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Merge pull request #1109 from FlightControl-Master/FF/Develop
CONTROLLABLE
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commit
dbc80183e6
@ -9881,12 +9881,12 @@ end
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--- Carrier resumes the route at its next waypoint.
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--@param #AIRBOSS self
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--@param Core.Point#COORDINATE goto (Optional) First goto this coordinate before resuming route.
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--@param Core.Point#COORDINATE gotocoord (Optional) First goto this coordinate before resuming route.
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--@return #AIRBOSS self
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function AIRBOSS:CarrierResumeRoute(goto)
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function AIRBOSS:CarrierResumeRoute(gotocoord)
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-- Make carrier resume its route.
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AIRBOSS._ResumeRoute(self.carrier:GetGroup(), self, goto)
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AIRBOSS._ResumeRoute(self.carrier:GetGroup(), self, gotocoord)
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return self
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end
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@ -10202,8 +10202,8 @@ end
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--- Carrier Strike Group resumes the route of the waypoints defined in the mission editor.
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--@param Wrapper.Group#GROUP group Carrier Strike Group that passed the waypoint.
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--@param #AIRBOSS airboss Airboss object.
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--@param Core.Point#COORDINATE goto Go to coordinate before route is resumed.
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function AIRBOSS._ResumeRoute(group, airboss, goto)
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--@param Core.Point#COORDINATE gotocoord Go to coordinate before route is resumed.
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function AIRBOSS._ResumeRoute(group, airboss, gotocoord)
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-- Next wp = current+1 (or last)
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local nextwp=math.min(airboss.currentwp+1, #airboss.waypoints)
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@ -10225,8 +10225,8 @@ function AIRBOSS._ResumeRoute(group, airboss, goto)
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local wp0=group:GetCoordinate():WaypointGround(velocity)
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table.insert(waypoints, wp0)
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if goto then
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local wp1=goto:WaypointGround(velocity)
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if gotocoord then
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local wp1=gotocoord:WaypointGround(velocity)
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table.insert(waypoints, wp1)
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end
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@ -1068,17 +1068,27 @@ end
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--- (AIR) Delivering weapon on the runway.
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--- (AIR) Delivering weapon on the runway. See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_bombingRunway)
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--
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-- Make sure the aircraft has the following role:
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--
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-- * CAS
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-- * Ground Attack
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-- * Runway Attack
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-- * Anti-Ship Strike
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-- * AFAC
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-- * Pinpoint Strike
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--
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-- @param #CONTROLLABLE self
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-- @param Wrapper.Airbase#AIRBASE Airbase Airbase to attack.
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-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend (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.
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-- @param #number AttackQty (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 #number WeaponType (optional) Bitmask of weapon types those allowed to use. See [DCS enum weapon flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag). Default 2147485694 = AnyBomb (GuidedBomb + AnyUnguidedBomb).
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-- @param DCS#AI.Task.WeaponExpend WeaponExpend Enum AI.Task.WeaponExpend that defines how much munitions the AI will expend per attack run. Default "ALL".
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-- @param #number AttackQty Number of times the group will attack if the target. Default 1.
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-- @param DCS#Azimuth Direction (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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-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
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-- @param #boolean GroupAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a group and not to a single aircraft.
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskBombingRunway( Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack )
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self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } )
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function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack)
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self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack } )
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-- BombingRunway = {
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-- id = 'BombingRunway',
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@ -1088,19 +1098,24 @@ function CONTROLLABLE:TaskBombingRunway( Airbase, WeaponType, WeaponExpend, Atta
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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-- direction = Azimuth,
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-- controllableAttack = boolean,
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-- groupAttack = boolean,
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-- }
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-- }
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-- Defaults.
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WeaponType=WeaponType or 2147485694
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WeaponExpend=WeaponExpend or AI.Task.WeaponExpend.ALL
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AttackQty=AttackQty or 1
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local DCSTask
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DCSTask = { id = 'BombingRunway',
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params = {
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point = Airbase:GetID(),
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runwayId = Airbase:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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direction = Direction,
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controllableAttack = ControllableAttack,
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groupAttack = GroupAttack,
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},
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},
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