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https://github.com/FlightControl-Master/MOOSE.git
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Merge branch 'develop' into FF/Develop
This commit is contained in:
commit
ef45e9b4c9
@ -99,7 +99,7 @@
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-- This is done to ensure that **different teams** have a **defined scope** for defined cargo, and that **multiple teams** can join
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-- **multiple tasks**, transporting cargo **simultaneously** in a **cooperation**.
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--
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-- In this example, there is a menu option to **Route to pickup cargo...".
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-- In this example, there is a menu option to **Route to pickup cargo...**.
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-- Use this menu to route towards cargo locations for pickup into your carrier.
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--
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-- 
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@ -157,46 +157,73 @@
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--
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-- ### 3.3.2) Board Cargo (infantry).
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--
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-- 
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-- 
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--
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-- If your Carrier is within the **Reporting Range of the cargo**, and the cargo is **moveable**, the **cargo can be boarded**!
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-- This type of cargo will be most of the time be infantry.
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--
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-- 
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-- 
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--
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-- A board menu has appeared, because your carrier is in boarding range of the cargo (infantry).
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-- A **Board cargo...** sub menu has appeared, because your carrier is in boarding range of the cargo (infantry).
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-- Select the **Board cargo...** menu.
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--
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-- 
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-- 
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--
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-- Any cargo that can be boarded (thus movable cargo), within boarding range of the carrier, will be listed here!
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-- In this example, the cargo **Engineers** can be boarded, by selecting the menu option.
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--
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-- Select the option from the action menu, then select the cargo to be boarded, and the cargo will start moving towards your carrier.
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-- Note that a message is displayed by the infantry cargo that boarding has started.
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-- 
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--
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-- 
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-- After the menu option to board the cargo has been selected, the boarding process is started.
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-- A message from the cargo is communicated to the pilot, that boarding is started.
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--
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-- 
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--
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-- **The pilot must wait at the exact position until all cargo has been boarded!**
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--
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-- The moveable cargo will run in formation to your carrier, and will board one by one, depending on the near range set by the mission designer.
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-- The near range as added because carriers can be large or small, depending on the object size of the carrier.
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--
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-- 
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-- 
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--
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-- 
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--
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-- Note that multiple units may need to board your Carrier, so it is required to await the full boarding process.
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--
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-- 
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-- 
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--
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-- Once the cargo is fully boarded within your Carrier, you will be notified of this.
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--
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-- Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated.
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-- **Remarks:**
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--
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-- * For airborne Carriers, it is required to land first before the Boarding process can be initiated.
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-- If during boarding the Carrier gets airborne, the boarding process will be cancelled.
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-- * The carrier must remain stationary when the boarding sequence has started until further notified.
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--
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-- ### 3.3.3) Load Cargo.
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--
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-- If your Carrier is within the **Loading Range of the cargo**, and the cargo is **stationary**, the **cargo can be loaded**, but not boarded!
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-- Cargo can be loaded into vehicles or helicopters or airplanes, as long as the carrier is sufficiently near to the cargo object.
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--
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-- 
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--
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-- If your Carrier is within the **Loading Range of the cargo**, thus, sufficiently near to the cargo, and the cargo is **stationary**, the **cargo can be loaded**, but not boarded!
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--
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-- 
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--
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-- Select the task action menu and now a **Load cargo...** sub menu will be listed.
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-- Select the **Load cargo...** sub menu, and a further detailed menu will be shown.
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--
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-- 
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--
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-- For each non-moveable cargo object (crates etc), **within loading range of the carrier**, the cargo will be listed and can be loaded into the carrier!
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--
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-- 
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--
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-- Select the task action menu and now a **Load option** will be listed with the cargo name next to it!
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-- Select the option from the action menu, and the cargo will loaded into your carrier.
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-- Once the cargo is loaded within your Carrier, you will be notified of this.
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--
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-- Note that for airborne Carriers, it is required to land first right near the cargo, before the loading process can be initiated.
