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Fixed broken links
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@ -19,42 +19,26 @@
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--
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-- 
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--
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-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
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--
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-- 
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--
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-- 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.
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--
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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--
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-- When enemies are detected, the AI will automatically engage the enemy.
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--
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-- 
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--
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-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- ## 1. AI_AIR_ENGAGE constructor
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--
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-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
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--
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-- ## 3. Set the Range of Engagement
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--
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-- 
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--
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-- 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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-- The range can be beyond or smaller than the range of the Patrol Zone.
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@ -62,10 +46,8 @@
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-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
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--
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-- ## 4. Set the Zone of Engagement
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--
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-- 
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--
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-- An optional @{Core.Zone} can be set,
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--
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-- An optional @{Core.Zone} 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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-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
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--
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@ -86,7 +86,7 @@
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-- There are also dispatchers that make AI work together to transport cargo automatically!!!
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--
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-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
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-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
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-- - @{AI.AI_Cargo_Dispatcher_Helicopter} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
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--
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-- ## 3.3) Cargo transportation tasking.
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--
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@ -398,7 +398,7 @@ do -- CARGO
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--
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-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
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-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
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-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class.
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-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
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-- * AI Ships is planned.
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--
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-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
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@ -127,7 +127,7 @@ end
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--- Creates a new MESSAGE object of a certain type.
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-- Note that these MESSAGE objects are not yet displayed on the display panel.
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-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
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-- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
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-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
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-- @param self
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-- @param #string MessageText is the text of the Message.
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@ -1057,11 +1057,11 @@ end
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--- Scan the zone for the presence of units of the given ObjectCategories.
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-- Note that **only after** a zone has been scanned, the zone can be evaluated by:
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--
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-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
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-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
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-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
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-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
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-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
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-- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
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-- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
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-- * @{Core.Zone#ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
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-- * @{Core.Zone#ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
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-- * @{Core.Zone#ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
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-- @param #ZONE_RADIUS self
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-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
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-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
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@ -33,9 +33,9 @@
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--
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-- ===
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--
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-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
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-- ### Author: **funkyfranky**
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--
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-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
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-- ### Contributions: FlightControl
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--
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-- ===
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--
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@ -61,7 +61,7 @@ do -- ZoneGoal
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--- ZONE_GOAL_CARGO Constructor.
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-- @param #ZONE_GOAL_CARGO self
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-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
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-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
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-- @param #number Coalition The initial coalition owning the zone.
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-- @return #ZONE_GOAL_CARGO
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function ZONE_GOAL_CARGO:New( Zone, Coalition )
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@ -797,7 +797,7 @@ end
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--- Play a SOUNDTEXT text-to-speech object.
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-- @param #MSRS self
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-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text.
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-- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
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-- @param #number Delay Delay in seconds, before the sound file is played.
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-- @return #MSRS self
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function MSRS:PlaySoundText(SoundText, Delay)
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@ -1435,7 +1435,7 @@ end
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--- Replacement function for @{#MSRS.PlaySoundText}
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-- @param #MSRS self
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-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text.
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-- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
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-- @param #number Delay Delay in seconds, before the sound file is played.
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-- @return #MSRS self
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MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay)
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@ -1773,7 +1773,7 @@ do -- Links
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--- Set detection of a task
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-- @param #TASK self
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-- @param Function.Detection#DETECTION_BASE Detection
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-- @param Functional.Detection#DETECTION_BASE Detection
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-- @param DetectedItem
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-- @return #TASK
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function TASK:SetDetection( Detection, DetectedItem )
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@ -245,7 +245,7 @@ do -- TASK_CAPTURE_DISPATCHER
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-- @param #string TaskPrefix (optional) The prefix of the capture zone task.
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-- If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix.
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-- The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.
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-- @param Functional.CaptureZoneCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
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-- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
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-- @param #string Briefing The briefing of the task to be shown to the player.
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-- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
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-- @usage
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@ -144,7 +144,7 @@ do -- TASK_CARGO_DISPATCHER
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-- -- Note that the name of the cargo is "Engineer Team 1".
