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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Added 3 new test missions and updated and fixed some documentation issues.
This commit is contained in:
@@ -353,8 +353,20 @@ end
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-- @param #number FromWayPoint
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-- @param #number ToWayPoint
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-- @return DCSTask#Task
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function CONTROLLABLE:CommandSwitchWayPoint( FromWayPoint, ToWayPoint, Index )
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self:F2( { FromWayPoint, ToWayPoint, Index } )
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-- @usage
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-- --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
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-- HeliGroup = GROUP:FindByName( "Helicopter" )
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--
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-- --- Route the helicopter back to the FARP after 60 seconds.
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-- -- We use the SCHEDULER class to do this.
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-- SCHEDULER:New( nil,
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-- function( HeliGroup )
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-- local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
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-- HeliGroup:SetCommand( CommandRTB )
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-- end, { HeliGroup }, 90
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-- )
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function CONTROLLABLE:CommandSwitchWayPoint( FromWayPoint, ToWayPoint )
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self:F2( { FromWayPoint, ToWayPoint } )
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local CommandSwitchWayPoint = {
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id = 'SwitchWaypoint',
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@@ -392,7 +404,7 @@ end
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--- (AIR) Attack a Controllable.
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-- @param #CONTROLLABLE self
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-- @param Controllable#CONTROLLABLE AttackControllable The Controllable to be attacked.
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-- @param Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked.
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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 DCSTypes#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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@@ -400,8 +412,8 @@ end
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-- @param DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
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-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
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-- @return DCSTask#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackControllable( AttackControllable, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
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self:F2( { self.ControllableName, AttackControllable, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
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function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
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self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
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-- AttackControllable = {
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-- id = 'AttackControllable',
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@@ -431,7 +443,7 @@ function CONTROLLABLE:TaskAttackControllable( AttackControllable, WeaponType, We
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local DCSTask
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DCSTask = { id = 'AttackControllable',
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params = {
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controllableId = AttackControllable:GetID(),
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controllableId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@@ -923,13 +935,13 @@ end
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-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
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-- If the task is assigned to the controllable lead unit will be a FAC.
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-- @param #CONTROLLABLE self
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-- @param Controllable#CONTROLLABLE AttackControllable Target CONTROLLABLE.
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-- @param Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
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-- @param #number WeaponType 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 DCSTypes#AI.Task.Designation Designation (optional) Designation type.
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-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
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-- @return DCSTask#Task The DCS task structure.
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function CONTROLLABLE:TaskFAC_AttackControllable( AttackControllable, WeaponType, Designation, Datalink )
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self:F2( { self.ControllableName, AttackControllable, WeaponType, Designation, Datalink } )
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function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink )
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self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } )
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-- FAC_AttackControllable = {
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-- id = 'FAC_AttackControllable',
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@@ -944,7 +956,7 @@ function CONTROLLABLE:TaskFAC_AttackControllable( AttackControllable, WeaponType
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local DCSTask
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DCSTask = { id = 'FAC_AttackControllable',
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params = {
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controllableId = AttackControllable:GetID(),
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controllableId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@@ -1027,7 +1039,7 @@ end
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--- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
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-- @param #CONTROLLABLE self
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-- @param Controllable#CONTROLLABLE AttackControllable The Controllable to be attacked.
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-- @param Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked.
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-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
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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 DCSTypes#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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@@ -1036,8 +1048,8 @@ end
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-- @param DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
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-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
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-- @return DCSTask#Task The DCS task structure.
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function CONTROLLABLE:EnRouteTaskEngageControllable( AttackControllable, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
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self:F2( { self.ControllableName, AttackControllable, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
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function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit )
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self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )
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-- EngageControllable = {
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-- id = 'EngageControllable ',
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@@ -1068,7 +1080,7 @@ function CONTROLLABLE:EnRouteTaskEngageControllable( AttackControllable, Priorit
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local DCSTask
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DCSTask = { id = 'EngageControllable',
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params = {
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controllableId = AttackControllable:GetID(),
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controllableId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@@ -1211,14 +1223,14 @@ end
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-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
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-- If the task is assigned to the controllable lead unit will be a FAC.
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-- @param #CONTROLLABLE self
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-- @param Controllable#CONTROLLABLE AttackControllable Target CONTROLLABLE.
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-- @param Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
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-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
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-- @param #number WeaponType 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 DCSTypes#AI.Task.Designation Designation (optional) Designation type.
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-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
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-- @return DCSTask#Task The DCS task structure.
