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Documentation
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--- **Functional** -- The ATC\_GROUND classes monitor airbase traffic and regulate speed while taxiing.
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--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing.
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--
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-- ===
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--
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-- ### Features:
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--
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@ -1,24 +1,17 @@
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--- **Functional** -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
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--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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-- ### Features:
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--
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--
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-- * Try to keep the airbase clean and operational.
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-- * Prevent airplanes from crashing.
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-- * Clean up obstructing airplanes from the runway that are standing still for a period of time.
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-- * Prevent airplanes firing missiles within the airbase zone.
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--
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-- ===
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--
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-- @module Functional.CleanUp
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-- @image CleanUp_Airbases.JPG
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--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
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-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
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-- @extends Core.Base#BASE
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--- @type CLEANUP_AIRBASE
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-- @extends #CLEANUP_AIRBASE.__
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--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
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--
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-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
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-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
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-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
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@ -43,7 +36,32 @@
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--
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-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
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--
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-- ## 1. CLEANUP_AIRBASE Constructor
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-- ===
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--
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-- ### Missions:
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--
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-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Functional.CleanUp
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-- @image CleanUp_Airbases.JPG
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--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
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-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
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-- @extends Core.Base#BASE
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--- @type CLEANUP_AIRBASE
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-- @extends #CLEANUP_AIRBASE.__
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--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
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--
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-- # 1. CLEANUP_AIRBASE Constructor
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--
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-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
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--
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@ -54,12 +72,12 @@
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-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
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-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
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--
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-- ## 2. Add or Remove airbases
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-- # 2. Add or Remove airbases
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--
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-- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process.
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-- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process.
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--
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-- ## 3. Clean missiles and bombs within the airbase zone.
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-- # 3. Clean missiles and bombs within the airbase zone.
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--
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-- When missiles or bombs hit the runway, the airbase operations stop.
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-- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop.
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@ -2,32 +2,181 @@
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--
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-- ===
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--
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-- Orchestrate the designation of potential targets executed by a Recce group,
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-- and communicates these to a dedicated attacking group of players,
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-- so that following a dynamically generated menu system,
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-- each detected set of potential targets can be lased or smoked...
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-- ### Features:
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--
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-- Targets can be:
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-- * Faciliate the communication of detected targets to players.
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-- * Designate targets using lasers, through a menu system.
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-- * Designate targets using smoking, through a menu system.
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-- * Designate targets using illumination, through a menu system.
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-- * Auto lase targets.
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-- * Refresh detection upon specified time intervals.
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-- * Prioritization on threat levels.
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-- * Reporting system of threats.
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--
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-- ===
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--
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-- Targets detected by recce will be communicated to a group of attacking players.
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-- A menu system is made available that allows to:
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--
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-- * **Lased** for a period of time.
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-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
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-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
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--
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-- The following terminology is being used throughout this document:
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--
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-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
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-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
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-- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_.
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-- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_.
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-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
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-- * A **Target** is a detected UNIT object by the _DetectionObject_.
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-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
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-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
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-- * A **RecceGroup** is a GROUP object containing the **Recces**.
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-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
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-- * An **AttackGroup** is a GROUP object that contain _Players_.
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-- * A **Player** is an active CLIENT object containing a human player.
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-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
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--
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-- # Player Manual
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--
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-- 
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--
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-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
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-- The DetectionObject will group the detected targets based on the detection method being used.
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-- Possible detection methods could be by Area, by Type or by Unit.
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-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
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--
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-- **Recce** require to have Line of Sight (LOS) towards the targets.
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-- The **Recce** will report any detected targets to the Players (on the picture Observers).
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-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated.
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-- Designation can be done by Lasing, Smoking and Illumination.
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-- Smoking is useful during the day, while illumination is recommended to be used during the night.
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-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to
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-- players to attack the targets using laser guided bombs or rockets.
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-- Illumination will lighten up the Target Area.
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--
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-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets
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-- in a wide open area, as airborne **Recce** has a large LOS.
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-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer
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-- to the Target Area.
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--
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-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World.
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-- This will ensure that the detection process won't be interrupted and that targets can be designated.
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-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
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--
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-- ## 1. Player View (Observer)
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--
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-- 
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--
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-- The RecceSet is continuously detecting for potential Targets,
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-- executing its task as part of the DetectionObject.
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-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
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--
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-- In order to prevent an overflow in the DesignateObject of detected targets,
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-- there is a maximum amount of TargetGroups
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-- that can be put in **scope** of the DesignateObject.
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-- We call this the **MaximumDesignations** term.
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--
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-- ## 2. Designate Menu
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--
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-- 
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--
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-- For each detected TargetGroup, there is:
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--
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-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**.
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-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
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--
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-- A Player can then select an action from the **Designate Menu**.
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-- The Designation Status is shown between the ( ).
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--
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-- It indicates for each TargetGroup the current active designation action applied:
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--
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-- * An "I" for Illumnation designation.
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-- * An "S" for Smoking designation.