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-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 )
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--
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-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
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-- What is also needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
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--
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-- -- Allocate the Transport, which are the helicopters to retrieve the pilot, that can be manned by players.
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-- -- The name of these helicopter groups containing one client begins with "Transport", as modelled within the mission editor.
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@ -214,7 +214,7 @@ do -- TASK_CARGO_DISPATCHER
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--
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-- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate.
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--
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-- What is first needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
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-- What is first needed, is to have a set of @{Wrapper.Group}s defined that contains the clients of the players.
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--
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-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
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-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
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@ -686,7 +686,7 @@ do -- TASK_CARGO_DISPATCHER
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-- @param #string TaskPrefix (optional) The prefix of the transport task.
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-- This prefix will be appended with a . + a number of 3 digits.
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-- If no TaskPrefix is given, then "Transport" will be used as the prefix.
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-- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported.
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-- @param Core.Set#SET_CARGO SetCargo The SetCargo to be transported.
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-- @param #string Briefing The briefing of the task transport to be shown to the player.
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-- @param #boolean Silent If true don't send a message that a new task is available.
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-- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT
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@ -489,7 +489,7 @@ end
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--- Return a Combo Task taking an array of Tasks.
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-- @param #CONTROLLABLE self
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-- @param DCS#TaskArray DCSTasks Array of @{DCSTasking.Task#Task}
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-- @param DCS#TaskArray DCSTasks Array of DCSTasking.Task#Task
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-- @return DCS#Task
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function CONTROLLABLE:TaskCombo( DCSTasks )
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@ -2739,7 +2739,7 @@ do -- Route methods
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-- @param Core.Zone#ZONE Zone The zone where to route to.
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-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
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-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
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-- @param Base#FORMATION Formation The formation string.
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-- @param Core.Base#FORMATION Formation The formation string.
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function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
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self:F2( Zone )
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@ -2799,7 +2799,7 @@ do -- Route methods
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-- @param #CONTROLLABLE self
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-- @param DCS#Vec2 Vec2 The Vec2 where to route to.
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-- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h.
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-- @param Base#FORMATION Formation The formation string.
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-- @param Core.Base#FORMATION Formation The formation string.
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function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation )
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local DCSControllable = self:GetDCSObject()
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@ -1684,7 +1684,7 @@ do -- Cargo
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--- Add cargo.
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-- @param #POSITIONABLE self
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-- @param Core.Cargo#CARGO Cargo
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-- @param Cargo.Cargo#CARGO Cargo
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-- @return #POSITIONABLE
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function POSITIONABLE:AddCargo( Cargo )
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self.__.Cargo[Cargo] = Cargo
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@ -1700,7 +1700,7 @@ do -- Cargo
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--- Remove cargo.
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-- @param #POSITIONABLE self
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-- @param Core.Cargo#CARGO Cargo
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-- @param Cargo.Cargo#CARGO Cargo
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-- @return #POSITIONABLE
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function POSITIONABLE:RemoveCargo( Cargo )
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self.__.Cargo[Cargo] = nil
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@ -1709,7 +1709,7 @@ do -- Cargo
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--- Returns if carrier has given cargo.
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-- @param #POSITIONABLE self
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-- @return Core.Cargo#CARGO Cargo
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-- @return Cargo.Cargo#CARGO Cargo
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function POSITIONABLE:HasCargo( Cargo )
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return self.__.Cargo[Cargo]
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end
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@ -1733,7 +1733,7 @@ do -- Cargo
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--- Get cargo item count.
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-- @param #POSITIONABLE self
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-- @return Core.Cargo#CARGO Cargo
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-- @return Cargo.Cargo#CARGO Cargo
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function POSITIONABLE:CargoItemCount()
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local ItemCount = 0
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for CargoName, Cargo in pairs( self.__.Cargo ) do
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@ -8,7 +8,7 @@
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--
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-- ## Example Missions:
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--
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-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper%20-%20Storage).
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-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Storage).
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--
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-- ===
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--
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