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Module AI_Bai

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AI -- Provide Battlefield Air Interdiction (bombing).

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Banner Image

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AI_BAI classes makes AI Controllables execute bombing tasks.

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There are the following types of BAI classes defined:

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Demo Missions

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AI_BAI Demo Missions source code

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AI_BAI Demo Missions, only for beta testers

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ALL Demo Missions pack of the last release

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YouTube Channel

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AI_BAI YouTube Channel

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Author: Sven Van de Velde (FlightControl)

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Contributions:

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Global(s)

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AI_BAI_ZONE -

AIBAIZONE class, extends AIPatrol#AIPATROL_ZONE

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AIBAIZONE derives from the AIPatrol#AIPATROL_ZONE, inheriting its methods and behaviour.

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_NewEngageRoute(AIControllable) - -
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Type AI_BAI_ZONE

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AI_BAI_ZONE.AIControllable -

The Controllable patrolling.

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AI_BAI_ZONE:Abort() -

Synchronous Event Trigger for Event Abort.

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AI_BAI_ZONE:Accomplish() -

Synchronous Event Trigger for Event Accomplish.

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AI_BAI_ZONE.Accomplished - -
AI_BAI_ZONE:Destroy() -

Synchronous Event Trigger for Event Destroy.

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AI_BAI_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection) -

Synchronous Event Trigger for Event Engage.

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AI_BAI_ZONE.EngageAltitude - -
AI_BAI_ZONE.EngageAttackQty - -
AI_BAI_ZONE.EngageDirection - -
AI_BAI_ZONE.EngageSpeed - -
AI_BAI_ZONE.EngageWeaponExpend - -
AI_BAI_ZONE.EngageZone - -
AI_BAI_ZONE:Fired() -

Synchronous Event Trigger for Event Fired.

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AI_BAI_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType) -

Creates a new AIBAIZONE object

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AI_BAI_ZONE:OnAfterAbort(Controllable, From, Event, To) -

OnAfter Transition Handler for Event Abort.

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AI_BAI_ZONE:OnAfterAccomplish(Controllable, From, Event, To) -

OnAfter Transition Handler for Event Accomplish.

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AI_BAI_ZONE:OnAfterDestroy(Controllable, From, Event, To) -

OnAfter Transition Handler for Event Destroy.

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AI_BAI_ZONE:OnAfterEngage(Controllable, From, Event, To) -

OnAfter Transition Handler for Event Engage.

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AI_BAI_ZONE:OnAfterFired(Controllable, From, Event, To) -

OnAfter Transition Handler for Event Fired.

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AI_BAI_ZONE:OnBeforeAbort(Controllable, From, Event, To) -

OnBefore Transition Handler for Event Abort.

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AI_BAI_ZONE:OnBeforeAccomplish(Controllable, From, Event, To) -

OnBefore Transition Handler for Event Accomplish.

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AI_BAI_ZONE:OnBeforeDestroy(Controllable, From, Event, To) -

OnBefore Transition Handler for Event Destroy.

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AI_BAI_ZONE:OnBeforeEngage(Controllable, From, Event, To) -

OnBefore Transition Handler for Event Engage.

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AI_BAI_ZONE:OnBeforeFired(Controllable, From, Event, To) -

OnBefore Transition Handler for Event Fired.

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AI_BAI_ZONE:OnEnterEngaging(Controllable, From, Event, To) -

OnEnter Transition Handler for State Engaging.

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AI_BAI_ZONE:OnEventDead(EventData) - -
AI_BAI_ZONE:OnLeaveEngaging(Controllable, From, Event, To) -

OnLeave Transition Handler for State Engaging.

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AI_BAI_ZONE.Search - -
AI_BAI_ZONE:SearchOff() -

If Search is Off, the current zone coordinate will be the center of the bombing.

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AI_BAI_ZONE:SearchOn() -

If Search is On, BAI will search for potential targets in the zone.

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AI_BAI_ZONE:SearchOnOff(Search) -

Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.

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AI_BAI_ZONE:SetEngageZone(EngageZone) -

Set the Engage Zone where the AI is performing BOMB.

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AI_BAI_ZONE.TargetZone -

The Zone where the patrol needs to be executed.

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AI_BAI_ZONE:__Abort(Delay) -

Asynchronous Event Trigger for Event Abort.

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AI_BAI_ZONE:__Accomplish(Delay) -

Asynchronous Event Trigger for Event Accomplish.

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AI_BAI_ZONE:__Destroy(Delay) -

Asynchronous Event Trigger for Event Destroy.

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AI_BAI_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection) -

Asynchronous Event Trigger for Event Engage.

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AI_BAI_ZONE:__Fired(Delay) -

Asynchronous Event Trigger for Event Fired.

