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Documentation etc
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@@ -80,7 +80,7 @@
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<li><a href="Task.html">Task</a></li>
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<li><a href="Task_A2G.html">Task_A2G</a></li>
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<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
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<li>Task_CARGO</li>
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<li>Task_Cargo</li>
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<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
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<li><a href="Utils.html">Utils</a></li>
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@@ -91,7 +91,7 @@
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</ul>
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</div>
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<div id="content">
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<h1>Module <code>Task_CARGO</code></h1>
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<h1>Module <code>Task_Cargo</code></h1>
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<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
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@@ -101,9 +101,10 @@
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<hr/>
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<p>Cargo are units or cargo objects within DCS world that allow to be transported or sling loaded by other units.
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The CARGO class, as part of the moose core, is able to Board, Load, UnBoard and UnLoad from Carrier units.
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This collection of classes in this module define tasks for human players to handle cargo objects.
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<p>The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers.
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The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.</p>
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<p>This collection of classes in this module define tasks for human players to handle these cargo objects.
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Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.</p>
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<p>The following classes are important to consider:</p>
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@@ -147,8 +148,11 @@ Cargo can be transported, picked-up, deployed and sling-loaded from and to other
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<td class="summary">
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<h1>TASK_CARGO class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The TASK_CARGO class defines <a href="Cargo.html">Cargo</a> transport tasks,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
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<h2>A flexible tasking system</h2>
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<p>The TASK_CARGO classes provide you with a flexible tasking sytem,
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that allows you to transport cargo of various types between various locations
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and various dedicated deployment zones.</p>
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</td>
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</tr>
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<tr>
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@@ -291,11 +295,109 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<h1>TASK_CARGO class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The TASK_CARGO class defines <a href="Cargo.html">Cargo</a> transport tasks,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
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<h2>A flexible tasking system</h2>
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<p>The TASK_CARGO classes provide you with a flexible tasking sytem,
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that allows you to transport cargo of various types between various locations
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and various dedicated deployment zones.</p>
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<p>The TASK_CARGO is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
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<p>The cargo in scope of the TASK<em>CARGO classes must be explicitly given, and is of type SET</em>CARGO.
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The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission.</p>
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<h2>Task execution experience from the player perspective</h2>
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<p>A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
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The player needs to accept the task from the task overview list within the mission, using the radio menus.</p>
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<p>Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
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an extra <strong>Cargo Handling Radio Menu</strong> that contains the CARGO objects that need to be transported.</p>
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<p>Each CARGO object has a certain state:</p>
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<ul>
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<li><strong>UnLoaded</strong>: The CARGO is located within the battlefield. It may still need to be transported.</li>
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<li><strong>Loaded</strong>: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.</li>
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<li><strong>Boarding</strong>: The CARGO is running or moving towards your Carrier for loading.</li>
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<li><strong>UnBoarding</strong>: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone.</li>
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</ul>
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<p>Cargo must be transported towards different **Deployment <a href="Zone.html">Zone</a>s**.</p>
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<p>The Cargo Handling Radio Menu system allows to execute <strong>various actions</strong> to handle the cargo.
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In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed.
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Depending on the location of your Carrier unit, the menu options will vary.</p>
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<h2>Cargo Pickup and Boarding</h2>
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<p>For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen <strong>Reporting Range</strong>.
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Therefore, it is important that you steer your Carrier within the Reporting Range,
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so that boarding actions can be executed on the cargo.
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To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu:</p>
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<h3>Board Cargo</h3>
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<p>If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option.
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Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo
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pickup. If the cargo moves to your carrier, it will indicate the boarding status.
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Note that multiple units need to board your Carrier, so it is required to await the full boarding process.
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Once the cargo is fully boarded within your Carrier, you will be notified of this.</p>
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<p>Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated.
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If during boarding the Carrier gets airborne, the boarding process will be cancelled.</p>
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<h2>Pickup Cargo</h2>
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<p>If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location.
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Routing information is shown in flight that directs you to the cargo within Reporting Range.
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Upon arrival, the Cargo will contact you and further instructions will be given.
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When your Carrier is airborne, you will receive instructions to land your Carrier.
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The action will not be completed until you've landed your Carrier.</p>
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<h2>Cargo Deploy and UnBoarding</h2>
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<p>Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying <a href="Zone.html">Zone</a> type.
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The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone.</p>
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<h3>UnBoard Cargo</h3>
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<p>If your Carrier is already within a Deployment Zone,
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then the Cargo Handling Radio Menu allows to <strong>UnBoard</strong> a specific cargo that is
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loaded within your Carrier group into the Deployment Zone.
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Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier.
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Ensure that you stay at the position or stay on the ground while Unboarding.
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If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled.</p>
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<h3>Deploy Cargo</h3>
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<p>If your Carrier is not within a Deployment Zone, you'll need to fly towards one.
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Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards.
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Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center.
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Upon arrival, the HQ will provide you with further instructions.
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When your Carrier is airborne, you will receive instructions to land your Carrier.
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The action will not be completed until you've landed your Carrier!</p>
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<h2>Handle TASK_CARGO Events ...</h2>
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<p>The TASK_CARGO classes define <a href="Cargo.html">Cargo</a> transport tasks,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
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<h3>Specific TASK_CARGO Events</h3>
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<p>Specific Cargo Handling event can be captured, that allow to trigger specific actions!</p>
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<ul>
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<li><strong>Boarded</strong>: Triggered when the Cargo has been Boarded into your Carrier.</li>
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<li><strong>UnBoarded</strong>: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone.</li>
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</ul>
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<h3>Standard TASK_CARGO Events</h3>
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<p>The TASK_CARGO is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following standard statuses:</p>
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<ul>
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<li><strong>None</strong>: Start of the process.</li>
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@@ -305,10 +407,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<li><strong>Failed</strong>: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
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</ul>
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<h1>1.1) Set the scoring of achievements in a cargo task.</h1>
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<p>Scoring or penalties can be given in the following circumstances:</p>
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<hr/>
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@@ -328,7 +426,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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</dd>
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</dl>
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<h2><a id="#(Task_CARGO)" >Type <code>Task_CARGO</code></a></h2>
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<h2><a id="#(Task_Cargo)" >Type <code>Task_Cargo</code></a></h2>
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<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
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<h3>Field(s)</h3>
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