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Documentation
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@ -47,11 +47,34 @@ do -- TASK_A2G_DISPATCHER
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-- This chapters provides some insights in the tactical situations when certain Task Types are created.
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-- The Task Types are depending on the enemy positions that were detected, and the current location of friendly units.
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--
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-- 
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--
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-- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test],
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-- the tactical situation is a demonstration how the A2G detection works.
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-- This example will be taken further in the explanation in the following chapters.
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--
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-- 
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--
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-- The red coalition are the players, the blue coalition is the enemy.
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--
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-- Red reconnaissance vehicles and airborne units are detecting the targets.
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-- We call this the RecceSet as explained above, which is a Set of Groups that
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-- have a group name starting with `Recce` (configured in the mission script).
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--
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-- Red attack units are responsible for executing the mission for the command center.
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-- We call this the AttackSet, which is a Set of Groups with a group name starting with `Attack` (configured in the mission script).
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-- These units are setup in this demonstration mission to be ground vehicles and airplanes.
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-- For demonstration purposes, the attack airplane is stationed on the ground to explain
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-- the messages and the menus properly.
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-- Further test missions demonstrate the A2G task dispatcher from within air.
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--
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-- Depending upon the detection results, the A2G dispatcher will create different tasks.
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--
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-- # 0.1. SEAD Task
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--
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-- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
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--
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-- 
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-- 
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--
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-- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task!
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-- - A CAS and BAI task may be converted into a SEAD task, once a radar has been detected within the area!
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@ -60,7 +83,7 @@ do -- TASK_A2G_DISPATCHER
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--
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-- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
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--
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-- 
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-- 
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--
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-- - After the detection of the CAS task, if the friendly Units are destroyed, the CAS task will convert into a BAI task!
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-- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support.
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@ -69,7 +92,7 @@ do -- TASK_A2G_DISPATCHER
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--
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-- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
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--
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-- 
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-- 
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--
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-- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range!
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--
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@ -83,16 +106,15 @@ do -- TASK_A2G_DISPATCHER
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Gori|
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-- F1. Mission "Alpha"
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-- F2. Mission "Beta"
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-- F3. Mission "Gamma"
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-- F1. Command Center |Lima|
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-- F1. Mission "Overlord"
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-- F2. Mission "Desert Storm"
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-- F1. Command Center [Gori]
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-- F1. Mission "Alpha (Primary)"
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-- F2. Mission "Beta (Secondary)"
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-- F3. Mission "Gamma (Tactical)"
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-- F1. Command Center [Lima]
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-- F1. Mission "Overlord (High)"
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--
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-- CC |Gori| is controlling Mission "Alpha", "Beta", "Gamma".
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-- CC |Lima| is controlling Missions "Overlord" and "Desert Storm".
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-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tacical mission Gamma.
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-- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
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--
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-- ## 1.1. Mission Menu (Under the Command Center Menu)
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--
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@ -103,20 +125,18 @@ do -- TASK_A2G_DISPATCHER
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-- - **Create Task Reports**: A menu to create various reports of the current tasks dispatched by the A2G dispatcher.
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-- - **Create Mission Reports**: A menu to create various reports on the current mission.
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--
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-- For CC |Lima|, Mission "Overlord", the menu structure could look like this:
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-- For CC [Lima], Mission "Overlord", the menu structure could look like this:
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Lima|
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-- F1. Command Center [Lima]
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-- F1. Mission "Overlord"
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-- F1. Mission Briefing
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-- F2. Mark Task Locations on Map
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-- F3. Task Reports
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-- F4. Mission Reports
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--
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-- 
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--
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--
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-- 
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--
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-- ### 1.1.1. Mission Briefing Menu
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--
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@ -144,11 +164,11 @@ do -- TASK_A2G_DISPATCHER
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--
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-- The information shown of the tasks will vary according the underlying task type, but are self explanatory.
