new AI_BAI class

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FlightControl 2017-05-09 10:40:05 +02:00
parent f181101d8b
commit 743fa8ced1
93 changed files with 3295 additions and 388 deletions

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@ -1,22 +1,22 @@
--- **AI** -- **Provide Close Air Support to friendly ground troops.**
--- **AI** -- **Provide Battleground Air Interdiction (bombing).**
--
-- ![Banner Image](..\Presentations\AI_BOMB\Dia1.JPG)
-- ![Banner Image](..\Presentations\AI_BAI\Dia1.JPG)
--
-- ===
--
-- AI_BOMB classes makes AI Controllables execute bombing tasks.
-- AI_BAI classes makes AI Controllables execute bombing tasks.
--
-- There are the following types of BOMB classes defined:
-- There are the following types of BAI classes defined:
--
-- * @{#AI_BOMB_ZONE}: Perform a BOMB in a zone.
-- * @{#AI_BAI_ZONE}: Perform a BAI in a zone.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_BOMB Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
-- ### [AI_BAI Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
--
-- ### [AI_BOMB Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
-- ### [AI_BAI Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
@ -24,7 +24,7 @@
--
-- # YouTube Channel
--
-- ### [AI_BOMB YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
--
-- ===
--
@ -51,51 +51,51 @@
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module AI_Cas
-- @module AI_BAI
--- AI_BOMB_ZONE class
-- @type AI_BOMB_ZONE
--- AI_BAI_ZONE class
-- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_BOMB_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
--
-- AI_BOMB_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_BOMB_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
-- The AI_BOMB_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.
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
-- The AI_BAI_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_BOMB\Dia3.JPG)
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
--
-- The AI_BOMB_ZONE is assigned a @{Group} and this must be done before the AI_BOMB_ZONE process can be started through the **Start** event.
-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_BOMB\Dia4.JPG)
-- ![Start Event](..\Presentations\AI_BAI\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_BOMB\Dia5.JPG)
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
--
-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
-- When the AI is commanded to provide BattleGround Air Interdiction (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_BOMB\Dia6.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\Dia6.JPG)
--
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
--
-- ![Engage Event](..\Presentations\AI_BOMB\Dia7.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\Dia7.JPG)
--
-- Every target that is destroyed, is reported< by the AI.
--
-- ![Engage Event](..\Presentations\AI_BOMB\Dia8.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\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_BOMB\Dia9.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\Dia9.JPG)
--
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
--
@ -105,58 +105,58 @@
-- * a condition
-- * others ...
--
-- ![Engage Event](..\Presentations\AI_BOMB\Dia10.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\Dia10.JPG)
--
-- When the AI has accomplished the BOMB, it will fly back to the Patrol Zone.
-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
--
-- ![Engage Event](..\Presentations\AI_BOMB\Dia11.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\Dia11.JPG)
--
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB 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_BOMB\Dia12.JPG)
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
--
-- # 1. AI_BOMB_ZONE constructor
-- # 1. AI_BAI_ZONE constructor
--
-- * @{#AI_BOMB_ZONE.New}(): Creates a new AI_BOMB_ZONE object.
-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
--
-- ## 2. AI_BOMB_ZONE is a FSM
-- ## 2. AI_BAI_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_BOMB\Dia2.JPG)
-- ![Process](..\Presentations\AI_BAI\Dia2.JPG)
--
-- ### 2.1. AI_BOMB_ZONE States
-- ### 2.1. AI_BAI_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2. AI_BOMB_ZONE Events
-- ### 2.2. AI_BAI_ZONE Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_BOMB_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
-- * **@{#AI_BOMB_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BOMB_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
-- * **@{#AI_BOMB_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ===
--
-- @field #AI_BOMB_ZONE
AI_BOMB_ZONE = {
ClassName = "AI_BOMB_ZONE",
-- @field #AI_BAI_ZONE
AI_BAI_ZONE = {
ClassName = "AI_BAI_ZONE",
}
--- Creates a new AI_BOMB_ZONE object
-- @param #AI_BOMB_ZONE self
--- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
@ -164,22 +164,22 @@ AI_BOMB_ZONE = {
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_BOMB_ZONE self
function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BOMB_ZONE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
self.EngageZone = EngageZone
self.Accomplished = false
self:SetDetectionZone( self.EngageZone )
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE.
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeEngage
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -188,16 +188,16 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] OnAfterEngage
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnAfterEngage
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] Engage
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] Engage
-- @param #AI_BAI_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
@ -207,8 +207,8 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BOMB_ZONE] __Engage
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] __Engage
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
@ -219,8 +219,8 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_BOMB_ZONE] OnLeaveEngaging
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -228,20 +228,20 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_BOMB_ZONE] OnEnterEngaging
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE.
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeFired
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnBeforeFired
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -249,27 +249,27 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] OnAfterFired
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnAfterFired
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] Fired
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] Fired
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BOMB_ZONE] __Fired
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] __Fired
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeDestroy
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -277,28 +277,28 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] OnAfterDestroy
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] Destroy
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] Destroy
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BOMB_ZONE] __Destroy
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] __Destroy
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeAbort
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -306,27 +306,27 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] OnAfterAbort
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnAfterAbort
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] Abort
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] Abort
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BOMB_ZONE] __Abort
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] __Abort
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BOMB_ZONE.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] OnBeforeAccomplish
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -334,20 +334,20 @@ function AI_BOMB_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitud
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] OnAfterAccomplish
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] Accomplish
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] Accomplish
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BOMB_ZONE] __Accomplish
-- @param #AI_BOMB_ZONE self
-- @function [parent=#AI_BAI_ZONE] __Accomplish
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
return self
@ -355,10 +355,10 @@ end
--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
-- @param #AI_BOMB_ZONE self
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
-- @return #AI_BOMB_ZONE self
function AI_BOMB_ZONE:SetEngageZone( EngageZone )
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
@ -371,12 +371,12 @@ end
--- onafter State Transition for Event Start.
-- @param #AI_BOMB_ZONE self
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BOMB_ZONE:onafterStart( Controllable, From, Event, To )
function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
@ -389,29 +389,29 @@ end
function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_BOMB_ZONE
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BOMB_ZONE:onbeforeEngage( Controllable, From, Event, To )
function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BOMB_ZONE:onafterTarget( Controllable, From, Event, To )
function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
self:E("onafterTarget")
if Controllable:IsAlive() then
@ -440,17 +440,17 @@ function AI_BOMB_ZONE:onafterTarget( Controllable, From, Event, To )
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BOMB_ZONE:onafterAbort( Controllable, From, Event, To )
function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@ -460,7 +460,7 @@ end
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (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.
-- @param #number EngageAttackQty (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.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
function AI_BOMB_ZONE:onafterEngage( Controllable, From, Event, To,
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed,
EngageAltitude,
EngageWeaponExpend,
@ -497,18 +497,19 @@ function AI_BOMB_ZONE:onafterEngage( Controllable, From, Event, To,
local AttackTasks = {}
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:E( {"Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection
)
AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
DetectedUnit:GetPointVec2():GetVec2(),
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection
)
end
else
self.DetectedUnits[DetectedUnit] = nil
@ -558,24 +559,24 @@ function AI_BOMB_ZONE:onafterEngage( Controllable, From, Event, To,
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BOMB_ZONE:onafterAccomplish( Controllable, From, Event, To )
function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionDeactivated()
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_BOMB_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
@ -583,9 +584,9 @@ function AI_BOMB_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
--- @param #AI_BOMB_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_BOMB_ZONE:OnEventDead( EventData )
function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then