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-- * An "L" for Lasing designation.
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--
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-- Note that multiple designation methods can be active at the same time!
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-- Note the **Auto Lase** option. When switched on, the available **Recce** will lase
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-- Targets when detected.
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--
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-- Targets are designated per **Threat Level**.
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-- The most threatening targets from an Air to Ground perspective, are designated first!
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-- This is for all designation methods.
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--
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-- 
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--
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-- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:
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--
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-- * Lase Targets using a specific laser code.
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-- * Smoke Targets using a specific smoke color.
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-- * Illuminate areas.
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--
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-- ## 3. Lasing Targets
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--
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-- 
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--
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-- Lasing targets is done as expected. Each available Recce can lase only ONE target through!
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--
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-- 
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--
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-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680.
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-- For those, specific menu options can be made available for players to lase with these codes.
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-- Auto Lase (as explained above), will ensure continuous lasing of available targets.
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-- The status report shows which targets are being designated.
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--
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-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu:
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--
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-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated.
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-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
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-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
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-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
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-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
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-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
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--
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-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
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--
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-- ## 4. Illuminating Targets
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--
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-- 
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--
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-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending.
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-- Each available recce within range will fire an illumination bomb.
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-- Illumination bombs can be fired in while lasing targets.
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-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
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--
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-- ## 5. Smoking Targets
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--
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-- 
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--
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-- Smoke will fire for 5 minutes.
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-- Each available recce within range will smoke a target.
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-- Smoking can be requested while lasing targets.
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-- Smoke will appear "around" the targets, because of accuracy limitations.
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--
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--
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-- Have FUN!
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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-- ### Missions:
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--
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-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation)
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--
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-- ===
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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--
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- ===
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--
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-- @module Functional.Designate
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-- @image Designation.JPG
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@ -38,161 +187,20 @@ do -- DESIGNATE
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--- Manage the designation of detected targets.
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--
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-- Targets detected by recce will be communicated to a group of attacking players.
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-- A menu system is made available that allows to:
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--
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-- * **Lased** for a period of time.
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-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
|
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-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
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--
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-- The following terminology is being used throughout this document:
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--
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-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
|
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-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
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-- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_.
|
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-- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_.
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-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
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-- * A **Target** is a detected UNIT object by the _DetectionObject_.
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-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
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-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
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-- * A **RecceGroup** is a GROUP object containing the **Recces**.
|
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-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
|
||||
-- * An **AttackGroup** is a GROUP object that contain _Players_.
|
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-- * A **Player** is an active CLIENT object containing a human player.
|
||||
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
|
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--
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-- ## 0. Player Manual
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
|
||||
-- The DetectionObject will group the detected targets based on the detection method being used.
|
||||
-- Possible detection methods could be by Area, by Type or by Unit.
|
||||
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
|
||||
--
|
||||
-- **Recce** require to have Line of Sight (LOS) towards the targets.
|
||||
-- The **Recce** will report any detected targets to the Players (on the picture Observers).
|
||||
-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated.
|
||||
-- Designation can be done by Lasing, Smoking and Illumination.
|
||||
-- Smoking is useful during the day, while illumination is recommended to be used during the night.
|
||||
-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to
|
||||
-- players to attack the targets using laser guided bombs or rockets.
|
||||
-- Illumination will lighten up the Target Area.
|
||||
--
|
||||
-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets
|
||||
-- in a wide open area, as airborne **Recce** has a large LOS.
|
||||
-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer
|
||||
-- to the Target Area.
|
||||
--
|
||||
-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World.
|
||||
-- This will ensure that the detection process won't be interrupted and that targets can be designated.
|
||||
-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
|
||||
--
|
||||
-- ### 0.1. Player View (Observer)
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The RecceSet is continuously detecting for potential Targets,
|
||||
-- executing its task as part of the DetectionObject.
|
||||
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
|
||||
--
|
||||
-- In order to prevent an overflow in the DesignateObject of detected targets,
|
||||
-- there is a maximum amount of TargetGroups
|
||||
-- that can be put in **scope** of the DesignateObject.
|
||||
-- We call this the **MaximumDesignations** term.
|
||||
--
|
||||
-- ### 0.2. Designate Menu
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- For each detected TargetGroup, there is:
|
||||
--
|
||||
-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**.
|
||||
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
|
||||
--
|
||||
-- A Player can then select an action from the **Designate Menu**.
|
||||
-- The Designation Status is shown between the ( ).
|
||||
--
|
||||
-- It indicates for each TargetGroup the current active designation action applied:
|
||||
--
|
||||
-- * An "I" for Illumnation designation.
|
||||
-- * An "S" for Smoking designation.
|
||||
-- * An "L" for Lasing designation.
|
||||
--
|
||||
-- Note that multiple designation methods can be active at the same time!
|
||||
-- Note the **Auto Lase** option. When switched on, the available **Recce** will lase
|
||||
-- Targets when detected.
|
||||
--
|
||||
-- Targets are designated per **Threat Level**.
|
||||
-- The most threatening targets from an Air to Ground perspective, are designated first!
|
||||
-- This is for all designation methods.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:
|
||||
--
|
||||
-- * Lase Targets using a specific laser code.
|
||||
-- * Smoke Targets using a specific smoke color.
|
||||
-- * Illuminate areas.
|
||||
--
|
||||
-- ### 0.3. Lasing Targets
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Lasing targets is done as expected. Each available Recce can lase only ONE target through!
