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First version of AI_A2G_DISPATCHER ...
- Created a new AI_AIR class. AI_A2A and AI_A2G inherit from AI_AIR. - Created a new AI_A2G_DISPATCHER class. - Created a new AI_A2G_ENGAGE class, that implements the SEAD, CAS and BAI actions. - The AI_A2G_DISPATCHER implements now: * SEAD, CAS and BAI attacks from airbases. * AddDefenseCoordinate() to set a defense coordinate. * RemoveDefenseCoordinate() to remove a defense coordinate. * SetDefenseReactivenessHigh() for high reactiveness. * SetDefenseReactivenessMedium() for medium reactiveness. * SetDefenseReactivenessLow() for low reactiveness. * Overhead for ground attacks. * Grouping for ground attacks. * Evaluates task type based on enemy group composition. - Tested AI_A2A_DISPATCHER for backward compatibility. - Implemented spawning of airplanes in AI_A2A_DISPATCHER: * SetSquadronVisible() method to make the squadron visible at the airport.
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@@ -712,7 +712,7 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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groupAttack = GroupAttack or false,
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visible = Visible or false,
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expend = WeaponExpend or "Auto",
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directionEnabled = Direction and true or false,
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directionEnabled = Direction and true or nil,
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direction = Direction,
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altitudeEnabled = Altitude and true or false,
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altitude = Altitude or 30,
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