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Merge pull request #576 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
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commit
e7f83669c4
@ -39,5 +39,5 @@
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@K=function, @M=Designate, @N=OnAfterStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15822,
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@K=function, @M=Designate, @N=Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16043,
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@K=function, @M=Designate, @N=__Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16166,
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@K=function, @M=AI_A2A_Dispatcher, @N=onafterHome, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\AI\AI_A2A_Dispatcher.lua, @C=65243,
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@K=function, @M=AI_A2A_Dispatcher, @N=onafterHome, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\AI\AI_A2A_Dispatcher.lua, @C=69452,
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@K=function, @M=AI_A2A_Dispatcher, @N=onafterHome, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\AI\AI_A2A_Dispatcher.lua, @C=65259,
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@K=function, @M=AI_A2A_Dispatcher, @N=onafterHome, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\AI\AI_A2A_Dispatcher.lua, @C=69468,
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@ -126,9 +126,9 @@
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_A2A_DISPATCHER">AI_A2A_DISPATCHER</a></td>
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<td class="summary">
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<h1>AI<em>A2A</em>DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
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<h1>AI_A2A_DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
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<p>The <a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a> class is designed to create an automatic air defence system for a coalition.</p>
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<p>The <a href="##(AI)">#AI</a> class is designed to create an automatic air defence system for a coalition.</p>
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</td>
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</tr>
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</table>
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@ -597,9 +597,9 @@
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</dt>
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<dd>
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<h1>AI<em>A2A</em>DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
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<h1>AI_A2A_DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
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<p>The <a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a> class is designed to create an automatic air defence system for a coalition.</p>
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<p>The <a href="##(AI)">#AI</a> class is designed to create an automatic air defence system for a coalition.</p>
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<p>It includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy air movements that are detected by a ground based radar network.
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@ -608,12 +608,12 @@ If all CAP flights are engaged or RTB then additional GCI interceptors will scra
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With a little time and with a little work it provides the mission designer with a convincing and completely automatic air defence system.
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In short it is a plug in very flexible and configurable air defence module for DCS World.</p>
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<p>Note that in order to create a two way A2A defense system, two AI<em>A2A</em>DISPATCHER defense system may need to be created, for each coalition one.
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<p>Note that in order to create a two way A2A defense system, two AI_A2A_DISPATCHER defense system may need to be created, for each coalition one.
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This is a good implementation, because maybe in the future, more coalitions may become available in DCS world.</p>
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<h2>1. AI<em>A2A</em>DISPATCHER constructor:</h2>
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<h2>1. AI_A2A_DISPATCHER constructor:</h2>
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<p>The <a href="##(AI_A2A_DISPATCHER).New">AI<em>A2A</em>DISPATCHER.New</a>() method creates a new AI<em>A2A</em>DISPATCHER instance.
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<p>The <a href="##(AI_A2A_DISPATCHER).New">AI<em>A2A</em>DISPATCHER.New</a>() method creates a new AI_A2A_DISPATCHER instance.
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There are two parameters required, a <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> that defines the Groups of the EWR network, and a radius in meters, that will be used to group the detected targets.</p>
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<p>The <a href="##(AI_A2A_DISPATCHER).New">AI<em>A2A</em>DISPATCHER.New</a>() method is used to setup the EWR network and to define the grouping.</p>
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@ -632,7 +632,7 @@ Having the radars further back will mean a slower escalation because fewer targe
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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. </p>
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<p>EWR networks are dynamically constructed, that is, they form part of the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> object that is given as the input parameter of the AI<em>A2A</em>DISPATCHER class.
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<p>EWR networks are dynamically constructed, that is, they form part of the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> 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 of EWR capable units, these units 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.</p>
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@ -686,7 +686,7 @@ If a hot war is chosen then <strong>no borders</strong> actually need to be defi
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<h2>4. Squadrons:</h2>
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<p>The AI<em>A2A</em>DISPATCHER works with <strong>Squadrons</strong>, that need to be defined using the different methods available.</p>
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<p>The AI_A2A_DISPATCHER works with <strong>Squadrons</strong>, that need to be defined using the different methods available.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadron">AI<em>A2A</em>DISPATCHER.SetSquadron</a>() to <strong>setup a new squadron</strong> active at an airfield,
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while defining which plane types are being used by the squadron and how many resources are available.</p>
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@ -700,7 +700,7 @@ while defining which plane types are being used by the squadron and how many res
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<li>Have a limited set of resources.</li>
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</ul>
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<p>The name of the squadron given acts as the <strong>squadron key</strong> in the AI<em>A2A</em>DISPATCHER:Squadron...() methods.</p>
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<p>The name of the squadron given acts as the <strong>squadron key</strong> in the AI_A2A_DISPATCHER:Squadron...() methods.</p>
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<p>Additionally, squadrons have specific configuration options to:</p>
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@ -2934,6 +2934,7 @@ The range till cargo will board.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(CARGO_UNIT).CargoCarrier" >
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<strong>CARGO_UNIT.CargoCarrier</strong>
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</a>
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@ -3059,6 +3060,7 @@ The range till cargo will board.</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="#(CARGO_UNIT).RunCount" >
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<strong>CARGO_UNIT.RunCount</strong>
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</a>
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@ -2387,6 +2387,7 @@ The index of the DetectedItem.</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).DetectedItemCount" >
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<strong>DETECTION_BASE.DetectedItemCount</strong>
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</a>
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@ -2400,6 +2401,7 @@ The index of the DetectedItem.</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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@ -2557,7 +2559,7 @@ The index of the DetectedItem.</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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@ -2799,7 +2799,6 @@ The y coordinate.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(POINT_VEC2).z" >
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<strong>POINT_VEC2.z</strong>
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</a>
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@ -1073,7 +1073,7 @@ true if metric.</p>
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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="#(SETTINGS).Metric" >
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<strong>SETTINGS.Metric</strong>
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</a>
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@ -2732,9 +2732,6 @@ when nothing was spawned.</p>
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -3153,7 +3150,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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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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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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</dd>
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</dl>
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@ -510,7 +510,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dt>
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<em></em>
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<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
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<a id="#(FSM_PROCESS).Cargo" >
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<strong>FSM_PROCESS.Cargo</strong>
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</a>
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