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-- **Remarks:**
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--
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-- * For airborne Carriers, it is required to **land first right near the cargo**, before the loading process can be initiated.
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-- As stated, this requires some pilot skills :-)
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--
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-- ### 3.3.4) Sling Load Cargo (helicopters only).
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@ -213,6 +240,8 @@
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--
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-- ## 3.4) Deploy cargo by Unboarding, Unloading and Sling Deploying.
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--
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-- #### **Deploying the relevant cargo within deploy zones, will make you achieve cargo transportation tasks!!!**
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--
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-- There are two different ways how cargo can be deployed:
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--
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-- - **Unboarding**: Moveable cargo (like infantry or vehicles), can be unboarded, that means,
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@ -231,53 +260,103 @@
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-- Fortunately, the HQ can help to route you to the locations of deploy zone.
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-- Use the task action menu to receive HQ help for this.
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--
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-- 
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-- 
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--
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-- Depending on the location within the battlefield, the task action menu will contain **Route options** that can be selected
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-- to start the HQ sending you routing messages. Also, if the carrier cargo bays contain cargo,
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-- then beside **Route options** there will also be **Deploy options** listed.
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-- These **Deploy options** are meant to route you to the deploy zone locations.
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--
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-- 
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--
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-- Depending on the task that you have selected, the deploy zones will be listed.
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-- **There may be multiple deploy zones within the mission, but only the deploy zones relevant for your task will be available in the menu!**
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--
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-- 
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--
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-- When a routing option is selected, you are sent routing messages in a selected coordinate format.
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-- Possible routing coordinate formats are: Bearing Range (BR), Lattitude Longitude (LL) or Military Grid System (MGRS).
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-- Note that for LL, there are two sub formats.
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-- Note that for LL, there are two sub formats. (See pickup).
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--
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-- 
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--
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-- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone!
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--
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-- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile.
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-- 
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-- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination.
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--
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-- ## 3.4) Deploy Cargo.
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--
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-- Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying @{Zone} type.
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-- The Cargo menu provides with menu options to execute an action to steer your Carrier to a specific Zone.
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--
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-- In order to deploy cargo, use the task action menu to select a cargo to route to.
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-- When selected, the HQ will send you routing messages indicating the location of the deploy zone.
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--
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-- Upon arrival at the deploy zone, the HQ will contact you and further instructions will be given.
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--
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-- ### 3.4.1) Unboard Cargo.
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--
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-- If your Carrier is within the **deploy zone**, and the cargo is **moveable**, the **cargo can be unboarded**!
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-- If your carrier contains cargo, and the cargo is **moveable**, the **cargo can be unboarded**!
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-- You can only unload cargo if there is cargo within your cargo bays within the carrier.
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--
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-- Select the task action menu and now an **Unboard option** will be listed with the cargo name next to it!
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-- Select the option from the action menu, and the cargo will step out of your carrier and will move towards a grouping point.
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-- 
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--
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-- Select the task action menu and now an **Unboard cargo...** sub menu will be listed!
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-- Again, this option will only be listed if there is a non moveable cargo within your cargo bays.
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--
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-- 
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--
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-- Now you will see a menu option to unload the non-moveable cargo.
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-- In this example, you can unload the **Engineers** that was loaded within your carrier cargo bays.
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-- Depending on the cargo loaded within your cargo bays, you will see other options here!
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-- Select the relevant menu option from the cargo unload menu, and the cargo will unloaded from your carrier.
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--
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-- 
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--
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-- **The cargo will step out of your carrier and will move towards a grouping point.**
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-- When the unboarding process has started, you will be notified by a message to your carrier.
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--
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-- 
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--
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-- The moveable cargo will unboard one by one, so note that multiple units may need to unboard your Carrier,
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-- so it is required to await the full completion of the unboarding process.
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-- Once the cargo is fully unboarded from your Carrier, you will be notified of this.
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--
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-- Note that for airborne Carriers, it is required to land first before the unboarding process can be initiated.
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-- 
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--
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-- Once the cargo is fully unboarded from your carrier, you will be notified of this.