View File

@ -585,14 +585,14 @@ end
--- (AIR) Delivering weapon at the point on the ground.
-- @param #CONTROLLABLE self
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @param #boolean GroupAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.
-- @param Dcs.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.
-- @param #number AttackQty (optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks.
-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack )
self:F2( { self.ControllableName, Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } )
function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType )
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType } )
-- Bombing = {
-- id = 'Bombing',
@ -607,15 +607,17 @@ function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Di
-- }
local DCSTask
DCSTask = { id = 'Bombing',
DCSTask = {
id = 'Bombing',
params = {
point = Vec2,
weaponType = WeaponType,
expend = WeaponExpend,
attackQty = AttackQty,
direction = Direction,
controllableAttack = ControllableAttack,
},
point = Vec2,
groupAttack = GroupAttack,
expend = WeaponExpend or "Auto",
attackQty = AttackQty,
directionEnabled = Direction and true or false,
direction = Direction,
weaponType = WeaponType,
},
},
self:T3( { DCSTask } )

View File

@ -43,6 +43,7 @@ AI/AI_Balancer.lua
AI/AI_Patrol.lua
AI/AI_Cap.lua
AI/AI_Cas.lua
AI/AI_Bai.lua
Actions/Act_Assign.lua
Actions/Act_Route.lua

View File

@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170426_1017' )
env.info( 'Moose Generation Timestamp: 20170509_1016' )
local base = _G
@ -62,6 +62,7 @@ __Moose.Include( 'AI/AI_Balancer.lua' )
__Moose.Include( 'AI/AI_Patrol.lua' )
__Moose.Include( 'AI/AI_Cap.lua' )
__Moose.Include( 'AI/AI_Cas.lua' )
__Moose.Include( 'AI/AI_Bai.lua' )
__Moose.Include( 'Actions/Act_Assign.lua' )
__Moose.Include( 'Actions/Act_Route.lua' )
__Moose.Include( 'Actions/Act_Account.lua' )

View File

@ -1,22 +1,22 @@
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5129,
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5789,
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6186,
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6508,
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7380,
@K=function, @M=Task_Cargo, @N=onenterWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10431,
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=12652,
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13428,
@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13882,
@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14310,
@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14757,
@K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15187,
@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16069,
@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16762,
@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17166,
@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18074,
@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18704,
@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19134,
@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19788,
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5157,
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5817,
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6214,
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6536,
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7408,
@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10439,
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13082,
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13858,
@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14477,
@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15018,
@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15465,
@K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15895,
@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16854,
@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17620,
@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18080,
@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19021,
@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19704,
@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20664,
@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21539,
@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12232,
@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12480,
@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12701,

