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Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts: # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz # Moose Test Missions/Moose_Test_AIRBASEPOLICE/Moose_Test_AIRBASEPOLICE.miz # Moose Test Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_with_Moose.miz # Moose Test Missions/Moose_Test_BASE/Moose_Test_AIRBLANCER_without_Moose.miz # Moose Test Missions/Moose_Test_BASE/Moose_Test_BASE.miz # Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz # Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz # Moose Test Missions/Moose_Test_DETECTION/Moose_Test_DETECTION.miz # Moose Test Missions/Moose_Test_DETECTION/Moose_Test_DETECTION_Laser.miz # Moose Test Missions/Moose_Test_ESCORT/MOOSE_Test_ESCORT.miz # Moose Test Missions/Moose_Test_FAC/Moose_Test_FAC.miz # Moose Test Missions/Moose_Test_MISSILETRAINER/Moose_Test_MISSILETRAINER.miz # Moose Test Missions/Moose_Test_PATROLZONE/MOOSE_Test_PATROLZONE.miz # Moose Test Missions/Moose_Test_SEAD/MOOSE_Test_SEAD.miz # Moose Test Missions/Moose_Test_SET_AIRBASE/Moose_Test_SET_AIRBASE.miz # Moose Test Missions/Moose_Test_SET_CLIENT/Moose_Test_SET_CLIENT.miz # Moose Test Missions/Moose_Test_SET_GROUP/Moose_Test_SET_GROUP.miz # Moose Test Missions/Moose_Test_SPAWN/MOOSE_Test_SPAWN.miz # Moose Test Missions/Moose_Test_SPAWN_Repeat/MOOSE_Test_SPAWN_Repeat.miz # Moose Test Missions/Moose_Test_TASK_Pickup_and_Deploy/MOOSE_Test_TASK_Pickup_and_Deploy.miz # Moose Test Missions/Moose_Test_WRAPPER/Moose_Test_WRAPPER.miz # Moose Test Missions/Moose_Test_ZONE/Moose_Test_ZONE.miz # Moose Test Missions/Moose_Test_ZONE_POLYGON/Moose_Test_ZONE_POLYGON.miz # Moose Test Missions/Moose_Test_ZONE_RADIUS/Moose_Test_ZONE_RADIUS.miz # Moose Test Missions/Moose_Test_ZONE_UNIT/Moose_Test_ZONE_UNIT.miz
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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