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Documentation
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@ -146,6 +146,18 @@
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-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
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-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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--
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-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
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--
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-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone
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-- is the point where a map object is to be destroyed (like a bridge).
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--
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-- Example:
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--
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-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
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-- AIBAIZone:SearchOff()
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--
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-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
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--
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-- ===
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--
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-- @field #AI_BAI_ZONE
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@ -543,7 +555,6 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
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)
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EngageRoute[#EngageRoute+1] = CurrentRoutePoint
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EngageRoute[#EngageRoute+1] = CurrentRoutePoint
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local AttackTasks = {}
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@ -96,7 +96,7 @@
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<div id="content">
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<h1>Module <code>AI_BAI</code></h1>
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<p><strong>AI</strong> -- <strong>Provide Battleground Air Interdiction (bombing).</strong></p>
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<p><strong>AI</strong> -- <strong>Provide Battlefield Air Interdiction (bombing).</strong></p>
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<p><img src="..\Presentations\AI_BAI\Dia1.JPG" alt="Banner Image"/></p>
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@ -339,6 +339,30 @@
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<td class="name" nowrap="nowrap"><a href="##(AI_BAI_ZONE).OnLeaveEngaging">AI_BAI_ZONE:OnLeaveEngaging(Controllable, From, Event, To)</a></td>
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<td class="summary">
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<p>OnLeave Transition Handler for State Engaging.</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_BAI_ZONE).Search">AI_BAI_ZONE.Search</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="##(AI_BAI_ZONE).SearchOff">AI_BAI_ZONE:SearchOff()</a></td>
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<td class="summary">
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<p>If Search is Off, the current zone coordinate will be the center of the bombing.</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_BAI_ZONE).SearchOn">AI_BAI_ZONE:SearchOn()</a></td>
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<td class="summary">
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<p>If Search is On, BAI will search for potential targets in the zone.</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_BAI_ZONE).SearchOnOff">AI_BAI_ZONE:SearchOnOff(Search)</a></td>
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<td class="summary">
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<p>Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.</p>
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</td>
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</tr>
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<tr>
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@ -489,7 +513,7 @@ Any target that is detected in the Engage Zone will be reported and will be dest
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<p><img src="..\Presentations\AI_BAI\Dia10.JPG" alt="Engage Event"/></p>
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<p>When the AI has accomplished the BOMB, it will fly back to the Patrol Zone.</p>
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<p>When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.</p>
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<p><img src="..\Presentations\AI_BAI\Dia11.JPG" alt="Engage Event"/></p>
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@ -534,6 +558,19 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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<li><strong>Status</strong>: 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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<h2>3. Modify the Engage Zone behaviour to pinpoint a <strong>map object</strong> or <strong>scenery object</strong></h2>
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<p>Use the method <a href="##(AI_BAI_ZONE).SearchOff">AI<em>BAI</em>ZONE.SearchOff</a>() to specify that the EngageZone is not to be searched for potential targets (units), but that the center of the zone
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is the point where a map object is to be destroyed (like a bridge).</p>
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<p>Example:</p>
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<pre><code> -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
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AIBAIZone:SearchOff()
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</code></pre>
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<p>Searching can be switched back on with the method <a href="##(AI_BAI_ZONE).SearchOn">AI<em>BAI</em>ZONE.SearchOn</a>(). Use the method <a href="##(AI_BAI_ZONE).SearchOnOff">AI<em>BAI</em>ZONE.SearchOnOff</a>() to flexibily switch searching on or off.</p>
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<hr/>
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@ -1364,6 +1401,85 @@ The To State string.</p>
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<p><em>#boolean:</em>
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Return false to cancel Transition.</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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<em></em>
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<a id="#(AI_BAI_ZONE).Search" >
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<strong>AI_BAI_ZONE.Search</strong>
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</a>
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</dt>
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<dd>
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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_BAI_ZONE).SearchOff" >
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<strong>AI_BAI_ZONE:SearchOff()</strong>
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</a>
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</dt>
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<dd>
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<p>If Search is Off, the current zone coordinate will be the center of the bombing.</p>
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<h3>Return value</h3>
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<p><em><a href="##(AI_BAI_ZONE)">#AI<em>BAI</em>ZONE</a>:</em></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="#(AI_BAI_ZONE).SearchOn" >
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<strong>AI_BAI_ZONE:SearchOn()</strong>
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</a>
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</dt>
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<dd>
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<p>If Search is On, BAI will search for potential targets in the zone.</p>
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<h3>Return value</h3>
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<p><em><a href="##(AI_BAI_ZONE)">#AI<em>BAI</em>ZONE</a>:</em></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="#(AI_BAI_ZONE).SearchOnOff" >
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<strong>AI_BAI_ZONE:SearchOnOff(Search)</strong>
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</a>
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</dt>
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<dd>
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<p>Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.</p>
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<p>AI<em>BAI</em>ZONE will search for potential targets by default.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em> Search </em></code>: </p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(AI_BAI_ZONE)">#AI<em>BAI</em>ZONE</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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@ -539,7 +539,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
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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).TaskAttackMapObject">CONTROLLABLE:TaskAttackMapObject(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackMapObject">CONTROLLABLE:TaskAttackMapObject(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)</a></td>
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<td class="summary">
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<p>(AIR) Attacking the map object (building, structure, e.t.c).</p>
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</td>
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@ -551,7 +551,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
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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).TaskBombing">CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)</a></td>
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<td class="summary">
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<p>(AIR) Delivering weapon at the point on the ground. </p>
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</td>
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@ -2095,7 +2095,7 @@ The DCS task structure.</p>
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<dt>
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<a id="#(CONTROLLABLE).TaskAttackMapObject" >
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<strong>CONTROLLABLE:TaskAttackMapObject(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)</strong>
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<strong>CONTROLLABLE:TaskAttackMapObject(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)</strong>
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</a>
