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Fixed some broken links
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@ -53,8 +53,6 @@
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--
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-- ## 2. AI_A2A_GCI is a FSM
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--
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-- 
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--
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-- ### 2.1 AI_A2A_GCI States
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--
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-- * **None** ( Group ): The process is not started yet.
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@ -14,47 +14,31 @@
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--- @type AI_A2G_SEAD
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-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
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-- @extends AI.Air_Patrol#AI_AIR_PATROL
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--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
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--
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-- 
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--
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-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
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--
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-- 
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--
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-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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--
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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--
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-- When enemies are detected, the AI will automatically engage the enemy.
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--
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-- 
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--
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-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- ## 1. AI_A2G_SEAD constructor
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--
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-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
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--
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-- ## 3. Set the Range of Engagement
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--
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-- 
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--
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-- An optional range can be set in meters,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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@ -63,8 +47,6 @@
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--
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-- ## 4. Set the Zone of Engagement
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--
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-- 
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--
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-- An optional @{Core.Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
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@ -292,8 +292,6 @@ do -- AI_AIR_DISPATCHER
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--
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-- ## 1. AI\_AIR\_DISPATCHER constructor:
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--
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-- 
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--
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--
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-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
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--
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@ -306,8 +304,6 @@ do -- AI_AIR_DISPATCHER
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-- A reconnaissance network, is used to detect enemy ground targets,
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-- potentially group them into areas, and to understand the position, level of threat of the enemy.
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--
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-- 
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--
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-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
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-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
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-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
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@ -673,8 +669,6 @@ do -- AI_AIR_DISPATCHER
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--
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-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
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--
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-- 
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--
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-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
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-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
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-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
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@ -688,8 +682,6 @@ do -- AI_AIR_DISPATCHER
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-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
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-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
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--
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-- 
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--
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-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
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--
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-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
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@ -835,8 +827,6 @@ do -- AI_AIR_DISPATCHER
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--
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-- For example, the following setup will set the default refuel tanker to "Tanker":
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--
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-- 
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--
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-- -- Define the CAP
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-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
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-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
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@ -14,7 +14,7 @@
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--- @type AI_AIR_ENGAGE
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-- @extends AI.AI_AIR#AI_AIR
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-- @extends AI.AI_Air#AI_AIR
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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@ -22,7 +22,7 @@
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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-- * **Gunterlund**: Test case revision.
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--
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-- ===
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--
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@ -20,7 +20,7 @@
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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--
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-- ===
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--
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@ -40,7 +40,7 @@
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--
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-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
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-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
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-- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
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--
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-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
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--
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@ -52,7 +52,7 @@
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--
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-- ## 2. AI_BALANCER is a FSM
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--
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-- 
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-- 
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--
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-- ### 2.1. AI_BALANCER States
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--
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@ -22,9 +22,9 @@
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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-- * **Quax**: Concept, Advice & Testing.
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-- * **Pikey**: Concept, Advice & Testing.
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-- * **Gunterlund**: Test case revision.
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--
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-- ===
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--
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@ -142,7 +142,7 @@ end -- ACT_ACCOUNT
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do -- ACT_ACCOUNT_DEADS
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--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
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--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
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--
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-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
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-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
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@ -48,7 +48,7 @@
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--
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-- ===
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--
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-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
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-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
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--
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-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
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-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
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@ -681,7 +681,7 @@ do -- cargo
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--- Finds an CARGO based on the CargoName.
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-- @param #DATABASE self
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-- @param #string CargoName
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-- @return Wrapper.Cargo#CARGO The found CARGO.
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-- @return Cargo.Cargo#CARGO The found CARGO.
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function DATABASE:FindCargo( CargoName )
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local CargoFound = self.CARGOS[CargoName]
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@ -513,7 +513,7 @@ do -- MENU_COALITION
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--- @type MENU_COALITION
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-- @extends Core.Menu#MENU_BASE
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--- Manages the main menus for @{DCS.coalition}s.
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--- Manages the main menus for DCS.coalition.
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--
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-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
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@ -73,7 +73,7 @@ MESSAGE.Type = {
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Detailed = "Detailed Report",
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}
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--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
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--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
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-- @param self
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-- @param #string MessageText is the text of the Message.
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-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
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@ -379,7 +379,7 @@ end
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--- Sends a MESSAGE to a Coalition if the given Condition is true.
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-- @param #MESSAGE self
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-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
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-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
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-- @param #boolean Condition Sends the message only if the condition is true.
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-- @return #MESSAGE self
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function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
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@ -199,7 +199,7 @@ end
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--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
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-- @param #PATHLINE self
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-- @return #PATHLINE.Point List of points.
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-- @return #list <#PATHLINE.Point> List of points.
