mirror of
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Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts: # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/CAP - Combat Air Patrol/CAP-001 - Combat Air Patrol/CAP-001 - Combat Air Patrol.miz # Moose Test Missions/CAP - Combat Air Patrol/CAP-010 - CAP and Engage within Range/CAP-010 - CAP and Engage within Range.miz # Moose Test Missions/CAP - Combat Air Patrol/CAP-011 - CAP and Engage within Zone/CAP-011 - CAP and Engage within Zone.miz # Moose Test Missions/CAP - Combat Air Patrol/CAP-020 - Combat Air Patrol RTB Test/CAP-020 - Combat Air Patrol RTB Test.miz # Moose Test Missions/CAS - Close Air Support/CAS-001 - CAS in a Zone by Airplane Group/CAS-001 - CAS in a ZONE-ME Test.miz # Moose Test Missions/CAS - Close Air Support/CAS-001 - CAS in a Zone by Airplane Group/CAS-001 - CAS in a Zone by Airplane Group.miz # Moose Test Missions/CAS - Close Air Support/CAS-002 - CAS in a Zone by Airplane Group - Engage with Speed/CAS-002 - CAS in a Zone by Airplane Group - Engage with Speed.miz # Moose Test Missions/CAS - Close Air Support/CAS-003 - CAS in a Zone by Airplane Group - Engage with Speed and Altitude/CAS-003 - CAS in a Zone by Airplane Group - Engage with Speed and Altitude.miz # Moose Test Missions/CAS - Close Air Support/CAS-010 - CAS in a Zone by Helicopter/CAS-010 - CAS in a Zone by Helicopter.miz # Moose Test Missions/CAS - Close Air Support/CAS-011 - CAS in a Zone by Helicopter Group/CAS-011 - CAS in a Zone by Helicopter Group.miz # Moose Test Missions/CAS - Close Air Support/CAS-111 - Multiple CAS in 1 Radius Zone by Helicopter and AirPlane Groups/CAS-111 - Multiple CAS in 1 Radius Zone by Helicopter and AirPlane Groups.miz # Moose Test Missions/SPA - Spawning/SPA-010 - Spawn Demo/SPA-010 - Spawn Demo.miz # Moose Test Missions/SPA - Spawning/SPA-011 - Ground Ops - Simple Spawning/SPA-011 - Ground Ops - Simple Spawning.miz # Moose Test Missions/SPA - Spawning/SPA-012 - Ground Ops - Multiple Spawns/SPA-012 - Ground Ops - Multiple Spawns.miz # Moose Test Missions/SPA - Spawning/SPA-013 - Ground Ops - Scheduled Spawns/SPA-013 - Ground Ops - Scheduled Spawns.miz # Moose Test Missions/SPA - Spawning/SPA-014 - Ground Ops - Scheduled Spawns Limited/SPA-014 - Ground Ops - Scheduled Spawns Limited.miz # Moose Test Missions/SPA - Spawning/SPA-015 - Ground Ops - Randomize Route/SPA-015 - Ground Ops - Randomize Route.miz # Moose Test Missions/SPA - Spawning/SPA-016 - Ground Ops - Randomize Zones/SPA-016 - Ground Ops - Randomize Zones.miz # Moose Test Missions/SPA - Spawning/SPA-017 - Ground Ops - Set AI inactive while spawning/SPA-017 - Ground Ops - Set AI inactive while spawning.miz # Moose Test Missions/SPA - Spawning/SPA-018 - Ground Ops - Randomize Templates/SPA-018 - Ground Ops - Randomize Templates.miz # Moose Test Missions/SPA - Spawning/SPA-019 - Ground Ops - Randomize Templates without Waypoints/SPA-019 - Ground Ops - Randomize Templates without Waypoints.miz # Moose Test Missions/SPA - Spawning/SPA-020 - Ground Ops - Randomize Templates in Random Zones without Waypoints/SPA-020 - Ground Ops - Randomize Templates in Random Zones without Waypoints.miz # Moose Test Missions/SPA - Spawning/SPA-100 - CleanUp Inactive Units/SPA-100 - CleanUp Inactive Units.miz # Moose Test Missions/SPA - Spawning/SPA-110 - Limit Spawning/SPA-110 - Limit Spawning.miz # Moose Test Missions/SPA - Spawning/SPA-120 - Air Ops - Scheduled Spawn with Repeat on Landing with Limit/SPA-120 - Air Ops - Scheduled Spawn with Repeat on Landing with Limit.miz # Moose Test Missions/SPA - Spawning/SPA-121 - Air Ops - Scheduled Spawns with Repeat on Landing with Limit/SPA-121 - Air Ops - Scheduled Spawns with Repeat on Landing with Limit.miz # Moose Test Missions/SPA - Spawning/SPA-130 - Uncontrolled Spawning/SPA-130 - Uncontrolled Spawning.miz # Moose Test Missions/SPA - Spawning/SPA-200 - Randomize Unit Types/SPA-200 - Randomize Unit Types.miz # Moose Test Missions/SPA - Spawning/SPA-220 - Randomize Zones/SPA-220 - Randomize Zones.miz # Moose Test Missions/SPA - Spawning/SPA-310 - Spawn at Static position/SPA-310 - Spawn at Static position.miz # Moose Test Missions/SPA - Spawning/SPA-320 - Spawn at Unit position/SPA-320 - Spawn at Unit position.miz # Moose Test Missions/SPA - Spawning/SPA-330 - Spawn at Vec2 position/SPA-330 - Spawn at Vec2 position.miz # Moose Test Missions/SPA - Spawning/SPA-340 - Spawn at Vec3 position/SPA-340 - Spawn at Vec3 position.miz # docs/Documentation/AI_Cas.html
This commit is contained in:
@@ -127,12 +127,14 @@ So in principle, the group list will contain all parameters and configurations a
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<p>A spawn object will behave differently based on the usage of <strong>initialization</strong> methods, which all start with the <strong>Init</strong> prefix: </p>
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<ul>
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<li><a href="##(SPAWN).InitKeepUnitNames">SPAWN.InitKeepUnitNames</a>(): Keeps the unit names as defined within the mission editor, but note that anything after a # mark is ignored, and any spaces before and after the resulting name are removed. IMPORTANT! This method MUST be the first used after :New !!!</li>
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<li><a href="##(SPAWN).InitLimit">SPAWN.InitLimit</a>(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.</li>