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</dt>
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<dd>
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@ -2107,13 +2107,13 @@ The DCS task structure.</p>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> Vec2 </em></code>:
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2D-coordinates of the point the map object is closest to. The distance between the point and the map object must not be greater than 2000 meters. Object id is not used here because Mission Editor doesn't support map object identificators.</p>
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2D-coordinates of the point to deliver weapon at.</p>
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</li>
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<li>
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<p><code><em>#number WeaponType </em></code>:
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(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p>
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<p><code><em>#boolean GroupAttack </em></code>:
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(optional) If true, all units in the group will attack the Unit when found.</p>
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</li>
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<li>
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@ -2136,8 +2136,14 @@ The DCS task structure.</p>
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</li>
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<li>
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<p><code><em>#boolean ControllableAttack </em></code>:
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(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.</p>
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<p><code><em>#number Altitude </em></code>:
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(optional) The altitude from where to attack.</p>
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</li>
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<li>
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<p><code><em>#number WeaponType </em></code>:
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(optional) The WeaponType.</p>
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</li>
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</ul>
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@ -2221,7 +2227,7 @@ The DCS task structure.</p>
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<dt>
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<a id="#(CONTROLLABLE).TaskBombing" >
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<strong>CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType)</strong>
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<strong>CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)</strong>
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</a>
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</dt>
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<dd>
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@ -2239,7 +2245,7 @@ The DCS task structure.</p>
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<li>
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<p><code><em>#boolean GroupAttack </em></code>:
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(optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.</p>
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(optional) If true, all units in the group will attack the Unit when found.</p>
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</li>
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<li>
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@ -2251,7 +2257,7 @@ The DCS task structure.</p>
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<li>
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<p><code><em>#number AttackQty </em></code>:
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(optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks. </p>
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(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.</p>
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</li>
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<li>
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@ -2262,8 +2268,14 @@ The DCS task structure.</p>
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</li>
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<li>
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<p><code><em>#number Altitude </em></code>:
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(optional) The altitude from where to attack.</p>
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</li>
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<li>
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<p><code><em>#number WeaponType </em></code>:
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(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p>
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(optional) The WeaponType.</p>
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</li>
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</ul>
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@ -1829,6 +1829,7 @@ self</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DATABASE).UNITS_Position" >
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<strong>DATABASE.UNITS_Position</strong>
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</a>
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@ -891,6 +891,7 @@ function below will use the range 1-7 just in case</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="#(DESIGNATE).LaserCodes" >
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<strong>DESIGNATE.LaserCodes</strong>
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</a>
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@ -2336,7 +2336,6 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemMax" >
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<strong>DETECTION_BASE.DetectedItemMax</strong>
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</a>
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@ -1623,7 +1623,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#string</em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1922,7 +1922,6 @@ A string defining the start state.</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="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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@ -771,6 +771,12 @@ and any spaces before and after the resulting name are removed.</p>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
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<td class="summary">
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||||
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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="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -2072,9 +2078,6 @@ The group that was spawned. You can use this group for further actions.</p>
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||||
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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||||
@ -2528,9 +2531,6 @@ when nothing was spawned.</p>
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||||
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||||
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||||
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||||
<p> Overwrite unit names by default with group name.</p>
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||||
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||||
</dd>
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||||
</dl>
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||||
<dl class="function">
|
||||
@ -2545,9 +2545,6 @@ when nothing was spawned.</p>
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||||
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||||
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||||
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||||
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||||
<p> By default, no InitLimit</p>
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||||
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||||
</dd>
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||||
</dl>
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||||
<dl class="function">
|
||||
@ -2583,7 +2580,7 @@ when nothing was spawned.</p>
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||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
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||||
<strong>SPAWN.SpawnMaxGroups</strong>
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||||
</a>
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||||
@ -2600,7 +2597,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@ -2952,7 +2949,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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||||
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||||
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||||
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||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
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||||
</dd>
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||||
</dl>
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||||
@ -3518,6 +3515,20 @@ True = Continue Scheduler</p>
|
||||
|
||||
</li>
|
||||
</ul>
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||||
</dd>
|
||||
</dl>
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||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
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||||
<a id="#(SPAWN).uncontrolled" >
|
||||
<strong>SPAWN.uncontrolled</strong>
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||||
</a>
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||||
</dt>
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||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
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||||
|
||||
@ -762,7 +762,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).ScheduleID" >
|
||||
<strong>SPOT.ScheduleID</strong>
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||||
</a>
|
||||
@ -776,7 +775,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotIR" >
|
||||
<strong>SPOT.SpotIR</strong>
|
||||
</a>
|
||||
@ -790,7 +788,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotLaser" >
|
||||
<strong>SPOT.SpotLaser</strong>
|
||||
</a>
|
||||
@ -804,7 +801,6 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).Target" >
|
||||
<strong>SPOT.Target</strong>
|
||||
</a>
|
||||
|
||||
@ -502,7 +502,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
|
||||
@ -99,7 +99,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_BAI.html">AI_BAI</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>AI</strong> -- <strong>Provide Battleground Air Interdiction (bombing).</strong></p>
|
||||
<p><strong>AI</strong> -- <strong>Provide Battlefield Air Interdiction (bombing).</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_BAI\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user