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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Updated defects in dispatcher
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9ec29f607f
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@ -222,6 +222,7 @@ function AI_A2A:New( AIGroup )
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self:AddTransition( "*", "Return", "Returning" )
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self:AddTransition( "*", "Hold", "Holding" )
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self:AddTransition( "*", "Home", "Home" )
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self:AddTransition( "*", "LostControl", "LostControl" )
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self:AddTransition( "*", "Fuel", "Fuel" )
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@ -382,21 +383,34 @@ end
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--- @param #AI_A2A self
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function AI_A2A:onafterStatus()
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self:F()
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self:F( " Checking Status" )
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if self.Controllable and self.Controllable:IsAlive() then
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local RTB = false
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local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
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self:F({DistanceFromHomeBase=DistanceFromHomeBase})
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if DistanceFromHomeBase > self.DisengageRadius then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Home()
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RTB = true
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if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
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local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
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self:F({DistanceFromHomeBase=DistanceFromHomeBase})
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if DistanceFromHomeBase > self.DisengageRadius then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Hold( 300 )
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RTB = false
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end
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end
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if self:Is( "Damaged" ) or self:Is( "LostControl" ) then
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if DistanceFromHomeBase < 5000 then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Home( "Destroy" )
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end
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end
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local Fuel = self.Controllable:GetUnit(1):GetFuel()
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self:F({Fuel=Fuel})
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@ -427,10 +441,15 @@ function AI_A2A:onafterStatus()
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-- Check if planes went RTB and are out of control.
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if self.Controllable:HasTask() == false then
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if not self:Is( "Started" ) and
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not self:Is( "Stopped" ) then
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not self:Is( "Stopped" ) and
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not self:Is( "Home" ) then
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if self.IdleCount >= 2 then
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self:E( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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if Damage ~= InitialLife then
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self:Damaged()
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else
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self:E( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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end
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else
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self.IdleCount = self.IdleCount + 1
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end
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@ -438,7 +457,7 @@ function AI_A2A:onafterStatus()
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else
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self.IdleCount = 0
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end
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if RTB == true then
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self:__RTB( 0.5 )
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end
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@ -451,11 +470,30 @@ end
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--- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A.RTBRoute( AIGroup )
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AIGroup:E( { "RTBRoute:", AIGroup:GetName() } )
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local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:__RTB( 0.5 )
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AIGroup:E( { "AI_A2A.RTBRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:__RTB( 0.5 )
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local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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AIGroup:SetTask( Task )
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end
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end
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--- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A.RTBHold( AIGroup )
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AIGroup:E( { "AI_A2A.RTBHold:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:__RTB( 0.5 )
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_AI_A2A:Return()
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local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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AIGroup:SetTask( Task )
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end
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end
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--- @param #AI_A2A self
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@ -468,8 +506,6 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self.CheckStatus = false
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self:ClearTargetDistance()
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AIGroup:ClearTasks()
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@ -486,6 +522,7 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle )
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if Distance < 5000 then
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self:E( "RTB and near the airbase!" )
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self:Home()
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return
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end
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@ -501,6 +538,7 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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self:F( { Angle = ToAirbaseAngle, ToTargetSpeed = ToTargetSpeed } )
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self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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AIGroup:OptionROEHoldFire()
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@ -511,12 +549,13 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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local Tasks = {}
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Tasks[#Tasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A.RTBRoute" )
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EngageRoute[1].task = AIGroup:TaskCombo( Tasks )
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Tasks[#Tasks+1] = AIGroup:TaskOrbitCircle( 4000, 350 )
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EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
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AIGroup:SetState( AIGroup, "AI_A2A", self )
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--- NOW ROUTE THE GROUP!
