Fixed case problem for pictures in documentation.

This commit is contained in:
FlightControl 2017-01-19 20:03:11 +01:00
parent 02fe5f6104
commit 0a2cdf999d
3 changed files with 34 additions and 34 deletions

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@ -1,42 +1,42 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_Cap\Dia1.JPG)
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
--
-- ===
--
-- # 1) @{#AI_CAP_ZONE} class, extends @{AI.AI_Cap#AI_PATROL_ZONE}
-- # 1) @{#AI_CAP_ZONE} class, extends @{AI.AI_CAP#AI_PATROL_ZONE}
--
-- The @{#AI_CAP_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_Cap\Dia3.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_Cap\Dia4.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_Cap\Dia5.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_Cap\Dia6.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_Cap\Dia9.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_Cap\Dia10.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_Cap\Dia13.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1.1) AI_CAP_ZONE constructor
--
@ -44,7 +44,7 @@
--
-- ## 1.2) AI_CAP_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_Cap\Dia2.JPG)
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 1.2.1) AI_CAP_ZONE States
--
@ -65,17 +65,17 @@
--
-- ## 1.3) Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_Cap\Dia11.JPG)
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageRange}() to define that range.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 1.4) Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_Cap\Dia12.JPG)
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.

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@ -1,6 +1,6 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Provide Close Air Support to friendly ground troops.**
--
-- ![Banner Image](..\Presentations\AI_Cas\Dia1.JPG)
-- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG)
--
--
-- ===
@ -12,35 +12,35 @@
-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_Cas\Dia3.JPG)
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
--
-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_Cas\Dia4.JPG)
-- ![Start Event](..\Presentations\AI_CAS\Dia4.JPG)
--
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_Cas\Dia5.JPG)
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
--
-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia6.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia6.JPG)
--
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia7.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia7.JPG)
--
-- Every target that is destroyed, is reported< by the AI.
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia8.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia8.JPG)
--
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia9.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia9.JPG)
--
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
--
@ -50,18 +50,18 @@
-- * a condition
-- * others ...
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia10.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia10.JPG)
--
-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia11.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia11.JPG)
--
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_Cas\Dia12.JPG)
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
-- # 1.1) AI_CAS_ZONE constructor
--
@ -69,7 +69,7 @@
--
-- ## 1.2) AI_CAS_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_Cas\Dia2.JPG)
-- ![Process](..\Presentations\AI_CAS\Dia2.JPG)
--
-- ### 1.2.1) AI_CAS_ZONE States
--

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@ -1,6 +1,6 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Air Patrolling or Staging.**
--
-- ![Banner Image](..\Presentations\AI_Patrol\Dia1.JPG)
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
--
--
-- ===
@ -9,34 +9,34 @@
--
-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
--
-- ![Process](..\Presentations\AI_Patrol\Dia3.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_Patrol\Dia4.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_Patrol\Dia5.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_Patrol\Dia6.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_Patrol\Dia9.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia9.JPG)
--
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
-- use derived AI_ classes to model AI offensive or defensive behaviour.
--
-- ![Process](..\Presentations\AI_Patrol\Dia10.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_Patrol\Dia11.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
-- ## 1.1) AI_PATROL_ZONE constructor
--
@ -44,7 +44,7 @@
--
-- ## 1.2) AI_PATROL_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_Patrol\Dia2.JPG)
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 1.2.1) AI_PATROL_ZONE States
--