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<li><a href="##(SPAWN).InitRandomizeRoute">SPAWN.InitRandomizeRoute</a>(): Randomize the routes of spawned groups, and for air groups also optionally the height.</li>
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<li><a href="##(SPAWN).InitRandomizeTemplate">SPAWN.InitRandomizeTemplate</a>(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </li>
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<li><a href="##(SPAWN).InitUnControlled">SPAWN.InitUnControlled</a>(): Spawn plane groups uncontrolled.</li>
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<li><a href="##(SPAWN).InitArray">SPAWN.InitArray</a>(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.</li>
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<li><a href="##(SPAWN).InitRepeat">SPAWN.InitRepeat</a>(): Re-spawn groups when they land at the home base. Similar methods are <a href="##(SPAWN).InitRepeatOnLanding">SPAWN.InitRepeatOnLanding</a> and <a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN.InitRepeatOnEngineShutDown</a>.</li>
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<li><a href="##(SPAWN).InitRandomizePosition">SPAWN.InitRandomizePosition</a>(): Randomizes the position of <a href="Group.html">Group</a>s that are spawned within a <strong>radius band</strong>, given an Outer and Inner radius, from the point that the spawn happens.</li>
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<li><a href="##(SPAWN).InitRandomizeUnits">SPAWN.InitRandomizeUnits</a>(): Randomizes the <a href="Unit.html">Unit</a>s in the <a href="Group.html">Group</a> that is spawned within a <strong>radius band</strong>, given an Outer and Inner radius.</li>
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<li><a href="##(SPAWN).InitRandomizeZones">SPAWN.InitRandomizeZones</a>(): Randomizes the spawning between a predefined list of <a href="Zone.html">Zone</a>s that are declared using this function. Each zone can be given a probability factor.</li>
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<li><a href="##(SPAWN).InitAIOn">SPAWN.InitAIOn</a>(): Turns the AI On when spawning the new <a href="Group.html">Group</a> object.</li>
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@@ -207,6 +209,9 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
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<p>Hereby the change log:</p>
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<p>2017-03-14: SPAWN:<strong>InitKeepUnitNames()</strong> added. <br/>
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2017-03-14: SPAWN:<strong>InitRandomizePosition( RandomizePosition, OuterRadious, InnerRadius )</strong> added.</p>
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<p>2017-02-04: SPAWN:InitUnControlled( <strong>UnControlled</strong> ) replaces SPAWN:InitUnControlled().</p>
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<p>2017-01-24: SPAWN:<strong>InitAIOnOff( AIOnOff )</strong> added.</p>
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@@ -354,12 +359,26 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitCleanUp">SPAWN:InitCleanUp(SpawnCleanUpInterval)</a></td>
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<td class="summary">
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<p>CleanUp groups when they are still alive, but inactive.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitKeepUnitNames">SPAWN:InitKeepUnitNames()</a></td>
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<td class="summary">
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<p>Keeps the unit names as defined within the mission editor,
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but note that anything after a # mark is ignored,
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and any spaces before and after the resulting name are removed.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitLimit">SPAWN:InitLimit(SpawnMaxUnitsAlive, SpawnMaxGroups)</a></td>
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<td class="summary">
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<p>Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitRandomizePosition">SPAWN:InitRandomizePosition(RandomizePosition, OuterRadius, InnerRadius)</a></td>
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<td class="summary">
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<p>Randomizes the position of <a href="Group.html">Group</a>s that are spawned within a <strong>radius band</strong>, given an Outer and Inner radius, from the point that the spawn happens.</p>
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</td>
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</tr>
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<tr>
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@@ -552,6 +571,18 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnIndex">SPAWN.SpawnIndex</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnInitKeepUnitNames">SPAWN.SpawnInitKeepUnitNames</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnInitLimit">SPAWN.SpawnInitLimit</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -588,6 +619,24 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnRandomize">SPAWN.SpawnRandomize</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnRandomizePosition">SPAWN.SpawnRandomizePosition</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnRandomizePositionInnerRadius">SPAWN.SpawnRandomizePositionInnerRadius</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnRandomizePositionOuterRadius">SPAWN.SpawnRandomizePositionOuterRadius</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -1241,6 +1290,29 @@ self</p>