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function PATHLINE:GetPoints()
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return self.points
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end
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@ -52,7 +52,7 @@
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--
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-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
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-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
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-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
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-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
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-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
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--
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-- ## SCHEDULER constructor
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@ -91,7 +91,7 @@
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--
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-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
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--
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-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
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-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
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-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
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-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
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-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
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@ -105,9 +105,9 @@
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-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
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--
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-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
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-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
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-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
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-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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--
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-- ### 3.1.4) A2G coordinates setting - additional notes
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--
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@ -135,9 +135,9 @@
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-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
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--
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-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
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-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
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-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
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-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
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-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
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--
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-- ### 3.2.4) A2A coordinates settings - additional notes
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@ -570,7 +570,7 @@ end
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--- Start watching if the Object or Objects move into or out of a zone.
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-- @param #ZONE_BASE self
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-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
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-- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
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-- @return #ZONE_BASE self
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-- @usage
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-- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving
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@ -2749,11 +2749,11 @@ end
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--- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment.
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-- Note that **only after** a zone has been scanned, the zone can be evaluated by:
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--
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-- * @{ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
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-- * @{ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
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-- * @{ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
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-- * @{ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
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-- * @{ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty.
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-- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
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-- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
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-- * @{Core.Zone#ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
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-- * @{Core.Zone#ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
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-- * @{Core.Zone#ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty.
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-- @param #ZONE_POLYGON self
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-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
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-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
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@ -58,7 +58,7 @@
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--
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-- # The FOX Concept
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--
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-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
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-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_\(code_word\)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
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-- script handles air-to-air but also surface-to-air missiles.
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--
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-- # Basic Script
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@ -4,7 +4,7 @@
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--
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-- The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
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--
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-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated
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-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
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-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
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--
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-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
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@ -42,9 +42,9 @@
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--
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-- ===
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--
|
||||
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175)
|
||||
-- ### Contributions: FlightControl, Ciribob
|
||||
-- ### SRS Additions: Applevangelist
|
||||
--
|
||||
-- ===
|
||||
|
||||
@ -27,7 +27,7 @@
|
||||
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
--
|
||||
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
|
||||
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects.
|
||||
-- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects.
|
||||
--
|
||||
-- Positive score points are granted when enemy or neutral targets are destroyed.
|
||||
-- Negative score points or penalties are given when a friendly target is hit or destroyed.
|
||||
@ -81,7 +81,7 @@
|
||||
--
|
||||
-- * **Wingthor (TAW)**: Testing & Advice.
|
||||
-- * **Dutch-Baron (TAW)**: Testing & Advice.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
|
||||
-- * **Whisper**: Testing and Advice.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@ -363,7 +363,7 @@ do -- ZONE_CAPTURE_COALITION
|
||||
|
||||
--- ZONE_CAPTURE_COALITION Constructor.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints.
|
||||
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
|
||||
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
|
||||
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
|
||||
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
|
||||
|
||||
@ -25,7 +25,7 @@
|
||||
--
|
||||
--
|
||||
-- @type RADIOSPEECH
|
||||
-- @extends Core.RadioQueue#RADIOQUEUE
|
||||
-- @extends Sound.RadioQueue#RADIOQUEUE
|
||||
RADIOSPEECH = {
|
||||
ClassName = "RADIOSPEECH",
|
||||
Vocabulary = {
|
||||
|
||||
@ -769,7 +769,7 @@ end
|
||||
|
||||
--- Play sound file (ogg or mp3) via SRS.
|
||||
-- @param #MSRS self
|
||||
-- @param Sound.SoundFile#SOUNDFILE Soundfile Sound file to play.
|
||||
-- @param Sound.SoundOutput#SOUNDFILE Soundfile Sound file to play.
|
||||
-- @param #number Delay Delay in seconds, before the sound file is played.
|
||||
-- @return #MSRS self
|
||||
function MSRS:PlaySoundFile(Soundfile, Delay)
|
||||
|
||||
@ -73,7 +73,7 @@
|
||||
do -- TASK_CARGO_CSAR
|
||||
|
||||
--- @type TASK_CARGO_CSAR
|
||||
-- @extends Tasking.Task_Cargo#TASK_CARGO
|
||||
-- @extends Tasking.Task_CARGO#TASK_CARGO
|
||||
|
||||
--- Orchestrates the task for players to execute CSAR for downed pilots.
|
||||
--
|
||||
@ -137,7 +137,7 @@ do -- TASK_CARGO_CSAR
|
||||
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
|
||||
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Pilots", "Downed Pilot", 500 )
|
||||
--
|
||||
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
|
||||
-- What is also needed, is to have a set of @{#Core.Group}s defined that contains the clients of the players.
|
||||
--
|
||||
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
|
||||
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user