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--
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-- **Remarks:**
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--
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-- * For airborne carriers, it is required to land first before the unboarding process can be initiated.
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-- If during unboarding the Carrier gets airborne, the unboarding process will be cancelled.
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-- * Once the moveable cargo is unboarded, they will start moving towards a specified gathering point.
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-- * The moveable cargo will send a message to your carrier with unboarding status updates.
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--
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-- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!**
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--
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-- ### 3.4.2) Unload Cargo.
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--
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-- If your Carrier is within the **deploy zone**, and the cargo is **stationary**, the **cargo can be unloaded**, but not unboarded!
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-- If your carrier contains cargo, and the cargo is **stationary**, the **cargo can be unloaded**, but not unboarded!
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-- You can only unload cargo if there is cargo within your cargo bays within the carrier.
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--
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-- Select the task action menu and now an **Unload option** will be listed with the cargo name next to it!
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-- Select the option from the action menu, and the cargo will unloaded from your carrier.
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-- Once the cargo is unloaded fom your Carrier, you will be notified of this.
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-- 
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--
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-- Select the task action menu and now an **Unload cargo...** sub menu will be listed!
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-- Again, this option will only be listed if there is a non moveable cargo within your cargo bays.
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--
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-- 
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--
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-- Now you will see a menu option to unload the non-moveable cargo.
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-- In this example, you can unload the **Crate** that was loaded within your carrier cargo bays.
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-- Depending on the cargo loaded within your cargo bays, you will see other options here!
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-- Select the relevant menu option from the cargo unload menu, and the cargo will unloaded from your carrier.
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--
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-- 
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--
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-- Once the cargo is unloaded fom your Carrier, you may be notified of this, when there is a truck near to the cargo.
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-- If there is no truck near to the unload area, no message will be sent to your carrier!
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--
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-- **Remarks:**
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--
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-- * For airborne Carriers, it is required to land first, before the unloading process can be initiated.
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-- * A truck must be near the unload area to get messages to your carrier of the unload event!
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-- * Unloading is only for non-moveable cargo.
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-- * The non-moveable cargo must be within your cargo bays, or no unload option will be available.
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--
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-- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!**
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--
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-- Note that for airborne Carriers, it is required to land first at the deploy zone, before the unloading process can be initiated.
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--
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-- ### 3.4.3) Sling Deploy Cargo (helicopters only).
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--
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@ -286,6 +365,8 @@
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--
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-- To sling deploy cargo, there is no task action menu required. Just follow the normal sling deploying procedure.
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--
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-- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!**
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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@ -486,6 +486,8 @@ do -- TASK_CARGO_DISPATCHER
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error( "Task does not exist" )
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end
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self:ManageTasks()
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return self
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end
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@ -504,6 +506,8 @@ do -- TASK_CARGO_DISPATCHER
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error( "Task does not exist" )
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end
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self:ManageTasks()
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return self
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end
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@ -584,12 +588,6 @@ do -- TASK_CARGO_DISPATCHER
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Transport.Task = TASK_CARGO_TRANSPORT:New( Mission, self.SetGroup, TransportName, Transport.SetCargo, Transport.Briefing )
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Mission:AddTask( Transport.Task )
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TaskReport:Add( TransportName )
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if Transport.DeployZones then
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Transport.Task:SetDeployZones( Transport.DeployZones or {} )
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else
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Transport.Task:SetDeployZones( self.DefaultDeployZones or {} )
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end
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function Transport.Task.OnEnterSuccess( Task, From, Event, To )
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self:Success( Task )
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end
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@ -605,9 +603,14 @@ do -- TASK_CARGO_DISPATCHER
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function Transport.Task.onenterAborted( Task, From, Event, To )
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self:Aborted( Task )
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end
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end
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if Transport.DeployZones then
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Transport.Task:SetDeployZones( Transport.DeployZones or {} )
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else
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Transport.Task:SetDeployZones( self.DefaultDeployZones or {} )
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end
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end
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