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AIGroup:WayPointExecute( 1, 0 )
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AIGroup:SetTask( AIGroup:TaskRoute( EngageRoute ), 1 )
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end
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@ -533,6 +572,30 @@ function AI_A2A:onafterHome( AIGroup, From, Event, To )
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end
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end
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--- @param #AI_A2A self
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-- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A:onafterHold( AIGroup, From, Event, To, HoldTime )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
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local RTBTask = AIGroup:TaskFunction( 1, 1, "AI_A2A.RTBHold" )
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local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
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AIGroup:SetState( AIGroup, "AI_A2A", self )
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AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 0 )
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end
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end
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@ -350,8 +350,15 @@ end
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--- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A_CAP.AttackRoute( AIGroup )
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local EngageZone = AIGroup:GetState( AIGroup, "AI_A2A_CAP" ) -- AI.AI_Cap#AI_A2A_CAP
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EngageZone:__Engage( 0.5 )
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AIGroup:E( { "AI_A2A_CAP.AttackRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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local _AI_A2A_CAP = AIGroup:GetState( AIGroup, "AI_A2A_CAP" ) -- AI.AI_Cap#AI_A2A_CAP
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_AI_A2A_CAP:__Engage( 0.5 )
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local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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AIGroup:SetTask( Task )
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end
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end
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--- @param #AI_A2A_CAP self
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@ -438,17 +445,17 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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AIGroup:OptionROEOpenFire()
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AIGroup:OptionROTPassiveDefense()
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_CAP.AttackRoute" )
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_CAP.AttackRoute" )
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AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
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EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks )
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EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
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--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
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AIGroup:SetState( AIGroup, "AI_A2A_CAP", self )
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end
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--- NOW ROUTE THE GROUP!
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AIGroup:WayPointExecute( 1, 0 )
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AIGroup:SetTask( AIGroup:TaskRoute( EngageRoute ), 1 )
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end
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else
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self:E("No targets found -> Going back to Patrolling")
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@ -460,6 +460,8 @@ do -- AI_A2A_DISPATCHER
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-- For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight,
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-- a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight!
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--
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-- Even more ... If one target has been detected, and the overhead is 1.5, grouping is 1, then two groups of planes will be spawned, with one unit each!
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--
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-- The **grouping value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense flights grouping when the tactical situation changes.
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--
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-- ### 6.4. Overhead and Balance the effectiveness of the air defenses in case of GCI
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@ -484,6 +486,8 @@ do -- AI_A2A_DISPATCHER
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-- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group
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-- multiplied by the Overhead and rounded up to the smallest integer.
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--
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-- For example ... If one target has been detected, and the overhead is 1.5, grouping is 1, then two groups of planes will be spawned, with one unit each!
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--
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-- The **overhead value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense overhead when the tactical situation changes.
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--
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-- ## 7. Setup a squadron for CAP
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@ -2163,11 +2167,11 @@ do -- AI_A2A_DISPATCHER
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--- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender )
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function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
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self.Defenders = self.Defenders or {}
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local DefenderName = Defender:GetName()
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self.Defenders[ DefenderName ] = Squadron
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Squadron.Resources = Squadron.Resources - Defender:GetSize()
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Squadron.Resources = Squadron.Resources - Size
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self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
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end
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@ -2324,7 +2328,7 @@ do -- AI_A2A_DISPATCHER
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local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
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local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod )
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self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP )
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self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP, DefenderGrouping )
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if DefenderCAP then
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@ -2367,13 +2371,19 @@ do -- AI_A2A_DISPATCHER
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To )
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"CAP Home"})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
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AIGroup:Destroy()
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
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AIGroup:Destroy()
