From c48129d64744442eccbff99cf1ff6c8ecba3ad32 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Thu, 19 Jan 2017 20:07:34 +0100 Subject: [PATCH] HTML generation --- docs/Documentation/AI_Cap.html | 26 +++++++++++++------------- docs/Documentation/AI_Cas.html | 24 ++++++++++++------------ docs/Documentation/AI_Patrol.html | 18 +++++++++--------- docs/Documentation/Cargo.html | 1 + docs/Documentation/Spawn.html | 2 +- docs/Documentation/index.html | 8 ++++---- 6 files changed, 40 insertions(+), 39 deletions(-) diff --git a/docs/Documentation/AI_Cap.html b/docs/Documentation/AI_Cap.html index 5dbbfed57..c71293951 100644 --- a/docs/Documentation/AI_Cap.html +++ b/docs/Documentation/AI_Cap.html @@ -72,45 +72,45 @@

Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Execute Combat Air Patrol (CAP).

-

Banner Image

+

Banner Image


-

1) #AICAPZONE class, extends AI.AICap#AIPATROL_ZONE

+

1) #AICAPZONE class, extends AI.AICAP#AIPATROL_ZONE

The #AICAPZONE class implements the core functions to patrol a Zone by an AI Controllable or Group and automatically engage any airborne enemies that are within a certain range or within a certain zone.

-

Process

+

Process

The AICAPZONE is assigned a Group and this must be done before the AICAPZONE process can be started using the Start event.

-

Process

+

Process

The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.

-

Process

+

Process

This cycle will continue.

-

Process

+

Process

During the patrol, the AI will detect enemy targets, which are reported through the Detected event.

-

Process

+

Process

When enemies are detected, the AI will automatically engage the enemy.

-

Process

+

Process

Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

-

Process

+

Process

1.1) AICAPZONE constructor

@@ -120,7 +120,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare

1.2) AICAPZONE is a FSM

-

Process

+

Process

1.2.1) AICAPZONE States

@@ -145,17 +145,17 @@ When the fuel treshold has been reached, the airplane will fly towards the neare

1.3) Set the Range of Engagement

-

Range

+

Range

An optional range can be set in meters, that will define when the AI will engage with the detected airborne enemy targets. The range can be beyond or smaller than the range of the Patrol Zone. The range is applied at the position of the AI. -Use the method AI.AICap#AICAP_ZONE.SetEngageRange() to define that range.

+Use the method AI.AICAP#AICAP_ZONE.SetEngageRange() to define that range.

1.4) Set the Zone of Engagement

-

Zone

+

Zone

An optional Zone can be set, that will define when the AI will engage with the detected airborne enemy targets. diff --git a/docs/Documentation/AI_Cas.html b/docs/Documentation/AI_Cas.html index a61bd6217..5089134a9 100644 --- a/docs/Documentation/AI_Cas.html +++ b/docs/Documentation/AI_Cas.html @@ -72,7 +72,7 @@

Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Provide Close Air Support to friendly ground troops.

-

Banner Image

+

Banner Image


@@ -86,35 +86,35 @@ The #AICASZONE class implements the core functions to provide Close Air Support in an Engage Zone by an AIR Controllable or Group. The AICASZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.

-

HoldAndEngage

+

HoldAndEngage

The AICASZONE is assigned a Group and this must be done before the AICASZONE process can be started through the Start event.

-

Start Event

+

Start Event

Upon started, The AI will Route itself towards the random 3D point within a patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.

-

Route Event

+

Route Event

When the AI is commanded to provide Close Air Support (through the event Engage), the AI will fly towards the Engage Zone. Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.

-

Engage Event

+

Engage Event

The AI will detect the targets and will only destroy the targets within the Engage Zone.

-

Engage Event

+

Engage Event

Every target that is destroyed, is reported< by the AI.

-

Engage Event

+

Engage Event

Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.

-

Engage Event

+

Engage Event

Until it is notified through the event Accomplish, which is to be triggered by an observing party:

@@ -126,18 +126,18 @@ Any target that is detected in the Engage Zone will be reported and will be dest
  • others ...
  • -

    Engage Event

    +

    Engage Event

    When the AI has accomplished the CAS, it will fly back to the Patrol Zone.

    -

    Engage Event

    +

    Engage Event

    It will keep patrolling there, until it is notified to RTB or move to another CAS Zone. It can be notified to go RTB through the RTB event.

    When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    -

    Engage Event

    +

    Engage Event

    1.1) AICASZONE constructor

    @@ -147,7 +147,7 @@ It can be notified to go RTB through the RTB event.

    1.2) AICASZONE is a FSM

    -

    Process

    +

    Process

    1.2.1) AICASZONE States

    diff --git a/docs/Documentation/AI_Patrol.html b/docs/Documentation/AI_Patrol.html index 6ef82cd23..36cd59344 100644 --- a/docs/Documentation/AI_Patrol.html +++ b/docs/Documentation/AI_Patrol.html @@ -72,7 +72,7 @@

    Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Air Patrolling or Staging.

    -

    Banner Image

    +

    Banner Image


    @@ -83,34 +83,34 @@ -

    Process

    +

    Process

    The AIPATROLZONE is assigned a Group and this must be done before the AIPATROLZONE process can be started using the Start event.

    -

    Process

    +

    Process

    The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.

    -

    Process

    +

    Process

    This cycle will continue.

    -

    Process

    +

    Process

    During the patrol, the AI will detect enemy targets, which are reported through the Detected event.

    -

    Process

    +

    Process

    -- Note that the enemy is not engaged! To model enemy engagement, either tailor the Detected event, or use derived AI_ classes to model AI offensive or defensive behaviour.

    -

    Process

    +

    Process

    Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

    -

    Process

    +

    Process

    1.1) AIPATROLZONE constructor

    @@ -120,7 +120,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare

    1.2) AIPATROLZONE is a FSM

    -

    Process

    +

    Process

    1.2.1) AIPATROLZONE States

    diff --git a/docs/Documentation/Cargo.html b/docs/Documentation/Cargo.html index d755b8218..749df60ca 100644 --- a/docs/Documentation/Cargo.html +++ b/docs/Documentation/Cargo.html @@ -2413,6 +2413,7 @@ The UNIT carrying the package.

    + AI_CARGO_UNIT.CargoCarrier diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index 24231797c..846a7ceb0 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -2491,7 +2491,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) -

    When the first Spawn executes, all the Groups need to be made visible before start.

    +

    Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

    diff --git a/docs/Documentation/index.html b/docs/Documentation/index.html index ef33ac5cd..e14347c74 100644 --- a/docs/Documentation/index.html +++ b/docs/Documentation/index.html @@ -93,12 +93,12 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.

    Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Execute Combat Air Patrol (CAP).

    -

    Banner Image

    +

    Banner Image


    -

    1) #AICAPZONE class, extends AI.AICap#AIPATROL_ZONE

    +

    1) #AICAPZONE class, extends AI.AICAP#AIPATROL_ZONE

    The #AICAPZONE class implements the core functions to patrol a Zone by an AI Controllable or Group and automatically engage any airborne enemies that are within a certain range or within a certain zone.

    @@ -109,7 +109,7 @@ and automatically engage any airborne enemies that are within a certain range or

    Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Provide Close Air Support to friendly ground troops.

    -

    Banner Image

    +

    Banner Image


    @@ -124,7 +124,7 @@ and automatically engage any airborne enemies that are within a certain range or

    Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Air Patrolling or Staging.

    -

    Banner Image

    +

    Banner Image