</em>ZONE.Engage</a>**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
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<li>**<a href="##(AI_CAS_ZONE).Abort">AI<em>CAS</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
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<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
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@@ -433,6 +434,12 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Fired">AI_CAS_ZONE:__Fired(Delay)</a></td>
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<td class="summary">
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<p>Asynchronous Event Trigger for Event Fired.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterAbort">AI_CAS_ZONE:onafterAbort(Controllable, From, Event, To)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -1574,6 +1581,46 @@ The delay in seconds.</p>
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<dl class="function">
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<dt>
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<a id="#(AI_CAS_ZONE).onafterAbort" >
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<strong>AI_CAS_ZONE:onafterAbort(Controllable, From, Event, To)</strong>
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</a>
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</dt>
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<dd>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>:
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The Controllable Object managed by the FSM.</p>
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</li>
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<li>
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<p><code><em>#string From </em></code>:
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The From State string.</p>
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</li>
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<li>
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<p><code><em>#string Event </em></code>:
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The Event string.</p>
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</li>
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<li>
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<p><code><em>#string To </em></code>:
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The To State string.</p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_CAS_ZONE).onafterAccomplish" >
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<strong>AI_CAS_ZONE:onafterAccomplish(Controllable, From, Event, To)</strong>
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</a>
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@@ -2425,6 +2425,7 @@ The UNIT carrying the package.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_CARGO_UNIT).CargoCarrier" >
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<strong>AI_CARGO_UNIT.CargoCarrier</strong>
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</a>
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@@ -230,6 +230,12 @@ This is different from the EnRoute tasks, where the targets of the task need to
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<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).ClassName">CONTROLLABLE.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).ClearTasks">CONTROLLABLE:ClearTasks()</a></td>
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<td class="summary">
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<p>Clear all tasks from the controllable.</p>
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</td>
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</tr>
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<tr>
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@@ -737,6 +743,24 @@ A speed can be given in km/h.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(CONTROLLABLE).ClearTasks" >
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<strong>CONTROLLABLE:ClearTasks()</strong>
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</a>
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</dt>
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<dd>
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<p>Clear all tasks from the controllable.</p>
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<h3>Return value</h3>
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<p><em><a href="##(CONTROLLABLE)">#CONTROLLABLE</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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@@ -1346,7 +1346,6 @@ The new calculated POINT_VEC2.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(POINT_VEC2).z" >
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<strong>POINT_VEC2.z</strong>
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</a>
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@@ -2606,7 +2606,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
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<dt>
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<em></em>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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