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AI_BAI_ZONE:onafterAbort(Controllable, From, Event, To) - -
AI_BAI_ZONE:onafterAccomplish(Controllable, From, Event, To) - -
AI_BAI_ZONE:onafterDestroy(Controllable, From, Event, To, EventData) - -
AI_BAI_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection) - -
AI_BAI_ZONE:onafterStart(Controllable, From, Event, To) -

onafter State Transition for Event Start.

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AI_BAI_ZONE:onafterTarget(Controllable, From, Event, To) - -
AI_BAI_ZONE:onbeforeEngage(Controllable, From, Event, To) - -
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Global(s)

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- - #AI_BAI_ZONE - -AI_BAI_ZONE - -
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AIBAIZONE class, extends AIPatrol#AIPATROL_ZONE

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AIBAIZONE derives from the AIPatrol#AIPATROL_ZONE, inheriting its methods and behaviour.

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-The AIBAIZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage Zone by an AIR Controllable or Group. -The AIBAIZONE 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.

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HoldAndEngage

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The AIBAIZONE is assigned a Group and this must be done before the AIBAIZONE process can be started through the Start event.

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Start Event

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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.

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Route Event

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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.

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Engage Event

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The AI will detect the targets and will only destroy the targets within the Engage Zone.

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Engage Event

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Every target that is destroyed, is reported< by the AI.

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Engage Event

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Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.

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Engage Event

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Until it is notified through the event Accomplish, which is to be triggered by an observing party:

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    -
  • a FAC
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  • a timed event
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  • a menu option selected by a human
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  • a condition
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  • others ...
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Engage Event

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When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.

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Engage Event

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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.

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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.

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Engage Event

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1. AIBAIZONE constructor

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2. AIBAIZONE is a FSM

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Process

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2.1. AIBAIZONE States

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    -
  • None ( Group ): The process is not started yet.
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  • Patrolling ( Group ): The AI is patrolling the Patrol Zone.
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  • Engaging ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
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  • Returning ( Group ): The AI is returning to Base..
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2.2. AIBAIZONE Events

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3. Modify the Engage Zone behaviour to pinpoint a map object or scenery object

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Use the method AIBAIZONE.SearchOff() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone -is the point where a map object is to be destroyed (like a bridge).

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Example:

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 -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
- AIBAIZone:SearchOff()
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Searching can be switched back on with the method AIBAIZONE.SearchOn(). Use the method AIBAIZONE.SearchOnOff() to flexibily switch searching on or off.

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- - -_NewEngageRoute(AIControllable) - -
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Parameter

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Type AI_Bai

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Type AI_BAI_ZONE

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AIBAIZONE class

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Field(s)

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- - Wrapper.Controllable#CONTROLLABLE - -AI_BAI_ZONE.AIControllable - -
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The Controllable patrolling.

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- - -AI_BAI_ZONE:Abort() - -
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Synchronous Event Trigger for Event Abort.

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- - -AI_BAI_ZONE:Accomplish() - -
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Synchronous Event Trigger for Event Accomplish.

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- - #boolean - -AI_BAI_ZONE.Accomplished - -
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- - -AI_BAI_ZONE:Destroy() - -
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Synchronous Event Trigger for Event Destroy.

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- - -AI_BAI_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection) - -
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Synchronous Event Trigger for Event Engage.

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Parameters

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    -
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    #number EngageSpeed : -(optional) The speed the Group will hold when engaging to the target zone.

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    Dcs.DCSTypes#Distance EngageAltitude : -(optional) Desired altitude to perform the unit engagement.

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    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. -Use the structure DCSTypes#AI.Task.WeaponExpend to define the amount of weapons to be release at each attack.

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  • -
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    #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.

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  • -
  • - -

    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.

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  • -
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- - -AI_BAI_ZONE.EngageAltitude - -
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- - - -AI_BAI_ZONE.EngageAttackQty - -
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- - - -AI_BAI_ZONE.EngageDirection - -
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- - -AI_BAI_ZONE.EngageSpeed - -
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- - - -AI_BAI_ZONE.EngageWeaponExpend - -
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- - - -AI_BAI_ZONE.EngageZone - -
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- - -AI_BAI_ZONE:Fired() - -
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Synchronous Event Trigger for Event Fired.

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- - -AI_BAI_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType) - -
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- -

Creates a new AIBAIZONE object

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Parameters

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Return value

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#AIBAIZONE: -self

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- - -AI_BAI_ZONE:OnAfterAbort(Controllable, From, Event, To) - -
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OnAfter Transition Handler for Event Abort.

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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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- - -AI_BAI_ZONE:OnAfterAccomplish(Controllable, From, Event, To) - -
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OnAfter Transition Handler for Event Accomplish.

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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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- - -AI_BAI_ZONE:OnAfterDestroy(Controllable, From, Event, To) - -
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OnAfter Transition Handler for Event Destroy.

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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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  • -
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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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  • -
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- - -AI_BAI_ZONE:OnAfterEngage(Controllable, From, Event, To) - -
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- -

OnAfter Transition Handler for Event Engage.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

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    #string Event : -The Event string.