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<dl class="function">
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<dt>
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<a id="#(SPAWN).InitKeepUnitNames" >
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<strong>SPAWN:InitKeepUnitNames()</strong>
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</a>
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</dt>
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<dd>
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<p>Keeps the unit names as defined within the mission editor,
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but note that anything after a # mark is ignored,
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and any spaces before and after the resulting name are removed.</p>
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<p>IMPORTANT! This method MUST be the first used after :New !!!</p>
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<h3>Return value</h3>
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<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
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self</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(SPAWN).InitLimit" >
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<strong>SPAWN:InitLimit(SpawnMaxUnitsAlive, SpawnMaxGroups)</strong>
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</a>
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@@ -1282,6 +1354,45 @@ self</p>
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-- There will be maximum 24 groups spawned during the whole mission lifetime.
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Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 )</code></pre>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(SPAWN).InitRandomizePosition" >
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<strong>SPAWN:InitRandomizePosition(RandomizePosition, OuterRadius, InnerRadius)</strong>
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</a>
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</dt>
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<dd>
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<p>Randomizes the position of <a href="Group.html">Group</a>s that are spawned within a <strong>radius band</strong>, given an Outer and Inner radius, from the point that the spawn happens.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em>#boolean RandomizePosition </em></code>:
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If true, SPAWN will perform the randomization of the <a href="Group.html">Group</a>s position between a given outer and inner radius. </p>
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</li>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> OuterRadius </em></code>:
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(optional) The outer radius in meters where the new group will be spawned.</p>
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</li>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> InnerRadius </em></code>:
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(optional) The inner radius in meters where the new group will NOT be spawned.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(SPAWN)">#SPAWN</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2198,6 +2309,37 @@ when nothing was spawned.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnInitKeepUnitNames" >
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<strong>SPAWN.SpawnInitKeepUnitNames</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnInitLimit" >
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<strong>SPAWN.SpawnInitLimit</strong>
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</a>
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</dt>
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<dd>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2233,7 +2375,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#number</em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@@ -2250,7 +2392,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em></em>
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<em>#number</em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@@ -2292,6 +2434,45 @@ when nothing was spawned.</p>
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<p> Sets the randomization flag of new Spawned units to false.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(SPAWN).SpawnRandomizePosition" >
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<strong>SPAWN.SpawnRandomizePosition</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(SPAWN).SpawnRandomizePositionInnerRadius" >
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<strong>SPAWN.SpawnRandomizePositionInnerRadius</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(SPAWN).SpawnRandomizePositionOuterRadius" >
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<strong>SPAWN.SpawnRandomizePositionOuterRadius</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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Reference in New Issue
Block a user