1 @K=function @M=Task_A2G @N=onafterRouteToRendezVous @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=5129 @C=5157
2 @K=function @M=Task_A2G @N=OnAfterArriveAtRendezVous @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=5789 @C=5817
3 @K=function @M=Task_A2G @N=onafterEngage @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=6186 @C=6214
4 @K=function @M=Task_A2G @N=onafterRouteToTarget @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=6508 @C=6536
5 @K=function @M=Task_A2G @N=onafterRouteToTargets @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=7380 @C=7408
6 @K=function @M=Task_Cargo @N=onenterWaitingForCommand @N=onafterSelectAction @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=10431 @C=10439
7 @K=function @M=Task_Cargo @N=OnLeaveWaitingForCommand @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=12652 @C=13082
8 @K=function @M=Task_Cargo @N=onafterRouteToPickup @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=13428 @C=13858
9 @K=function @M=Task_Cargo @N=onafterArriveAtPickup @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=13882 @C=14477
10 @K=function @M=Task_Cargo @N=onafterRouteToDeploy @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=14310 @C=15018
11 @K=function @M=Task_Cargo @N=onafterArriveAtDeploy @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=14757 @C=15465
12 @K=function @M=Task_Cargo @N=onafterLand @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=15187 @C=15895
13 @K=function @M=Task_Cargo @N=onafterLanded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=16069 @C=16854
14 @K=function @M=Task_Cargo @N=onafterPrepareBoarding @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=16762 @C=17620
15 @K=function @M=Task_Cargo @N=onafterBoard @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=17166 @C=18080
16 @K=function @M=Task_Cargo @N=onafterBoarded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=18074 @C=19021
17 @K=function @M=Task_Cargo @N=onafterPrepareUnBoarding @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=18704 @C=19704
18 @K=function @M=Task_Cargo @N=onafterUnBoard @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=19134 @C=20664
19 @K=function @M=Task_Cargo @N=onafterUnBoarded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=19788 @C=21539
20 @K=function @M=Designate @N=OnBeforeLaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12232 @C=12232
21 @K=function @M=Designate @N=OnAfterLaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12480 @C=12480
22 @K=function @M=Designate @N=LaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12701 @C=12701

