Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky 2018-05-28 08:22:58 +02:00
commit 7ce20d92cb
5 changed files with 30 additions and 40 deletions

View File

@ -13,11 +13,7 @@
-- @extends Core.Fsm#FSM
--- # AI\_CARGO\_DISPATCHER class, extends @{Core.Fsm#FSM}
--
-- ===
--
-- AI\_CARGO\_DISPATCHER brings a dynamic cargo handling capability for AI groups.
--- A dynamic cargo handling capability for AI groups.
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER module uses the @{Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects

View File

@ -15,13 +15,7 @@
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- # AI\_CARGO\_DISPATCHER\_HELICOPTER class, extends @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER}
--
-- ![Banner Image](..\Presentations\AI_CARGO_DISPATCHER_HELICOPTER\Dia1.JPG)
--
-- ===
--
-- AI\_CARGO\_DISPATCHER\_HELICOPTER brings a dynamic cargo handling capability for AI helicopter groups.
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER\_HELICOPTER module uses the @{Cargo} capabilities within the MOOSE framework.

View File

@ -219,7 +219,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 2 and Helicopter:GetVelocityKMH() < 5 then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 7 then
self:Load( Helicopter:GetPointVec2() )
self.RoutePickup = false
self.Relocating = true
@ -227,7 +227,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 2 and Helicopter:GetVelocityKMH() < 5 then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 7 then
self:Unload( true )
self.RouteDeploy = false
self.Transporting = false

View File

@ -33,29 +33,29 @@
--
-- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead.
--
-- ## \_SETTINGS object
-- # 1) \_SETTINGS object
--
-- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission.
-- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
--
-- ## SETTINGS Menu
-- # 2) SETTINGS Menu
--
-- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**.
-- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system.
--
-- ### Default settings menu
-- ## 2.1) Default settings menu
--
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
--
-- ### Player settings menu
-- ## 2.2) Player settings menu
--
-- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings.
-- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**!
-- Note that when a player has not chosen a specific setting, the **Default settings** will be used.
--
-- ### Show or Hide the Player Setting menus
-- ## 2.3) Show or Hide the Player Setting menus
--
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
@ -69,14 +69,14 @@
-- -- But only when a player exits and reenters the slot these settings will have effect!
--
--
-- ## Settings
-- # 3) Settings
--
-- There are different settings that are managed and applied within the MOOSE framework.
-- See below a comprehensive description of each.
--
-- ### **A2G coordinates** display formatting
-- ## 3.1) **A2G coordinates** display formatting
--
-- #### A2G coordinates setting **types**
-- ### 3.1.1) A2G coordinates setting **types**
--
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
--
@ -85,11 +85,11 @@
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
--
-- #### A2G coordinates setting **menu**
-- ### 3.1.2) A2G coordinates setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- #### A2G coordinates setting **methods**
-- ### 3.1.3) A2G coordinates setting **methods**
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
@ -98,14 +98,14 @@
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
--
-- #### A2G coordinates setting - additional notes
-- ### 3.1.4) A2G coordinates setting - additional notes
--
-- One additional note on BR. In a situation when a BR coordinate should be given,
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
--
-- ### **A2A coordinates** formatting
-- ## 3.2) **A2A coordinates** formatting
--
-- #### A2A coordinates setting **types**
-- ### 3.2.1) A2A coordinates setting **types**
--
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
--
@ -115,11 +115,11 @@
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
-- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye).
--
-- #### A2A coordinates setting **menu**
-- ### 3.2.2) A2A coordinates setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- #### A2A coordinates setting **methods**
-- ### 3.2.3) A2A coordinates setting **methods**
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
@ -129,34 +129,34 @@
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
--
-- #### A2A coordinates settings - additional notes
-- ### 3.2.4) A2A coordinates settings - additional notes
--
-- One additional note on BRAA. In a situation when a BRAA coordinate should be given,
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
--
-- ### **Measurements** formatting
-- ## 3.3) **Measurements** formatting
--
-- #### Measurements setting **types**
-- ### 3.3.1) Measurements setting **types**
--
-- Will customize the measurements system being used as part as part of the Command Center communications.
--
-- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ...
-- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ...
--
-- #### Measurements setting **menu**
-- ### 3.3.2) Measurements setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- #### Measurements setting **methods**
-- ### 3.3.3) Measurements setting **methods**
--
-- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetMetric}(): Enable the Metric system.
-- - @{#SETTINGS.SetImperial}(): Enable the Imperial system.
--
-- ### **Message** display times
-- ## 3.4) **Message** display times
--
-- #### Message setting **types**
-- ### 3.4.1) Message setting **types**
--
-- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications.
--
@ -166,7 +166,7 @@
-- - **Overview report**: Provides a short report overview, the summary of the report.
-- - **Detailed report**: Provides a complete report.
--
-- #### Message setting **menu**
-- ### 3.4.2) Message setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
@ -175,7 +175,7 @@
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
-- Note that **Update** messages can be chosen not to be displayed at all!
--
-- #### 3.4.3. Message setting **methods**
-- ### 3.4.3) Message setting **methods**
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
@ -723,7 +723,7 @@ do -- SETTINGS
end
--- Removes the player menu from the PlayerUnit.
--- @param #SETTINGS self
-- @param #SETTINGS self
-- @param Wrapper.Client#CLIENT PlayerUnit
-- @return #SETTINGS self
function SETTINGS:RemovePlayerMenu( PlayerUnit )

View File

@ -543,7 +543,7 @@ function GROUP:GetHeight( FromGround )
local GroupPosition = DCSUnit:getPosition()
if FromGround == true then
local LandHeight = land.getHeight( { GroupPosition.p.x, GroupPosition.p.z } )
local LandHeight = land.getHeight( { x = GroupPosition.p.x, y = GroupPosition.p.z } )
GroupHeight = GroupHeight + ( GroupPosition.p.y - LandHeight )
else
GroupHeight = GroupHeight + GroupPosition.p.y