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Fixed AI_CAS_ZONE
-- Added separate detection loop during engagement -- Detection during patrolling is off. -- Engage now has several parameters that specify how to engage within the zone. -- Created several additional test missions, more to come.
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@@ -1175,17 +1175,18 @@ end
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--- (AIR) Attack the Unit.
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Unit#UNIT AttackUnit The UNIT.
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-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
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-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
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-- @param Wrapper.Unit#UNIT EngageUnit The UNIT.
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-- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
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-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
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-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- @param #number AttackQty (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.
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-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
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-- @param Dcs.DCSTypes#Distance Altitude (optional) Desired altitude to perform the unit engagement.
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-- @param #boolean Visible (optional) Unit must be visible.
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-- @param #boolean ControllableAttack (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.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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function CONTROLLABLE:EnRouteTaskEngageUnit( AttackUnit, Priority, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack )
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self:F2( { self.ControllableName, AttackUnit, Priority, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack } )
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function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
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self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
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-- EngageUnit = {
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-- id = 'EngageUnit',
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@@ -1204,14 +1205,18 @@ function CONTROLLABLE:EnRouteTaskEngageUnit( AttackUnit, Priority, WeaponType, W
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local DCSTask
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DCSTask = { id = 'EngageUnit',
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params = {
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unitId = AttackUnit:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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unitId = EngageUnit:GetID(),
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priority = Priority or 1,
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groupAttack = GroupAttack or false,
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visible = Visible or false,
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expend = WeaponExpend or "Auto",
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directionEnabled = Direction and true or false,
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direction = Direction,
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attackQtyLimit = AttackQtyLimit,
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altitudeEnabled = Altitude and true or false,
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altitude = Altitude,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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controllableAttack = ControllableAttack,
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priority = Priority,
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},
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},
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