File diff suppressed because it is too large Load Diff

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li>AI_Balancer</li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li>AI_Cap</li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li>AI_Cas</li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -212,12 +213,24 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO).Containable">CARGO.Containable</a></td>
<td class="summary">
<p>This flag defines if the cargo can be contained within a DCS Unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetCoordinate">CARGO:GetCoordinate()</a></td>
<td class="summary">
<p>Get the current coordinates of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetName">CARGO:GetName()</a></td>
<td class="summary">
<p>Get the name of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetObjectName">CARGO:GetObjectName()</a></td>
<td class="summary">
<p>Get the object name of the Cargo.</p>
</td>
</tr>
<tr>
@ -230,6 +243,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetType">CARGO:GetType()</a></td>
<td class="summary">
<p>Get the type of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).IsAlive">CARGO:IsAlive()</a></td>
<td class="summary">
<p>Check if cargo is alive.</p>
</td>
</tr>
<tr>
@ -432,6 +451,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).New">CARGO_GROUP:New(CargoGroup, Type, Name, ReportRadius, NearRadius)</a></td>
<td class="summary">
<p>CARGO_GROUP constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onafterBoarding">CARGO_GROUP:onafterBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td>
</tr>
<tr>
@ -462,12 +487,6 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onenterUnLoaded">CARGO_GROUP:onenterUnLoaded(Core, Event, From, To, ToPointVec2, ...)</a></td>
<td class="summary">
<p>Enter UnLoaded State.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_GROUP).onleaveBoarding">CARGO_GROUP:onleaveBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td>
</tr>
<tr>
@ -652,6 +671,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).OnUnLoadedCallBack">CARGO_UNIT.OnUnLoadedCallBack</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).RunCount">CARGO_UNIT.RunCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -694,12 +719,6 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).onenterUnLoaded">CARGO_UNIT:onenterUnLoaded(Event, From, To, Core, ToPointVec2)</a></td>
<td class="summary">
<p>Enter UnLoaded State.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_UNIT).onleaveBoarding">CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, NearRadius, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td>
</tr>
<tr>
@ -964,6 +983,24 @@ The radius when the cargo will board the Carrier (to avoid collision).</p>
<dl class="function">
<dt>
<a id="#(CARGO).GetCoordinate" >
<strong>CARGO:GetCoordinate()</strong>
</a>
</dt>
<dd>
<p>Get the current coordinates of the Cargo.</p>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em>
The coordinates of the Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO).GetName" >
<strong>CARGO:GetName()</strong>
</a>
@ -982,6 +1019,24 @@ The name of the Cargo.</p>
<dl class="function">
<dt>
<a id="#(CARGO).GetObjectName" >
<strong>CARGO:GetObjectName()</strong>
</a>
</dt>
<dd>
<p>Get the object name of the Cargo.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The object name of the Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO).GetPointVec2" >
<strong>CARGO:GetPointVec2()</strong>
</a>
@ -1018,6 +1073,24 @@ The type of the Cargo.</p>
<dl class="function">
<dt>
<a id="#(CARGO).IsAlive" >
<strong>CARGO:IsAlive()</strong>
</a>
</dt>
<dd>
<p>Check if cargo is alive.</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if unloaded</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO).IsInZone" >
<strong>CARGO:IsInZone(Zone)</strong>
</a>
@ -1809,6 +1882,52 @@ The amount of seconds to delay the action.</p>
<dl class="function">
<dt>
<a id="#(CARGO_GROUP).onafterBoarding" >
<strong>CARGO_GROUP:onafterBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</strong>
</a>
</dt>
<dd>
<p>Leave Boarding State.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
<li>
<p><code><em> NearRadius </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_GROUP).onafterUnBoarding" >
<strong>CARGO_GROUP:onafterUnBoarding(ToPointVec2, Event, From, To, NearRadius, ...)</strong>
</a>
@ -2035,52 +2154,6 @@ Point#POINT_VEC2</p>
<dl class="function">
<dt>
<a id="#(CARGO_GROUP).onleaveBoarding" >
<strong>CARGO_GROUP:onleaveBoarding(CargoCarrier, Event, From, To, NearRadius, ...)</strong>
</a>
</dt>
<dd>
<p>Leave Boarding State.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
<li>
<p><code><em> NearRadius </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_GROUP).onleaveUnBoarding" >
<strong>CARGO_GROUP:onleaveUnBoarding(ToPointVec2, Event, From, To, NearRadius, ...)</strong>
</a>
@ -2847,7 +2920,6 @@ The range till cargo will board.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(CARGO_UNIT).CargoCarrier" >
<strong>CARGO_UNIT.CargoCarrier</strong>
</a>
@ -2968,6 +3040,20 @@ The range till cargo will board.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(CARGO_UNIT).RunCount" >
<strong>CARGO_UNIT.RunCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -3271,52 +3357,6 @@ Point#POINT_VEC2</p>
<dl class="function">
<dt>
<a id="#(CARGO_UNIT).onleaveBoarding" >
<strong>CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, NearRadius, ...)</strong>
</a>
</dt>
<dd>
<p>Leave Boarding State.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em> NearRadius </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_UNIT).onleaveUnBoarding" >
<strong>CARGO_UNIT:onleaveUnBoarding(Event, From, To, ToPointVec2, NearRadius)</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -232,7 +233,13 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportSummary">COMMANDCENTER:ReportSummary(ReportGroup)</a></td>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportMissionsPlayers">COMMANDCENTER:ReportMissionsPlayers(ReportGroup)</a></td>
<td class="summary">
<p>Report the players of all MISSIONs to a GROUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).ReportMissionsStatus">COMMANDCENTER:ReportMissionsStatus(ReportGroup)</a></td>
<td class="summary">
<p>Report the status of all MISSIONs to a GROUP.</p>
</td>
@ -737,8 +744,32 @@ Group#GROUP</p>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).ReportSummary" >
<strong>COMMANDCENTER:ReportSummary(ReportGroup)</strong>
<a id="#(COMMANDCENTER).ReportMissionsPlayers" >
<strong>COMMANDCENTER:ReportMissionsPlayers(ReportGroup)</strong>
</a>
</dt>
<dd>
<p>Report the players of all MISSIONs to a GROUP.</p>
<p>Each Mission is listed, with an indication how many Tasks are still to be completed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> ReportGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).ReportMissionsStatus" >
<strong>COMMANDCENTER:ReportMissionsStatus(ReportGroup)</strong>
</a>
</dt>
<dd>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -550,7 +551,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE:TaskBombing(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType)</a></td>
<td class="summary">
<p>(AIR) Delivering weapon at the point on the ground. </p>
</td>
@ -2220,7 +2221,7 @@ The DCS task structure.</p>
<dt>
<a id="#(CONTROLLABLE).TaskBombing" >
<strong>CONTROLLABLE:TaskBombing(Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)</strong>
<strong>CONTROLLABLE:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType)</strong>
</a>
</dt>
<dd>
@ -2237,8 +2238,8 @@ The DCS task structure.</p>
</li>
<li>
<p><code><em>#number WeaponType </em></code>:
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p>
<p><code><em>#boolean GroupAttack </em></code>:
(optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.</p>
</li>
<li>
@ -2261,8 +2262,8 @@ The DCS task structure.</p>
</li>
<li>
<p><code><em>#boolean ControllableAttack </em></code>:
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.</p>
<p><code><em>#number WeaponType </em></code>:
