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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
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<p><img src="..\Presentations\AI_Cap\Dia1.JPG" alt="Banner Image"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<hr/>
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<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_Cap.html##(AI_PATROL_ZONE)">AI.AI<em>Cap#AI</em>PATROL_ZONE</a></h1>
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<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_CAP.html##(AI_PATROL_ZONE)">AI.AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
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<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
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<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
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and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
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and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
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<p><img src="..\Presentations\AI_Cap\Dia3.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia3.JPG" alt="Process"/></p>
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<p>The AI<em>CAP</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAP</em>ZONE process can be started using the <strong>Start</strong> event.</p>
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<p>The AI<em>CAP</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAP</em>ZONE process can be started using the <strong>Start</strong> event.</p>
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<p><img src="..\Presentations\AI_Cap\Dia4.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia4.JPG" alt="Process"/></p>
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<p>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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<p>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.</p>
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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.</p>
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<p><img src="..\Presentations\AI_Cap\Dia5.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia5.JPG" alt="Process"/></p>
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<p>This cycle will continue.</p>
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<p>This cycle will continue.</p>
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<p><img src="..\Presentations\AI_Cap\Dia6.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia6.JPG" alt="Process"/></p>
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<p>During the patrol, the AI will detect enemy targets, which are reported through the <strong>Detected</strong> event.</p>
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<p>During the patrol, the AI will detect enemy targets, which are reported through the <strong>Detected</strong> event.</p>
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<p><img src="..\Presentations\AI_Cap\Dia9.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia9.JPG" alt="Process"/></p>
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<p>When enemies are detected, the AI will automatically engage the enemy.</p>
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<p>When enemies are detected, the AI will automatically engage the enemy.</p>
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<p><img src="..\Presentations\AI_Cap\Dia10.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p><img src="..\Presentations\AI_Cap\Dia13.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
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<h2>1.1) AI<em>CAP</em>ZONE constructor</h2>
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<h2>1.1) AI<em>CAP</em>ZONE constructor</h2>
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<h2>1.2) AI<em>CAP</em>ZONE is a FSM</h2>
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<h2>1.2) AI<em>CAP</em>ZONE is a FSM</h2>
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<p><img src="..\Presentations\AI_Cap\Dia2.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia2.JPG" alt="Process"/></p>
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<h3>1.2.1) AI<em>CAP</em>ZONE States</h3>
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<h3>1.2.1) AI<em>CAP</em>ZONE States</h3>
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<h2>1.3) Set the Range of Engagement</h2>
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<h2>1.3) Set the Range of Engagement</h2>
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<p><img src="..\Presentations\AI_Cap\Dia11.JPG" alt="Range"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia11.JPG" alt="Range"/></p>
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<p>An optional range can be set in meters,
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<p>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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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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The range can be beyond or smaller than the range of the Patrol Zone.
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The range is applied at the position of the AI.
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The range is applied at the position of the AI.
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Use the method <a href="AI.AI_Cap.html##(AI_CAP_ZONE).SetEngageRange">AI.AI<em>Cap#AI</em>CAP_ZONE.SetEngageRange</a>() to define that range.</p>
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Use the method <a href="AI.AI_CAP.html##(AI_CAP_ZONE).SetEngageRange">AI.AI<em>CAP#AI</em>CAP_ZONE.SetEngageRange</a>() to define that range.</p>
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<h2>1.4) Set the Zone of Engagement</h2>
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<h2>1.4) Set the Zone of Engagement</h2>
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<p><img src="..\Presentations\AI_Cap\Dia12.JPG" alt="Zone"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia12.JPG" alt="Zone"/></p>
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<p>An optional <a href="Zone.html">Zone</a> can be set,
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<p>An optional <a href="Zone.html">Zone</a> 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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that will define when the AI will engage with the detected airborne enemy targets.
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Provide Close Air Support to friendly ground troops.</strong></p>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Provide Close Air Support to friendly ground troops.</strong></p>
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<p><img src="..\Presentations\AI_Cas\Dia1.JPG" alt="Banner Image"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<hr/>
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The <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class implements the core functions to provide Close Air Support in an Engage <a href="Zone.html">Zone</a> by an AIR <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.
