mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Fixed weaponexpend problem for gunterlund in AI_CAS.
-- The attack sequence was commented out. Put it back in. -- Fixed documentation order glitch. -- Documented the usage of AI.Task.WeaponExpend -- Deleted weaponType from Controller Task
This commit is contained in:
@@ -263,7 +263,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</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="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
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<td class="summary">
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<p>Synchronous Event Trigger for Event Engage.</p>
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</td>
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@@ -425,7 +425,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</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="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
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<td class="summary">
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<p>Asynchronous Event Trigger for Event Engage.</p>
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</td>
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@@ -608,7 +608,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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<dt>
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<a id="#(AI_CAS_ZONE).Engage" >
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<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
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<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
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</a>
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</dt>
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<dd>
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@@ -625,14 +625,16 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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</li>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
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(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
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(optional) Desired altitude to perform the unit engagement.</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> EngageAltitude </em></code>:
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(optional) Desired altitude to perform the unit engagement.</p>
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<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
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(optional) Determines how much weapon will be released at each attack.
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If parameter is not defined the unit / controllable will choose expend on its own discretion.
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Use the structure <a href="DCSTypes.html##(AI.Task).WeaponExpend">DCSTypes#AI.Task.WeaponExpend</a> to define the amount of weapons to be release at each attack.</p>
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</li>
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<li>
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@@ -1448,7 +1450,7 @@ The delay in seconds.</p>
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<dt>
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<a id="#(AI_CAS_ZONE).__Engage" >
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<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
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<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
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</a>
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</dt>
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<dd>
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@@ -1471,14 +1473,16 @@ The delay in seconds.</p>
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</li>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
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(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
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(optional) Desired altitude to perform the unit engagement.</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> EngageAltitude </em></code>:
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(optional) Desired altitude to perform the unit engagement.</p>
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<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
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(optional) Determines how much weapon will be released at each attack.
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If parameter is not defined the unit / controllable will choose expend on its own discretion.
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Use the structure <a href="DCSTypes.html##(AI.Task).WeaponExpend">DCSTypes#AI.Task.WeaponExpend</a> to define the amount of weapons to be release at each attack.</p>
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</li>
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<li>
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@@ -920,6 +920,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
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<p> This table contains the targets detected during patrol.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2130,7 +2130,6 @@ self</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemMax" >
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<strong>DETECTION_BASE.DetectedItemMax</strong>
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</a>
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@@ -2244,7 +2243,7 @@ self</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="#(DETECTION_BASE).DetectionInterval" >
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<strong>DETECTION_BASE.DetectionInterval</strong>
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</a>
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@@ -883,12 +883,6 @@ and any spaces before and after the resulting name are removed.</p>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</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).uncontrolled">SPAWN.uncontrolled</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@@ -1876,6 +1870,9 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2346,6 +2343,9 @@ when nothing was spawned.</p>
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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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@@ -2381,7 +2381,7 @@ 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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@@ -2398,7 +2398,7 @@ 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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@@ -2716,7 +2716,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
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<dt>
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<em></em>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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@@ -2740,7 +2740,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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</dd>
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</dl>
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@@ -3379,20 +3379,6 @@ True = Continue Scheduler</p>
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</li>
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</ul>
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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></em>
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<a id="#(SPAWN).uncontrolled" >
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<strong>SPAWN.uncontrolled</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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