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.</p>
</li>
</ul>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -476,6 +477,18 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS">DATABASE.UNITS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS_Index">DATABASE.UNITS_Index</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).UNITS_Position">DATABASE.UNITS_Position</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1797,6 +1810,33 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).UNITS_Index" >
<strong>DATABASE.UNITS_Index</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).UNITS_Position" >
<strong>DATABASE.UNITS_Position</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -890,7 +891,6 @@ function below will use the range 1-7 just in case</p>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).LaserCodes" >
<strong>DESIGNATE.LaserCodes</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -2322,7 +2323,6 @@ The index of the DetectedItem.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemCount" >
<strong>DETECTION_BASE.DetectedItemCount</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -343,6 +344,12 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
<td class="name" nowrap="nowrap"><a href="##(EVENT).CreateEventNewCargo">EVENT:CreateEventNewCargo(Cargo)</a></td>
<td class="summary">
<p>Creation of a New Cargo Event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(EVENT).CreateEventPlayerEnterUnit">EVENT:CreateEventPlayerEnterUnit(PlayerUnit)</a></td>
<td class="summary">
<p>Creation of a S<em>EVENT</em>PLAYER<em>ENTER</em>UNIT Event.</p>
</td>
</tr>
<tr>
@ -1009,6 +1016,27 @@ The Cargo created.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(EVENT).CreateEventPlayerEnterUnit" >
<strong>EVENT:CreateEventPlayerEnterUnit(PlayerUnit)</strong>
</a>
</dt>
<dd>
<p>Creation of a S<em>EVENT</em>PLAYER<em>ENTER</em>UNIT Event.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -1622,7 +1623,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em>#string</em>
<em></em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@ -1921,6 +1922,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM).current" >
<strong>FSM.current</strong>
</a>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -128,12 +129,24 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).AddTask">MISSION:AddTask(Task)</a></td>
<td class="summary">
<p>Register a <a href="Task.html">Task</a> to be completed within the <a href="Mission.html">Mission</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).AssignedGroups">MISSION.AssignedGroups</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ClassName">MISSION.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ClearGroupAssignment">MISSION:ClearGroupAssignment(MissionGroup)</a></td>
<td class="summary">
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Mission.html">Mission</a>.</p>
</td>
</tr>
<tr>
@ -194,6 +207,12 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).GetTask">MISSION.GetTask(TaskName, self)</a></td>
<td class="summary">
<p>Get the TASK identified by the TaskNumber from the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).GetTaskTypes">MISSION:GetTaskTypes()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -230,6 +249,12 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).IsFAILED">MISSION:IsFAILED()</a></td>
<td class="summary">
<p>Is the <a href="Mission.html">Mission</a> <strong>FAILED</strong>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).IsGroupAssigned">MISSION:IsGroupAssigned(MissionGroup)</a></td>
<td class="summary">
<p>Returns if the <a href="Mission.html">Mission</a> is assigned to the Group.</p>
</td>
</tr>
<tr>
@ -416,6 +441,18 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportOverview">MISSION:ReportOverview(TaskStatus)</a></td>
<td class="summary">
<p>Create a overview report of the Mission (multiple lines).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportPlayers">MISSION:ReportPlayers()</a></td>
<td class="summary">
<p>Create a player report of the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportStatus">MISSION:ReportStatus()</a></td>
<td class="summary">
<p>Create a status report of the Mission.</p>
</td>
</tr>
<tr>
@ -428,6 +465,12 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
<td class="name" nowrap="nowrap"><a href="##(MISSION).Scoring">MISSION.Scoring</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).SetGroupAssigned">MISSION:SetGroupAssigned(MissionGroup)</a></td>
<td class="summary">
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Mission.html">Mission</a>.</p>
</td>
</tr>
<tr>
@ -541,8 +584,8 @@ The CLIENT or UNIT of the Player joining the Mission.</p>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if Unit is part of a Task in the Mission.</p>
<p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
</dd>
</dl>
@ -601,6 +644,20 @@ is the <a href="Task.html">Task</a> object.</p>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em>
The task added.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(MISSION).AssignedGroups" >
<strong>MISSION.AssignedGroups</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -615,6 +672,32 @@ The task added.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).ClearGroupAssignment" >
<strong>MISSION:ClearGroupAssignment(MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Mission.html">Mission</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -657,8 +740,8 @@ The CLIENT or UNIT of the Player crashing.</p>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if Unit is part of a Task in the Mission.</p>
<p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
</dd>
</dl>
@ -840,6 +923,24 @@ Returns nil if no task was found.</p>
<dl class="function">
<dt>
<a id="#(MISSION).GetTaskTypes" >
<strong>MISSION:GetTaskTypes()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em>#number:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).GetTasks" >
<strong>MISSION:GetTasks()</strong>
</a>
@ -970,6 +1071,32 @@ true if the Mission has a Group.</p>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).IsGroupAssigned" >
<strong>MISSION:IsGroupAssigned(MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Returns if the <a href="Mission.html">Mission</a> is assigned to the Group.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
@ -1907,6 +2034,67 @@ self</p>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).ReportPlayers" >
<strong>MISSION:ReportPlayers()</strong>
</a>
</dt>
<dd>
<p>Create a player report of the Mission.</p>
<p>This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.</p>
<pre><code>Mission "&lt;MissionName&gt;" - Status "&lt;MissionStatus&gt;"
- Player "&lt;PlayerName&gt;: Task &lt;TaskName&gt; &lt;TaskStatus&gt;, Task &lt;TaskName&gt; &lt;TaskStatus&gt;
- Player &lt;PlayerName&gt;: Task &lt;TaskName&gt; &lt;TaskStatus&gt;, Task &lt;TaskName&gt; &lt;TaskStatus&gt;
- ..
</code></pre>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).ReportStatus" >
<strong>MISSION:ReportStatus()</strong>
</a>
</dt>
<dd>
<p>Create a status report of the Mission.</p>
<p>This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.</p>
<pre><code>Mission "&lt;MissionName&gt;" - Status "&lt;MissionStatus&gt;"
- Task Types: &lt;TaskType&gt;, &lt;TaskType&gt;
- &lt;xx&gt; Planned Tasks (xp)
- &lt;xx&gt; Assigned Tasks(xp)
- &lt;xx&gt; Success Tasks (xp)
- &lt;xx&gt; Hold Tasks (xp)
- &lt;xx&gt; Cancelled Tasks (xp)
- &lt;xx&gt; Aborted Tasks (xp)
- &lt;xx&gt; Failed Tasks (xp)
</code></pre>
<h3>Return value</h3>
<p><em>#string:</em></p>
</dd>
</dl>
<dl class="function">
@ -1939,6 +2127,32 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSION).SetGroupAssigned" >
<strong>MISSION:SetGroupAssigned(MissionGroup)</strong>
</a>
</dt>
<dd>
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Mission.html">Mission</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> MissionGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MISSION)">#MISSION</a>:</em></p>
</dd>
</dl>
<dl class="function">