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function CONTROLLABLE:EnRouteTaskFAC_EngageControllable( AttackControllable, Priority, WeaponType, Designation, Datalink )
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self:F2( { self.ControllableName, AttackControllable, WeaponType, Priority, Designation, Datalink } )
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function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
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self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } )
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-- FAC_EngageControllable = {
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-- id = 'FAC_EngageControllable',
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@@ -1234,7 +1246,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageControllable( AttackControllable, Pri
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local DCSTask
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DCSTask = { id = 'FAC_EngageControllable',
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params = {
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controllableId = AttackControllable:GetID(),
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controllableId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@@ -31,7 +31,8 @@
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-- 1.2) GROUP task methods
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-- -----------------------
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-- Several group task methods are available that help you to prepare tasks.
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-- These methods return a string consisting of the task description, which can then be given to either a @{Group#GROUP.PushTask} or @{Group#SetTask} method to assign the task to the GROUP.
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-- These methods return a string consisting of the task description, which can then be given to either a
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-- @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#CONTROLLABLE.SetTask} method to assign the task to the GROUP.
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-- Tasks are specific for the category of the GROUP, more specific, for AIR, GROUND or AIR and GROUND.
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-- Each task description where applicable indicates for which group category the task is valid.
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-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
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@@ -43,63 +44,63 @@
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--
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-- Find below a list of the **assigned task** methods:
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--
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-- * @{#GROUP.TaskAttackGroup}: (AIR) Attack a Group.
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-- * @{#GROUP.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c).
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-- * @{#GROUP.TaskAttackUnit}: (AIR) Attack the Unit.
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-- * @{#GROUP.TaskBombing}: (AIR) Delivering weapon at the point on the ground.
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-- * @{#GROUP.TaskBombingRunway}: (AIR) Delivering weapon on the runway.
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-- * @{#GROUP.TaskEmbarking}: (AIR) Move the group to a Vec2 Point, wait for a defined duration and embark a group.
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-- * @{#GROUP.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
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-- * @{#GROUP.TaskEscort}: (AIR) Escort another airborne group.
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-- * @{#GROUP.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction.
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-- * @{#GROUP.TaskFireAtPoint}: (GROUND) Fire at a VEC2 point until ammunition is finished.
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-- * @{#GROUP.TaskFollow}: (AIR) Following another airborne group.
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-- * @{#GROUP.TaskHold}: (GROUND) Hold ground group from moving.
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-- * @{#GROUP.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the group.
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-- * @{#GROUP.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
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-- * @{#GROUP.TaskLandAtZone}: (AIR) Land the group at a @{Zone#ZONE_RADIUS).
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-- * @{#GROUP.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the group at a specified alititude.
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-- * @{#GROUP.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
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-- * @{#GROUP.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
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-- * @{#GROUP.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.
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-- * @{#GROUP.TaskRouteToVec2}: (AIR + GROUND) Make the Group move to a given point.
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-- * @{#GROUP.TaskRouteToVec3}: (AIR + GROUND) Make the Group move to a given point.
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-- * @{#GROUP.TaskRouteToZone}: (AIR + GROUND) Route the group to a given zone.
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-- * @{#GROUP.TaskReturnToBase}: (AIR) Route the group to an airbase.
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-- * @{Controllable#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Group.
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-- * @{Controllable#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c).
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-- * @{Controllable#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit.
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-- * @{Controllable#CONTROLLABLE.TaskBombing}: (Controllable#CONTROLLABLEDelivering weapon at the point on the ground.
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-- * @{Controllable#CONTROLLABLE.TaskBombingRunway}: (AIR) Delivering weapon on the runway.
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-- * @{Controllable#CONTROLLABLE.TaskEmbarking}: (AIR) Move the group to a Vec2 Point, wait for a defined duration and embark a group.
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-- * @{Controllable#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
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-- * @{Controllable#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne group.
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-- * @{Controllable#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction.
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-- * @{Controllable#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire at a VEC2 point until ammunition is finished.
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-- * @{Controllable#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne group.
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-- * @{Controllable#CONTROLLABLE.TaskHold}: (GROUND) Hold ground group from moving.
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-- * @{Controllable#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the group.
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-- * @{Controllable#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
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-- * @{Controllable#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the group at a @{Zone#ZONE_RADIUS).
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-- * @{Controllable#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the group at a specified alititude.
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-- * @{Controllable#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
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-- * @{Controllable#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
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-- * @{Controllable#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.
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-- * @{Controllable#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Group move to a given point.
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-- * @{Controllable#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Group move to a given point.
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-- * @{Controllable#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the group to a given zone.
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-- * @{Controllable#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the group to an airbase.
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--
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-- ### 1.2.2) EnRoute task methods
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--
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-- EnRoute tasks require the targets of the task need to be detected by the group (using its sensors) before the task can be executed:
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--
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-- * @{#GROUP.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
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-- * @{#GROUP.EnRouteTaskEngageGroup}: (AIR) Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.