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The <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class implements the core functions to provide Close Air Support in an Engage <a href="Zone.html">Zone</a> by an AIR <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.
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The AI<em>CAS</em>ZONE 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.</p>
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The AI<em>CAS</em>ZONE 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.</p>
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<p><img src="..\Presentations\AI_Cas\Dia3.JPG" alt="HoldAndEngage"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia3.JPG" alt="HoldAndEngage"/></p>
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<p>The AI<em>CAS</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAS</em>ZONE process can be started through the <strong>Start</strong> event.</p>
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<p>The AI<em>CAS</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAS</em>ZONE process can be started through the <strong>Start</strong> event.</p>
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<p><img src="..\Presentations\AI_Cas\Dia4.JPG" alt="Start Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia4.JPG" alt="Start Event"/></p>
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<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a patrol zone,
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<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a patrol zone,
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using a random speed within the given altitude and speed limits.
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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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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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This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.</p>
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This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.</p>
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<p><img src="..\Presentations\AI_Cas\Dia5.JPG" alt="Route Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia5.JPG" alt="Route Event"/></p>
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<p>When the AI is commanded to provide Close Air Support (through the event <strong>Engage</strong>), the AI will fly towards the Engage Zone.
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<p>When the AI is commanded to provide Close Air Support (through the event <strong>Engage</strong>), the AI will fly towards the Engage Zone.
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Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.</p>
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Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.</p>
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<p><img src="..\Presentations\AI_Cas\Dia6.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia6.JPG" alt="Engage Event"/></p>
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<p>The AI will detect the targets and will only destroy the targets within the Engage Zone.</p>
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<p>The AI will detect the targets and will only destroy the targets within the Engage Zone.</p>
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<p><img src="..\Presentations\AI_Cas\Dia7.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia7.JPG" alt="Engage Event"/></p>
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<p>Every target that is destroyed, is reported< by the AI.</p>
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<p>Every target that is destroyed, is reported< by the AI.</p>
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<p><img src="..\Presentations\AI_Cas\Dia8.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia8.JPG" alt="Engage Event"/></p>
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<p>Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. </p>
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<p>Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. </p>
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<p><img src="..\Presentations\AI_Cas\Dia9.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia9.JPG" alt="Engage Event"/></p>
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<p>Until it is notified through the event <strong>Accomplish</strong>, which is to be triggered by an observing party:</p>
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<p>Until it is notified through the event <strong>Accomplish</strong>, which is to be triggered by an observing party:</p>
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<li>others ...</li>
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<li>others ...</li>
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</ul>
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</ul>
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<p><img src="..\Presentations\AI_Cas\Dia10.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia10.JPG" alt="Engage Event"/></p>
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<p>When the AI has accomplished the CAS, it will fly back to the Patrol Zone.</p>
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<p>When the AI has accomplished the CAS, it will fly back to the Patrol Zone.</p>
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<p><img src="..\Presentations\AI_Cas\Dia11.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia11.JPG" alt="Engage Event"/></p>
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<p>It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
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<p>It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
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It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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<p>When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p>When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p><img src="..\Presentations\AI_Cas\Dia12.JPG" alt="Engage Event"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia12.JPG" alt="Engage Event"/></p>
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<h1>1.1) AI<em>CAS</em>ZONE constructor</h1>
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<h1>1.1) AI<em>CAS</em>ZONE constructor</h1>
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<h2>1.2) AI<em>CAS</em>ZONE is a FSM</h2>
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<h2>1.2) AI<em>CAS</em>ZONE is a FSM</h2>