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -1971,6 +1972,7 @@ The new calculated POINT_VEC2.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(POINT_VEC2).z" >
<strong>POINT_VEC2.z</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -316,7 +317,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToCoalition">POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition, Name)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).MessageToCoalition">POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition)</a></td>
<td class="summary">
<p>Send a message to a coalition.</p>
</td>
@ -1184,7 +1185,7 @@ The client object receiving the message.</p>
<dt>
<a id="#(POSITIONABLE).MessageToCoalition" >
<strong>POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition, Name)</strong>
<strong>POSITIONABLE:MessageToCoalition(Message, Duration, MessageCoalition)</strong>
</a>
</dt>
<dd>
@ -1213,12 +1214,6 @@ The duration of the message.</p>
<p><code><em><a href="Dcs.DCScoalition.html##(coalition)">Dcs.DCScoalition#coalition</a> MessageCoalition </em></code>:
The Coalition receiving the message.</p>
</li>
<li>
<p><code><em>#string Name </em></code>:
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.</p>
</li>
</ul>
</dd>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -976,6 +977,12 @@ mission designer to add a dedicated method</p>
<td class="summary">
<p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).GetFirst">SET_UNIT:GetFirst()</a></td>
<td class="summary">
<p>Get the first unit from the set.</p>
</td>
</tr>
<tr>
@ -4817,6 +4824,24 @@ self</p>
<dl class="function">
<dt>
<a id="#(SET_UNIT).GetFirst" >
<strong>SET_UNIT:GetFirst()</strong>
</a>
</dt>
<dd>
<p>Get the first unit from the set.</p>
<h3>Return value</h3>
<p><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>:</em>
The UNIT object.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_UNIT).GetTypeNames" >
<strong>SET_UNIT:GetTypeNames(Delimiter)</strong>
</a>

