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Documentation improvements.
This commit is contained in:
@@ -61,13 +61,13 @@
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--
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-- ### 2.2 AI_A2A_CAP Events
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--
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
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-- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
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-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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@@ -80,7 +80,7 @@
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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 is applied at the position of the AI.
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-- Use the method @{AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
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-- Use the method @{AI.AI_CAP#AI_A2A_CAP.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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@@ -88,7 +88,7 @@
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--
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-- An optional @{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_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
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--
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-- ===
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--
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@@ -220,7 +220,7 @@ do -- AI_A2A_DISPATCHER
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-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
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-- It all depends on what the desired effect is.
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--
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-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class.
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-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class.
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-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
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-- increasing or decreasing the radar coverage of the Early Warning System.
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--
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@@ -821,7 +821,7 @@ do -- AI_A2A_DISPATCHER
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--- AI_A2A_DISPATCHER constructor.
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-- This is defining the A2A DISPATCHER for one coaliton.
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-- The Dispatcher works with a @{Functional#Detection} object that is taking of the detection of targets using the EWR units.
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-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
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-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
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@@ -3165,7 +3165,7 @@ do
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-- @extends #AI_A2A_DISPATCHER
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--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
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-- The class derives from @{AI#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{AI#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
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-- The class derives from @{#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
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--
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-- ===
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--
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@@ -3268,7 +3268,7 @@ do
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--
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-- **The place of the helicopter is important, as the airbase closest to the helicopter will be the airbase from where the CAP planes will take off for CAP.**
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--
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-- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{AI#AI_A2A_DISPATCHER}:
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-- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{#AI_A2A_DISPATCHER}:
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--
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-- ### 2.1) Planes are taking off in the air from the airbases.
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--
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@@ -64,13 +64,13 @@
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--
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-- ### 2.2 AI_A2A_GCI Events
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--
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
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-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
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-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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@@ -83,7 +83,7 @@
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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 is applied at the position of the AI.
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-- Use the method @{AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
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-- Use the method @{AI.AI_GCI#AI_A2A_GCI.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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@@ -91,7 +91,7 @@
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--
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-- An optional @{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_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
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--
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-- ===
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--
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@@ -99,13 +99,13 @@
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--
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-- ### 2.2. AI_BAI_ZONE Events
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--
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
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-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
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-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
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-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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@@ -179,7 +179,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (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 @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@@ -191,7 +191,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (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 @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@@ -31,7 +31,7 @@
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-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
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-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
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--
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-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
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-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
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--
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@@ -79,13 +79,13 @@
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--
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-- ### 2.2 AI_CAP_ZONE Events
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--
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
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-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
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-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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@@ -98,7 +98,7 @@
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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 is applied at the position of the AI.
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-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
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-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.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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@@ -106,7 +106,7 @@
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--
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-- An optional @{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_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
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-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
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--
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-- ===
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--
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@@ -99,13 +99,13 @@
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--
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-- ### 2.2. AI_CAS_ZONE Events
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--
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
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-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
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-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
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-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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@@ -166,7 +166,7 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (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 @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@@ -178,7 +178,7 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (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 @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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@@ -84,25 +84,25 @@
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--
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-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
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--
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-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
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-- * @{#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
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--
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-- ## Formation methods
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--
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-- The following methods can be used to set or change the formation:
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--
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-- * @{AI_Formation#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
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-- * @{AI_Formation#AI_FORMATION.FormationTrail}(): Form a trail formation.
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-- * @{AI_Formation#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
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-- * @{AI_Formation#AI_FORMATION.FormationRightLine}(): Form a right line formation.
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-- * @{AI_Formation#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
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-- * @{AI_Formation#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
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-- * @{AI_Formation#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
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-- * @{AI_Formation#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
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-- * @{AI_Formation#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
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-- * @{#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
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-- * @{#AI_FORMATION.FormationTrail}(): Form a trail formation.
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-- * @{#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
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-- * @{#AI_FORMATION.FormationRightLine}(): Form a right line formation.
|
||||
-- * @{#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
|
||||
-- * @{#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
|
||||
-- * @{#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
|
||||
-- * @{#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
|
||||
-- * @{#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
|
||||
--
|
||||
-- ## Randomization
|
||||
--
|
||||
-- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
-- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
--
|
||||
-- @usage
|
||||
-- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart()
|
||||
@@ -901,7 +901,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
|
||||
end
|
||||
|
||||
|
||||
--- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
--- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters.
|
||||
-- @return #AI_FORMATION
|
||||
|
||||
Reference in New Issue
Block a user