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<p><img src="..\Presentations\AI_Cas\Dia2.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAS\Dia2.JPG" alt="Process"/></p>
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<h3>1.2.1) AI<em>CAS</em>ZONE States</h3>
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<h3>1.2.1) AI<em>CAS</em>ZONE States</h3>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
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<p><img src="..\Presentations\AI_Patrol\Dia1.JPG" alt="Banner Image"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<hr/>
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<p><img src="..\Presentations\AI_Patrol\Dia3.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia3.JPG" alt="Process"/></p>
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<p>The AI<em>PATROL</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>PATROL</em>ZONE process can be started using the <strong>Start</strong> event.</p>
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<p>The AI<em>PATROL</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>PATROL</em>ZONE process can be started using the <strong>Start</strong> event.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia4.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia4.JPG" alt="Process"/></p>
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<p>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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<p>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.</p>
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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.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia5.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia5.JPG" alt="Process"/></p>
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<p>This cycle will continue.</p>
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<p>This cycle will continue.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia6.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia6.JPG" alt="Process"/></p>
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<p>During the patrol, the AI will detect enemy targets, which are reported through the <strong>Detected</strong> event.</p>
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<p>During the patrol, the AI will detect enemy targets, which are reported through the <strong>Detected</strong> event.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia9.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia9.JPG" alt="Process"/></p>
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<p>-- Note that the enemy is not engaged! To model enemy engagement, either tailor the <strong>Detected</strong> event, or
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<p>-- Note that the enemy is not engaged! To model enemy engagement, either tailor the <strong>Detected</strong> event, or
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use derived AI_ classes to model AI offensive or defensive behaviour.</p>
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use derived AI_ classes to model AI offensive or defensive behaviour.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia10.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia10.JPG" alt="Process"/></p>
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia11.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
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<h2>1.1) AI<em>PATROL</em>ZONE constructor</h2>
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<h2>1.1) AI<em>PATROL</em>ZONE constructor</h2>
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<h2>1.2) AI<em>PATROL</em>ZONE is a FSM</h2>
|
<h2>1.2) AI<em>PATROL</em>ZONE is a FSM</h2>
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||||||
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||||||
<p><img src="..\Presentations\AI_Patrol\Dia2.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_PATROL\Dia2.JPG" alt="Process"/></p>
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||||||
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||||||
<h3>1.2.1) AI<em>PATROL</em>ZONE States</h3>
|
<h3>1.2.1) AI<em>PATROL</em>ZONE States</h3>
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||||||
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||||||
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|||||||
@ -2413,6 +2413,7 @@ The UNIT carrying the package.</p>
|
|||||||
<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
|
<em></em>
|
||||||
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
|
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
|
||||||
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
|
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
|
||||||
</a>
|
</a>
|
||||||
|
|||||||
@ -2491,7 +2491,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||||
|
|
||||||
</dd>
|
</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
|||||||
@ -93,12 +93,12 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
|
|||||||
<td class="summary">
|
<td class="summary">
|
||||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_Cap\Dia1.JPG" alt="Banner Image"/></p>
|
<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
|
||||||
|
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
|
|
||||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_Cap.html##(AI_PATROL_ZONE)">AI.AI<em>Cap#AI</em>PATROL_ZONE</a></h1>
|
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_CAP.html##(AI_PATROL_ZONE)">AI.AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||||
|
|
||||||
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
|
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
|
||||||
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
||||||
@ -109,7 +109,7 @@ and automatically engage any airborne enemies that are within a certain range or
|
|||||||
<td class="summary">
|
<td class="summary">
|
||||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Provide Close Air Support to friendly ground troops.</strong></p>
|
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Provide Close Air Support to friendly ground troops.</strong></p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_Cas\Dia1.JPG" alt="Banner Image"/></p>
|
<p><img src="..\Presentations\AI_CAS\Dia1.JPG" alt="Banner Image"/></p>
|
||||||
|
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
@ -124,7 +124,7 @@ and automatically engage any airborne enemies that are within a certain range or
|
|||||||
<td class="summary">
|
<td class="summary">
|
||||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
|
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_Patrol\Dia1.JPG" alt="Banner Image"/></p>
|
<p><img src="..\Presentations\AI_PATROL\Dia1.JPG" alt="Banner Image"/></p>
|
||||||
|
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user