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@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -2527,6 +2528,9 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd>
</dl>
<dl class="function">
@ -2541,6 +2545,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2576,7 +2583,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2593,7 +2600,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -444,7 +445,6 @@ ptional) The name of the new static.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -761,6 +762,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).ScheduleID" >
<strong>SPOT.ScheduleID</strong>
</a>
@ -774,6 +776,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotIR" >
<strong>SPOT.SpotIR</strong>
</a>
@ -787,6 +790,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotLaser" >
<strong>SPOT.SpotLaser</strong>
</a>
@ -800,6 +804,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).Target" >
<strong>SPOT.Target</strong>
</a>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -127,7 +128,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).AbortUnit">TASK:AbortUnit(PlayerUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).AbortGroup">TASK:AbortGroup(PlayerUnit, PlayerGroup)</a></td>
<td class="summary">
<p>Abort a PlayerUnit from a Task.</p>
</td>
@ -148,6 +149,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).Cancel">TASK:Cancel()</a></td>
<td class="summary">
<p>FSM Cancel synchronous event function for TASK.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).ClearGroupAssignment">TASK:ClearGroupAssignment(TaskGroup)</a></td>
<td class="summary">
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Task.html">Task</a>.</p>
</td>
</tr>
<tr>
@ -157,7 +164,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).CrashUnit">TASK:CrashUnit(PlayerUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).CrashGroup">TASK:CrashGroup(PlayerUnit, PlayerGroup)</a></td>
<td class="summary">
<p>A PlayerUnit crashed in a Task.</p>
</td>
@ -184,6 +191,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).FsmTemplate">TASK.FsmTemplate</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetBriefing">TASK:GetBriefing()</a></td>
<td class="summary">
<p>Gets the <a href="Task.html">Task</a> briefing.</p>
</td>
</tr>
<tr>
@ -208,6 +221,18 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).GetName">TASK:GetName()</a></td>
<td class="summary">
<p>Gets the Name of the Task</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetPlayerCount">TASK:GetPlayerCount()</a></td>
<td class="summary">
<p>Create a count of the players in the Task.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetPlayerNames">TASK:GetPlayerNames()</a></td>
<td class="summary">
<p>Create a list of the players in the Task.</p>
</td>
</tr>
<tr>
@ -232,6 +257,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).GetStateString">TASK:GetStateString()</a></td>
<td class="summary">
<p>Gets the <a href="Task.html">Task</a> status.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetTaskBriefing">TASK:GetTaskBriefing()</a></td>
<td class="summary">
<p>Returns the <a href="Task.html">Task</a> briefing.</p>
</td>
</tr>
<tr>
@ -277,7 +308,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).IsAssignedToGroup">TASK:IsAssignedToGroup(TaskGroup)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).IsGroupAssigned">TASK:IsGroupAssigned(TaskGroup)</a></td>
<td class="summary">
<p>Returns if the <a href="Task.html">Task</a> is assigned to the Group.</p>
</td>
@ -367,7 +398,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).New">TASK:New(Mission, SetGroupAssign, TaskName, TaskType)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).New">TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK.</p>
</td>
@ -388,6 +419,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).OnAfterPlayerDead">TASK:OnAfterPlayerDead(PlayerUnit, PlayerName)</a></td>
<td class="summary">
<p>FSM PlayerDead event handler prototype for TASK.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).RefreshMenus">TASK:RefreshMenus(TaskGroup, MenuTime)</a></td>
<td class="summary">
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
@ -400,12 +437,6 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).RemoveMenu">TASK:RemoveMenu(MenuTime)</a></td>
<td class="summary">
<p>Remove the menu options of the <a href="Task.html">Task</a> to all the groups in the SetGroup.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).RemovePlannedMenuForGroup">TASK:RemovePlannedMenuForGroup(TaskGroup, MenuTime)</a></td>
<td class="summary">
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
@ -466,6 +497,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).SetGroup">TASK.SetGroup</a></td>
<td class="summary">
<p>The Set of Groups assigned to the Task</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).SetGroupAssigned">TASK:SetGroupAssigned(TaskGroup)</a></td>
<td class="summary">
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Task.html">Task</a>.</p>
</td>
</tr>
<tr>
@ -805,8 +842,8 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
<dl class="function">
<dt>
<a id="#(TASK).AbortUnit" >
<strong>TASK:AbortUnit(PlayerUnit)</strong>
<a id="#(TASK).AbortGroup" >
<strong>TASK:AbortGroup(PlayerUnit, PlayerGroup)</strong>
</a>
</dt>
<dd>
@ -817,19 +854,24 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
<p>If the Unit was not part of the Task, false is returned.
If the Unit is part of the Task, true is returned.</p>
<h3>Parameter</h3>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
The CLIENT or UNIT of the Player aborting the Task.</p>
</li>
<li>
<p><code><em> PlayerGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if Unit is part of the Task.</p>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
@ -899,6 +941,32 @@ self</p>
<p>Use this event to Cancel the Task.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).ClearGroupAssignment" >
<strong>TASK:ClearGroupAssignment(TaskGroup)</strong>
</a>
</dt>
<dd>
<p>Clear the <a href="Group.html">Group</a> assignment from the <a href="Task.html">Task</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -918,8 +986,8 @@ self</p>
<dl class="function">
<dt>
<a id="#(TASK).CrashUnit" >
<strong>TASK:CrashUnit(PlayerUnit)</strong>
<a id="#(TASK).CrashGroup" >
<strong>TASK:CrashGroup(PlayerUnit, PlayerGroup)</strong>
</a>
</dt>
<dd>
@ -931,19 +999,24 @@ self</p>
If the Unit was not part of the Task, false is returned.
If the Unit is part of the Task, true is returned.</p>
<h3>Parameter</h3>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
The CLIENT or UNIT of the Player aborting the Task.</p>
</li>
<li>
<p><code><em> PlayerGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if Unit is part of the Task.</p>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
@ -1017,6 +1090,24 @@ true if Unit is part of the Task.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetBriefing" >
<strong>TASK:GetBriefing()</strong>
</a>
</dt>
<dd>
<p>Gets the <a href="Task.html">Task</a> briefing.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The briefing text.</p>
</dd>
</dl>
<dl class="function">
@ -1094,6 +1185,42 @@ The Task Name</p>
<dl class="function">
<dt>
<a id="#(TASK).GetPlayerCount" >
<strong>TASK:GetPlayerCount()</strong>
</a>
</dt>
<dd>
<p>Create a count of the players in the Task.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The total number of players in the task.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetPlayerNames" >
<strong>TASK:GetPlayerNames()</strong>
</a>
</dt>
<dd>
<p>Create a list of the players in the Task.</p>
<h3>Return value</h3>
<p><em><a href="##(map)">#map</a>:</em></p>
<h1>string,Wrapper.Group#GROUP> A map of the players</h1>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetProcessTemplate" >
<strong>TASK:GetProcessTemplate(ProcessName)</strong>
</a>
@ -1177,6 +1304,24 @@ Scoring</p>
<dl class="function">
<dt>
<a id="#(TASK).GetTaskBriefing" >
<strong>TASK:GetTaskBriefing()</strong>
</a>
</dt>
<dd>
<p>Returns the <a href="Task.html">Task</a> briefing.</p>
<h3>Return value</h3>
<p><em>#string:</em>
Task briefing.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetTaskIndex" >
<strong>TASK:GetTaskIndex()</strong>
</a>
@ -1327,8 +1472,8 @@ self</p>
<dl class="function">
<dt>
<a id="#(TASK).IsAssignedToGroup" >
<strong>TASK:IsAssignedToGroup(TaskGroup)</strong>
<a id="#(TASK).IsGroupAssigned" >
<strong>TASK:IsGroupAssigned(TaskGroup)</strong>
</a>
</dt>
<dd>
@ -1594,7 +1739,7 @@ true if Unit is part of the Task.</p>
<dt>
<a id="#(TASK).New" >
<strong>TASK:New(Mission, SetGroupAssign, TaskName, TaskType)</strong>
<strong>TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -1629,6 +1774,11 @@ The name of the Task</p>
<p><code><em>#string TaskType </em></code>:
The type of the Task</p>
</li>
<li>
<p><code><em> TaskBriefing </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
@ -1725,6 +1875,37 @@ The name of the Player.</p>
<dl class="function">
<dt>
<a id="#(TASK).RefreshMenus" >
<strong>TASK:RefreshMenus(TaskGroup, MenuTime)</strong>
</a>
</dt>
<dd>
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
<li>