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680.
|
||||
-- For those, specific menu options can be made available for players to lase with these codes.
|
||||
-- Auto Lase (as explained above), will ensure continuous lasing of available targets.
|
||||
-- The status report shows which targets are being designated.
|
||||
--
|
||||
-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu:
|
||||
--
|
||||
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated.
|
||||
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
|
||||
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
|
||||
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
|
||||
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
|
||||
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
|
||||
--
|
||||
-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
|
||||
--
|
||||
-- ### 0.4. Illuminating Targets
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending.
|
||||
-- Each available recce within range will fire an illumination bomb.
|
||||
-- Illumination bombs can be fired in while lasing targets.
|
||||
-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
|
||||
--
|
||||
-- ### 0.5. Smoking Targets
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Smoke will fire for 5 minutes.
|
||||
-- Each available recce within range will smoke a target.
|
||||
-- Smoking can be requested while lasing targets.
|
||||
-- Smoke will appear "around" the targets, because of accuracy limitations.
|
||||
--
|
||||
--
|
||||
-- Have FUN!
|
||||
--
|
||||
-- ## 1. DESIGNATE constructor
|
||||
-- # 1. DESIGNATE constructor
|
||||
--
|
||||
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
|
||||
--
|
||||
-- ## 2. DESIGNATE is a FSM
|
||||
-- # 2. DESIGNATE is a FSM
|
||||
--
|
||||
-- Designate is a finite state machine, which allows for controlled transitions of states.
|
||||
--
|
||||
-- ### 2.1 DESIGNATE States
|
||||
-- ## 2.1 DESIGNATE States
|
||||
--
|
||||
-- * **Designating** ( Group ): The designation process.
|
||||
--
|
||||
-- ### 2.2 DESIGNATE Events
|
||||
-- ## 2.2 DESIGNATE Events
|
||||
--
|
||||
-- * **@{#DESIGNATE.Detect}**: Detect targets.
|
||||
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
|
||||
@ -200,7 +208,7 @@ do -- DESIGNATE
|
||||
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
|
||||
-- * **@{#DESIGNATE.Status}**: Report designation status.
|
||||
--
|
||||
-- ## 3. Maximum Designations
|
||||
-- # 3. Maximum Designations
|
||||
--
|
||||
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
|
||||
-- Maximum Designations scope that is set in the DesignationObject.
|
||||
@ -208,9 +216,9 @@ do -- DESIGNATE
|
||||
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
|
||||
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
|
||||
--
|
||||
-- ## 4. Laser codes
|
||||
-- # 4. Laser codes
|
||||
--
|
||||
-- ### 4.1. Set possible laser codes
|
||||
-- ## 4.1. Set possible laser codes
|
||||
--
|
||||
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
|
||||
-- The laser code is communicated by the Recce when it is lasing a larget.
|
||||
@ -228,11 +236,11 @@ do -- DESIGNATE
|
||||
--
|
||||
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
|
||||
--
|
||||
-- ### 4.2. Auto generate laser codes
|
||||
-- ## 4.2. Auto generate laser codes
|
||||
--
|
||||
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
|
||||
--
|
||||
-- ### 4.3. Add specific lase codes to the lase menu
|
||||
-- ## 4.3. Add specific lase codes to the lase menu
|
||||
--
|
||||
-- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
|
||||
-- The SU-25T needs targets to be lased using laser code 1113.
|
||||
@ -241,7 +249,7 @@ do -- DESIGNATE
|
||||
-- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code.
|
||||
-- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}().
|
||||
--
|
||||
-- ## 5. Autolase to automatically lase detected targets.
|
||||
-- # 5. Autolase to automatically lase detected targets.
|
||||
--
|
||||
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
|
||||
-- The **auto lase** function can be activated through the Designation Menu.
|
||||
@ -252,7 +260,7 @@ do -- DESIGNATE
|
||||
--
|
||||
-- Activate the auto lasing.
|
||||
--
|
||||
-- ## 6. Target prioritization on threat level
|
||||
-- # 6. Target prioritization on threat level
|
||||
--
|
||||
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
|
||||
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
|
||||
@ -265,12 +273,12 @@ do -- DESIGNATE
|
||||
--
|
||||
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
|
||||
--
|
||||
-- ## 6. Designate Menu Location for a Mission
|
||||
-- # 7. Designate Menu Location for a Mission
|
||||
--
|
||||
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
|
||||
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
|
||||
--
|
||||
-- ## 7. Status Report
|
||||
-- # 8. Status Report
|
||||
--
|
||||
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
|
||||
--
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user