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@ -2412,7 +2422,7 @@ do -- AI_A2A_DISPATCHER
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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self:E( { DefenderSquadron } )
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--self:E( { DefenderSquadron } )
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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--local TargetCoord = AttackerSet:GetFirst():GetCoordinate()
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local TargetCoord = DetectedItem.InterceptCoord
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@ -2453,23 +2463,24 @@ do -- AI_A2A_DISPATCHER
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while ( DefendersNeeded > 0 ) do
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
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local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
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if DefenderGrouping then
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Spawn:InitGrouping( ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded )
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Spawn:InitGrouping( DefenderGrouping )
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else
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Spawn:InitGrouping()
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end
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod ) -- Wrapper.Group#GROUP
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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DefendersNeeded = DefendersNeeded - DefenderGCI:GetSize()
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DefendersNeeded = DefendersNeeded - DefenderGrouping
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI )
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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if DefenderGCI then
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DefendersCount = DefendersCount - DefenderGCI:GetSize()
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DefendersCount = DefendersCount - DefenderGrouping
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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Fsm:SetDispatcher( self )
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@ -2492,15 +2503,35 @@ do -- AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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Dispatcher:ClearDefenderTaskTarget( AIGroup )
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterLostControl( Defender, From, Event, To )
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self:F({"GCI Home"})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable() -- Wrapper.Group#GROUP
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local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup )
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if AIGroup:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
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AIGroup:Destroy()
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end
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To )
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"GCI Home"})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
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AIGroup:Destroy()
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
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AIGroup:Destroy()
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@ -2662,7 +2693,16 @@ do -- AI_A2A_DISPATCHER
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local Defender = Defender -- Wrapper.Group#GROUP
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if not DefenderTask.Target then
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local DefenderHasTask = Defender:HasTask()
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Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) %s", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:GetSize(), Defender:HasTask() == true and "Executing" or "Idle" ) )
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local Fuel = Defender:GetUnit(1):GetFuel() * 100
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local Damage = Defender:GetLife() / Defender:GetLife0() * 100
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Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
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Defender:GetName(),
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DefenderTask.Type,
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DefenderTask.Fsm:GetState(),
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Defender:GetSize(),
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Fuel,
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Damage,
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Defender:HasTask() == true and "Executing" or "Idle" ) )
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end
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end
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Report:Add( string.format( "\n - %d Tasks", TaskCount ) )
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@ -311,11 +311,17 @@ end
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-- todo: need to fix this global function
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--- @param Wrapper.Group#GROUP AIControllable
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function AI_A2A_GCI.InterceptRoute( AIControllable )
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function AI_A2A_GCI.InterceptRoute( AIGroup )
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local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_A2A_GCI
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EngageZone:E( "NewEngageRoute" )
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EngageZone:__Engage( 0.5 )
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AIGroup:E( { "AI_A2A_GCI.InterceptRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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local _AI_A2A_GCI = AIGroup:GetState( AIGroup, "AI_A2A_GCI" ) -- AI.AI_Cap#AI_A2A_GCI
|
||||
_AI_A2A_GCI:__Engage( 0.5 )
|
||||
|
||||
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
AIGroup:SetTask( Task )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
@ -411,16 +417,17 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
||||
AIGroup:OptionROEOpenFire()
|
||||
AIGroup:OptionROTPassiveDefense()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_GCI.InterceptRoute" )
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_GCI.InterceptRoute" )
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( 4000, self.EngageMinSpeed )
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
AIGroup:SetState( AIGroup, "EngageZone", self )
|
||||
AIGroup:SetState( AIGroup, "AI_A2A_GCI", self )
|
||||
end
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
AIGroup:WayPointExecute( 1, 0 )
|
||||
--AIGroup:ClearTasks()
|
||||
AIGroup:SetTask( AIGroup:TaskRoute( EngageRoute ), 1 )
|
||||
|
||||
end
|
||||
else
|
||||
|
||||
@ -62,7 +62,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
|
||||
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
|
||||
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
|
||||
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
|
||||
self.ObjectSchedulers = self.ObjectSchedulers or {} -- setmetatable( {}, { __mode = "v" } )
|
||||
|
||||
if Scheduler.MasterObject then
|
||||
self.ObjectSchedulers[self.CallID] = Scheduler
|
||||
|
||||
@ -340,7 +340,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
|
||||
-- Therefore we schedule the functions to set the mission and options for the Controllable.
|
||||
-- Controller.setTask( Controller, DCSTask )
|
||||
|
||||
if not WaitTime then
|
||||
if not WaitTime or WaitTime == 0 then
|
||||
Controller:setTask( DCSTask )
|
||||
else
|
||||
self.TaskScheduler:Schedule( Controller, Controller.setTask, { DCSTask }, WaitTime )
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user