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Merge branch 'master' into develop
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974a56b135
@ -249,7 +249,7 @@ do -- FSM
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--
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-- ### Linear Transition Example
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--
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-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
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-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/blob/master/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
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--
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-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
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-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
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@ -1331,7 +1331,7 @@ do -- Delay methods
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return self
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end
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--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned
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--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{#SpawnScheduled}(). In effect then the 1st group will only be spawned
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-- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
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-- @param #SPAWN self
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-- @return #SPAWN The SPAWN object
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@ -1669,7 +1669,7 @@ end
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-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
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-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
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-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
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-- Effectively the same as @{InitDelayOn}().
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-- Effectively the same as @{#InitDelayOn}().
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-- @return #SPAWN self
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-- @usage
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-- -- NATO helicopters engaging in the battle field.
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@ -3622,7 +3622,7 @@ function SPAWN:_OnLand( EventData )
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end
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--- Will detect AIR Units shutting down their engines ...
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-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
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-- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
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-- But only when the Unit was registered to have landed.
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-- @param #SPAWN self
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-- @param Core.Event#EVENTDATA EventData
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@ -291,14 +291,14 @@
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-- ### Illumination Shells
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--
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-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
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-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
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-- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
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--
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-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
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-- @{#ARTY.AssignTargetCoord}() function.
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--
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-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
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-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
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-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
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-- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
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--
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-- ### Smoke Shells
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--
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@ -893,7 +893,7 @@ do
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--- Function to get the HQ object for further use
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-- @param #MANTIS self
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-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist
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-- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist
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function MANTIS:GetCommandCenter()
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self:T(self.lid .. "GetCommandCenter")
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if self.HQ_CC then
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@ -929,7 +929,7 @@ do
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--- Function to set the HQ object for further use
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-- @param #MANTIS self
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-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ
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-- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ
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function MANTIS:SetCommandCenter(group)
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self:T(self.lid .. "SetCommandCenter")
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local group = group or nil
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@ -991,7 +991,7 @@ do
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--- Set using your own #INTEL_DLINK object instead of #DETECTION
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-- @param #MANTIS self
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-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used.
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-- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used.
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function MANTIS:SetUsingDLink(DLink)
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self:T(self.lid .. "SetUsingDLink")
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self.DLink = true
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@ -225,7 +225,7 @@
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--
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-- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e.
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-- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing
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-- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function.
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-- and not when it shuts down its engines. See the @{#RAT.RespawnAfterLanding}() function.
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-- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter.
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-- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by.
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--
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@ -2474,11 +2474,11 @@ end
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-- @param #RAT self
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-- @param #number takeoff Takeoff type. Could also be air start.
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-- @param #number landing Landing type. Could also be a destination in air.
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-- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase.
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-- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase.
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-- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase.
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-- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase.
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-- @param #table _waypoint Initial waypoint.
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-- @return Wrapper.Airport#AIRBASE Departure airbase.
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-- @return Wrapper.Airport#AIRBASE Destination airbase.
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-- @return Wrapper.Airbase#AIRBASE Departure airbase.
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-- @return Wrapper.Airbase#AIRBASE Destination airbase.
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-- @return #table Table of flight plan waypoints.
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-- @return #nil If no valid departure or destination airport could be found.
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function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
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@ -742,7 +742,7 @@
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--
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-- ## Save Assets
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--
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-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
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-- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
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-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
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-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
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-- "Warehouse-1234_Batumi.txt".
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@ -753,13 +753,13 @@
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--
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-- ### Automatic Save at Mission End
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--
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-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
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-- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
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--
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-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
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--
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-- ## Load Assets
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--
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-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
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-- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
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-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
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-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
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-- "Warehouse-1234_Batumi.txt".
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@ -95,11 +95,6 @@
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-- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc)
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-- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ)
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--
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-- ### Lex explaining Boat Ops:
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--
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-- * [( DCS HORNET ) Some boat ops basics VID 1](https://www.youtube.com/watch?v=LvGQS-3AzMc)
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-- * [( DCS HORNET ) Some boat ops basics VID 2](https://www.youtube.com/watch?v=bN44wvtRsw0)
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--
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-- ### Jabbers Case I and III Recovery Tutorials:
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--
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-- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I)
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@ -601,7 +601,7 @@ do
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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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-- # CTLD Concept
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--
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@ -64,8 +64,6 @@
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--
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-- ===
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--
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-- 
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--
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-- # Recue Helo
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--
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-- The rescue helo will fly in close formation with another unit, which is typically an aircraft carrier.
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@ -313,7 +313,7 @@ do -- Text-To-Speech
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--
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-- ## Specific Voice
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--
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-- You can use a specific voice for the transmission with the @{SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples
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-- You can use a specific voice for the transmission with the @{#SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples
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--
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-- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain)
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-- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States)
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@ -18,7 +18,7 @@
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-- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
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--
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-- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively.
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-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}().
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-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER.ReportNow}().
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--
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-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
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--
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@ -5,7 +5,7 @@
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-- * TASK_CARGO is the **base class** for:
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--
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-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}
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-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}
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-- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}
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--
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--
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-- ===
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@ -14,7 +14,7 @@
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--
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-- Test missions can be located on the main GITHUB site.
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--
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-- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Dispatching)
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-- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Task%20Dispatching)
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--
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-- ===
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--
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@ -34,7 +34,7 @@
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-- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks:
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--
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-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
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-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots.
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-- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots.
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--
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-- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description.
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-- So please browse further below to understand how to use it from a player perspective!
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@ -49,7 +49,7 @@
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-- Once the task is assigned to the player and accepted by the player, the player will obtain
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-- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported.
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--
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-- Each @{Cargo.Cargo} object has a certain state:
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-- Each @{CARGO.Cargo} object has a certain state:
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--
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-- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported.
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-- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
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@ -298,8 +298,7 @@
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--
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-- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone!
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--
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-- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile.
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-- 
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-- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile.
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-- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination.
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--
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-- #### Unboard Cargo.
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@ -570,7 +570,7 @@ do -- TASK_CARGO_DISPATCHER
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-- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task.
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-- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned.
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-- @param #number CSARHeading The heading of the pilot in degrees.
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-- @param DCSCountry#Country CSARCountry The country ID of the pilot that will be spawned.
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-- @param #DCSCountry CSARCountry The country ID of the pilot that will be spawned.
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-- @param #string CSARBriefing The briefing of the CSAR task.
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-- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu.
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-- @usage
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@ -61,7 +61,7 @@
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--
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-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
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-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
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-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}()
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-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method DCSWrapper.Airbase#Airbase.getName()
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-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
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--
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-- @field #AIRBASE AIRBASE
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@ -32,8 +32,6 @@
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--
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-- ===
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--
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-- 
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--
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-- # The MARKER Class Idea
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--
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-- The MARKER class simplifies creating, updating and removing of markers on the F10 map.
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