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-- * @{#GROUP.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types.
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-- * @{#GROUP.EnRouteTaskEWR}: (AIR) Attack the Unit.
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-- * @{#GROUP.EnRouteTaskFAC}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose a targets (enemy ground group) around as well as other assigned targets.
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-- * @{#GROUP.EnRouteTaskFAC_EngageGroup}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets.
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-- * @{#GROUP.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskEngageGroup}: (AIR) Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskEWR}: (AIR) Attack the Unit.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskFAC}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose a targets (enemy ground group) around as well as other assigned targets.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskFAC_EngageGroup}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets.
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-- * @{Controllable#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
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--
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-- ### 1.2.3) Preparation task methods
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--
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-- There are certain task methods that allow to tailor the task behaviour:
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--
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-- * @{#GROUP.TaskWrappedAction}: Return a WrappedAction Task taking a Command.
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-- * @{#GROUP.TaskCombo}: Return a Combo Task taking an array of Tasks.
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-- * @{#GROUP.TaskCondition}: Return a condition section for a controlled task.
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-- * @{#GROUP.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
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-- * @{Controllable#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command.
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-- * @{Controllable#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks.
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-- * @{Controllable#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
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-- * @{Controllable#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
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--
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-- ### 1.2.4) Obtain the mission from group templates
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--
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-- Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
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--
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-- * @{#GROUP.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
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-- * @{Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
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--
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-- 1.3) GROUP Command methods
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-- --------------------------
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-- Group **command methods** prepare the execution of commands using the @{#GROUP.SetCommand} method:
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-- Group **command methods** prepare the execution of commands using the @{Controllable#CONTROLLABLE.SetCommand} method:
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--
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-- * @{#GROUP.CommandDoScript}: Do Script command.
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-- * @{#GROUP.CommandSwitchWayPoint}: Perform a switch waypoint command.
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-- * @{Controllable#CONTROLLABLE.CommandDoScript}: Do Script command.
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-- * @{Controllable#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
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--
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-- 1.4) GROUP Option methods
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-- -------------------------
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@@ -107,31 +108,31 @@
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--
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-- ### 1.4.1) Rule of Engagement:
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--
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-- * @{#GROUP.OptionROEWeaponFree}
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-- * @{#GROUP.OptionROEOpenFire}
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-- * @{#GROUP.OptionROEReturnFire}
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-- * @{#GROUP.OptionROEEvadeFire}
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-- * @{Controllable#CONTROLLABLE.OptionROEWeaponFree}
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-- * @{Controllable#CONTROLLABLE.OptionROEOpenFire}
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-- * @{Controllable#CONTROLLABLE.OptionROEReturnFire}
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-- * @{Controllable#CONTROLLABLE.OptionROEEvadeFire}
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--
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-- To check whether an ROE option is valid for a specific group, use:
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--
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-- * @{#GROUP.OptionROEWeaponFreePossible}
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-- * @{#GROUP.OptionROEOpenFirePossible}
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-- * @{#GROUP.OptionROEReturnFirePossible}
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-- * @{#GROUP.OptionROEEvadeFirePossible}
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-- * @{Controllable#CONTROLLABLE.OptionROEWeaponFreePossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROEOpenFirePossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROEReturnFirePossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROEEvadeFirePossible}
|
||||
--
|
||||
-- ### 1.4.2) Rule on thread:
|
||||
--
|
||||
-- * @{#GROUP.OptionROTNoReaction}
|
||||
-- * @{#GROUP.OptionROTPassiveDefense}
|
||||
-- * @{#GROUP.OptionROTEvadeFire}
|
||||
-- * @{#GROUP.OptionROTVertical}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTNoReaction}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTPassiveDefense}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTEvadeFire}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTVertical}
|
||||
--
|
||||
-- To test whether an ROT option is valid for a specific group, use:
|
||||
--
|
||||
-- * @{#GROUP.OptionROTNoReactionPossible}
|
||||
-- * @{#GROUP.OptionROTPassiveDefensePossible}
|
||||
-- * @{#GROUP.OptionROTEvadeFirePossible}
|
||||
-- * @{#GROUP.OptionROTVerticalPossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTNoReactionPossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTPassiveDefensePossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTEvadeFirePossible}
|
||||
-- * @{Controllable#CONTROLLABLE.OptionROTVerticalPossible}
|
||||
--
|
||||
-- 1.5) GROUP Zone validation methods
|
||||
-- ----------------------------------
|
||||
|
||||
Reference in New Issue
Block a user