<p><code><em>#number MenuTime </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).RemoveAssignedMenuForGroup" >
<strong>TASK:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)</strong>
</a>
@ -1777,37 +1958,6 @@ self</p>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).RemovePlannedMenuForGroup" >
<strong>TASK:RemovePlannedMenuForGroup(TaskGroup, MenuTime)</strong>
</a>
</dt>
<dd>
<p>Remove the menu option of the <a href="Task.html">Task</a> for a <a href="Group.html">Group</a>.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
<li>
<p><code><em>#number MenuTime </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
@ -2023,6 +2173,32 @@ self</p>
<p>The Set of Groups assigned to the Task</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).SetGroupAssigned" >
<strong>TASK:SetGroupAssigned(TaskGroup)</strong>
</a>
</dt>
<dd>
<p>Set <a href="Group.html">Group</a> assigned to the <a href="Task.html">Task</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -2901,6 +3077,8 @@ self</p>
<h2><a id="#(integer)" >Type <code>integer</code></a></h2>
<h2><a id="#(map)" >Type <code>map</code></a></h2>
</div>
</div>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -240,7 +241,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK_A2G.</p>
</td>
@ -304,7 +305,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK_BAI.</p>
</td>
@ -326,7 +327,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK_CAS.</p>
</td>
@ -348,7 +349,7 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK_SEAD.</p>
</td>
@ -572,7 +573,7 @@ The Zone object where the Target is located on the map.</p>
<dt>
<a id="#(TASK_A2G).New" >
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</strong>
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -625,6 +626,11 @@ If the TargetZone parameter is specified, the player will be routed to the cente
<p><code><em> TaskType </em></code>: </p>
</li>
<li>
<p><code><em> TaskBriefing </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
@ -900,7 +906,7 @@ The Zone object where the Target is located on the map.</p>
<dt>
<a id="#(TASK_BAI).New" >
<strong>TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
<strong>TASK_BAI:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -916,7 +922,7 @@ The Zone object where the Target is located on the map.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
@ -928,25 +934,13 @@ The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>
@ -995,7 +989,7 @@ self</p>
<dt>
<a id="#(TASK_CAS).New" >
<strong>TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
<strong>TASK_CAS:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -1011,7 +1005,7 @@ self</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
@ -1023,25 +1017,13 @@ The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>
@ -1090,7 +1072,7 @@ self</p>
<dt>
<a id="#(TASK_SEAD).New" >
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit)</strong>
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -1106,7 +1088,7 @@ self</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
@ -1118,7 +1100,13 @@ The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -219,7 +220,7 @@ and various dedicated deployment zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).New">TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).New">TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK_CARGO.</p>
</td>
@ -283,6 +284,18 @@ and various dedicated deployment zones.</p>
<h2><a id="#(TASK_CARGO_TRANSPORT)">Type <code>TASK_CARGO_TRANSPORT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).CargoDeployed">TASK_CARGO_TRANSPORT:CargoDeployed(TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).CargoPickedUp">TASK_CARGO_TRANSPORT:CargoPickedUp(TaskUnit, Cargo)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event CargoPickedUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td>
<td class="summary">
@ -295,9 +308,45 @@ and various dedicated deployment zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).New">TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).New">TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnAfterCargoDeployed">TASK_CARGO_TRANSPORT:OnAfterCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnAfterCargoPickedUp">TASK_CARGO_TRANSPORT:OnAfterCargoPickedUp(From, Event, To, TaskUnit, Cargo)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event CargoPickedUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnBeforeCargoDeployed">TASK_CARGO_TRANSPORT:OnBeforeCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).OnBeforeCargoPickedUp">TASK_CARGO_TRANSPORT:OnBeforeCargoPickedUp(From, Event, To, TaskUnit, Cargo)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event CargoPickedUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).__CargoDeployed">TASK_CARGO_TRANSPORT:__CargoDeployed(Delay, TaskUnit, Cargo, DeployZone)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event CargoDeployed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).__CargoPickedUp">TASK_CARGO_TRANSPORT:__CargoPickedUp(Delay, TaskUnit, Cargo)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event CargoPickedUp.</p>
</td>
</tr>
</table>
@ -608,7 +657,7 @@ The Zone object where the Target is located on the map.</p>
<dt>
<a id="#(TASK_CARGO).New" >
<strong>TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</strong>
<strong>TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -645,6 +694,12 @@ The scope of the cargo to be transported.</p>
<p><code><em>#string TaskType </em></code>:
The type of Cargo task.</p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The Cargo Task briefing.</p>
</li>
</ul>
<h3>Return value</h3>
@ -936,6 +991,68 @@ The score in points.</p>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).CargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:CargoDeployed(TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).CargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:CargoPickedUp(TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_CARGO_TRANSPORT).ClassName" >
<strong>TASK_CARGO_TRANSPORT.ClassName</strong>
@ -969,7 +1086,7 @@ The score in points.</p>
<dt>
<a id="#(TASK_CARGO_TRANSPORT).New" >
<strong>TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</strong>
<strong>TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo, TaskBriefing)</strong>
</a>
</dt>
<dd>
@ -1000,6 +1117,12 @@ The name of the Task.</p>
<p><code><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>:
The scope of the cargo to be transported.</p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The Cargo Task briefing.</p>
</li>
</ul>
<h3>Return value</h3>
@ -1007,6 +1130,286 @@ The scope of the cargo to be transported.</p>
<p><em><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnAfterCargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:OnAfterCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnAfterCargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:OnAfterCargoPickedUp(From, Event, To, TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnBeforeCargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:OnBeforeCargoDeployed(From, Event, To, TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).OnBeforeCargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:OnBeforeCargoPickedUp(From, Event, To, TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>OnBefore Transition Handler for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return false to cancel Transition.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).__CargoDeployed" >
<strong>TASK_CARGO_TRANSPORT:__CargoDeployed(Delay, TaskUnit, Cargo, DeployZone)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event CargoDeployed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>:
The zone where the Cargo got Deployed or UnBoarded.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).__CargoPickedUp" >
<strong>TASK_CARGO_TRANSPORT:__CargoPickedUp(Delay, TaskUnit, Cargo)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event CargoPickedUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>:
The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.</p>
</li>
<li>
<p><code><em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a> Cargo </em></code>:
The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.</p>
</li>
</ul>
</dd>
</dl>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
index
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
@ -95,6 +96,18 @@
<div id="content">
<h2>Module</h2>
<table class="module_list">
<tr>
<td class="name" nowrap="nowrap"><a href="AI_BAI.html">AI_BAI</a></td>
<td class="summary">
<p><strong>AI</strong> -- <strong>Provide Battleground Air Interdiction (bombing).</strong></p>
<p><img src="..\Presentations\AI_BAI\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<p>AI_BAI classes makes AI Controllables execute bombing tasks.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
<td class="summary">

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

View File

@ -17,6 +17,7 @@
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AI_BAI.html">AI_BAI</a></li>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>

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