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:
FlightControl
2017-03-18 07:42:41 +01:00
parent 80ba6bf40d
commit d216fc96da
18 changed files with 191 additions and 97 deletions

View File

@@ -263,7 +263,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Engage.</p>
</td>
@@ -425,7 +425,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Engage.</p>
</td>
@@ -608,7 +608,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<dt>
<a id="#(AI_CAS_ZONE).Engage" >
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@@ -625,14 +625,16 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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.
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>
</li>
<li>
@@ -1448,7 +1450,7 @@ The delay in seconds.</p>
<dt>
<a id="#(AI_CAS_ZONE).__Engage" >
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@@ -1471,14 +1473,16 @@ The delay in seconds.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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.
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>
</li>
<li>

View File

@@ -920,6 +920,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
<p> This table contains the targets detected during patrol.</p>
</dd>
</dl>
<dl class="function">

View File

@@ -2130,7 +2130,6 @@ self</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemMax" >
<strong>DETECTION_BASE.DetectedItemMax</strong>
</a>
@@ -2244,7 +2243,7 @@ self</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

View File

@@ -883,12 +883,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@@ -1876,6 +1870,9 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd>
</dl>
<dl class="function">
@@ -2346,6 +2343,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@@ -2381,7 +2381,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@@ -2398,7 +2398,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@@ -2716,7 +2716,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<dl class="function">
<dt>
<em></em>
<em>#boolean</em>
<a id="#(SPAWN).SpawnUnControlled" >
<strong>SPAWN.SpawnUnControlled</strong>
</a>
@@ -2740,7 +2740,7 @@ 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>
</dl>
@@ -3379,20 +3379,6 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>