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--
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-- For CC |Gori|, Mission "Alpha", the Task Reports menu structure could look like this:
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-- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this:
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Gori|
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-- F1. Command Center [Gori]
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-- F1. Mission "Alpha"
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-- F1. Mission Briefing
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-- F2. Mark Task Locations on Map
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@ -174,7 +194,7 @@ do -- TASK_A2G_DISPATCHER
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Gori|
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-- F1. Command Center [Gori]
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-- F1. Mission "Alpha"
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-- F1. Mission Briefing
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-- F2. Mark Task Locations on Map
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@ -201,7 +221,7 @@ do -- TASK_A2G_DISPATCHER
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Gori|
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-- F1. Command Center [Gori]
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-- F1. Mission "Alpha"
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-- F1. Mission Briefing
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-- F2. Mark Task Locations on Map
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@ -225,7 +245,7 @@ do -- TASK_A2G_DISPATCHER
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Gori|
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-- F1. Command Center [Gori]
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-- F1. Mission "Alpha"
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-- F1. Mission Briefing
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-- F2. Mark Task Locations on Map
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@ -241,7 +261,7 @@ do -- TASK_A2G_DISPATCHER
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-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**.
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-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
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--
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-- For example, for CC |Gori|, Mission "Alpha",
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-- For example, for CC [Gori], Mission "Alpha",
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-- if a Mission "ALpha" contains 5 Planned Tasks, which would be:
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--
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-- - 2 CAS Tasks
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@ -252,34 +272,29 @@ do -- TASK_A2G_DISPATCHER
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--
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-- Radio MENU Structure (F10. Other)
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--
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-- F1. Command Center |Gori|
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-- F1. Command Center [Gori]
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-- F1. Mission "Alpha"
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-- F1. Mission Briefing
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-- F2. Mark Task Locations on Map
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-- F3. Task Reports
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-- F4. Mission Reports
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-- F5. Join Planned Task
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-- F1. CAS
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-- F1. CAS.001
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-- F2. CAS.002
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-- F2. BAI
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-- F1. BAI.001
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-- F1. CAS
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-- F1. CAS.002
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-- F3. SEAD
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-- F1. SEAD.001
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-- F2. SEAD.002
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-- F1. SEAD.003
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-- F2. SEAD.004
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-- F3. SEAD.005
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--
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-- An example from within a running simulation:
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--
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-- 
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-- 
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--
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-- Each Task Type Menu would have a list of the Task Menus underneath.
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-- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**!
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--
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-- An example from within a running simulation:
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--
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-- 
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--
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--
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-- ### 1.3.1. Planned Task Menu
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--
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-- Each Planned Task Menu will allow for the following actions:
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@ -307,10 +322,6 @@ do -- TASK_A2G_DISPATCHER
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--
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-- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.**
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--
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-- An example from within a running simulation:
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--
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-- 
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--
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--
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-- ## 1.4. Assigned Task Menu
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--
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@ -338,13 +349,29 @@ do -- TASK_A2G_DISPATCHER
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-- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**.
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-- However, this will depend on the setup of each Mission.
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--
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-- ## 1.5. Messages
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--
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-- During game play, different messages are displayed.
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-- These messages provide an update of the achievements made, and the state wherein the task is.
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--
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-- # 1. TASK_A2G_DISPATCHER constructor
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-- The various reports can be used also to retrieve the current status of the mission and its tasks.
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--
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-- 
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--
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-- The @{Settings} menu provides additional options to control the timing of the messages.
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-- There are:
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--
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-- - Status messages, which are quick status updates. The settings menu allows to switch off these messages.
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-- - Information messages, which are shown a bit longer, as they contain important information.
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-- - Summary reports, which are quick reports showing a high level summary.
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-- - Overview reports, which are providing the essential information. It provides an overview of a greater thing, and may take a bit of time to read.
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-- - Detailed reports, which provide with very detailed information. It takes a bit longer to read those reports, so the display of those could be a bit longer.
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--
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-- # 2. TASK_A2G_DISPATCHER constructor
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--
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-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
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--
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-- # 2. Usage
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-- # 3. Usage
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--
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-- To use the TASK\_A2G\_DISPATCHER class, you need:
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--
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