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  • -
  • - -

    #string To : -The To State string.

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  • -
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- - -AI_BAI_ZONE:OnAfterFired(Controllable, From, Event, To) - -
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- -

OnAfter Transition Handler for Event Fired.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

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    #string Event : -The Event string.

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  • -
  • - -

    #string To : -The To State string.

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  • -
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- - -AI_BAI_ZONE:OnBeforeAbort(Controllable, From, Event, To) - -
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- -

OnBefore Transition Handler for Event Abort.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

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  • -
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    #string Event : -The Event string.

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  • -
  • - -

    #string To : -The To State string.

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  • -
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Return value

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#boolean: -Return false to cancel Transition.

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-
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- - -AI_BAI_ZONE:OnBeforeAccomplish(Controllable, From, Event, To) - -
-
- -

OnBefore Transition Handler for Event Accomplish.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

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  • -
  • - -

    #string Event : -The Event string.

    - -
  • -
  • - -

    #string To : -The To State string.

    - -
  • -
-

Return value

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#boolean: -Return false to cancel Transition.

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- - -AI_BAI_ZONE:OnBeforeDestroy(Controllable, From, Event, To) - -
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- -

OnBefore Transition Handler for Event Destroy.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

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  • -
  • - -

    #string Event : -The Event string.

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  • -
  • - -

    #string To : -The To State string.

    - -
  • -
-

Return value

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#boolean: -Return false to cancel Transition.

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-
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- - -AI_BAI_ZONE:OnBeforeEngage(Controllable, From, Event, To) - -
-
- -

OnBefore Transition Handler for Event Engage.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

    - -
  • -
  • - -

    #string Event : -The Event string.

    - -
  • -
  • - -

    #string To : -The To State string.

    - -
  • -
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-
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- - -AI_BAI_ZONE:OnBeforeFired(Controllable, From, Event, To) - -
-
- -

OnBefore Transition Handler for Event Fired.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

    - -
  • -
  • - -

    #string Event : -The Event string.

    - -
  • -
  • - -

    #string To : -The To State string.

    - -
  • -
-

Return value

- -

#boolean: -Return false to cancel Transition.

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-
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-
- - -AI_BAI_ZONE:OnEnterEngaging(Controllable, From, Event, To) - -
-
- -

OnEnter Transition Handler for State Engaging.

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Parameters

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    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

    - -
  • -
  • - -

    #string Event : -The Event string.

    - -
  • -
  • - -

    #string To : -The To State string.

    - -
  • -
-
-
-
-
- - -AI_BAI_ZONE:OnEventDead(EventData) - -
-
- - - -

Parameter

- -
-
-
-
- - -AI_BAI_ZONE:OnLeaveEngaging(Controllable, From, Event, To) - -
-
- -

OnLeave Transition Handler for State Engaging.

- -

Parameters

-
    -
  • - -

    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

    - -
  • -
  • - -

    #string From : -The From State string.

    - -
  • -
  • - -

    #string Event : -The Event string.

    - -
  • -
  • - -

    #string To : -The To State string.

    - -
  • -
-

Return value

- -

#boolean: -Return false to cancel Transition.

- -
-
-
-
- - - -AI_BAI_ZONE.Search - -
-
- - - -
-
-
-
- - -AI_BAI_ZONE:SearchOff() - -
-
- -

If Search is Off, the current zone coordinate will be the center of the bombing.

- -

Return value

- -

#AIBAIZONE:

- - -
-
-
-
- - -AI_BAI_ZONE:SearchOn() - -
-
- -

If Search is On, BAI will search for potential targets in the zone.

- -

Return value

- -

#AIBAIZONE:

- - -
-
-
-
- - -AI_BAI_ZONE:SearchOnOff(Search) - -
-
- -

Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.

- - -

AIBAIZONE will search for potential targets by default.

- -

Parameter

-
    -
  • - -

    Search :

    - -
  • -
-

Return value

- -

#AIBAIZONE:

- - -
-
-
-
- - -AI_BAI_ZONE:SetEngageZone(EngageZone) - -
-
- -

Set the Engage Zone where the AI is performing BOMB.

- - -

Note that if the EngageZone is changed, the AI needs to re-detect targets.

- -

Parameter

-
    -
  • - -

    Core.Zone#ZONE EngageZone : -The zone where the AI is performing BOMB.

    - -
  • -
-

Return value

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#AIBAIZONE: -self

- -
-
-
-
- - Core.Zone#ZONE_BASE - -AI_BAI_ZONE.TargetZone - -
-
- -

The Zone where the patrol needs to be executed.

- -
-
-
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- - -AI_BAI_ZONE:__Abort(Delay) - -
-
- -

Asynchronous Event Trigger for Event Abort.

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Parameter

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    -
  • - -

    #number Delay : -The delay in seconds.

    - -
  • -
-
-
-
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- - -AI_BAI_ZONE:__Accomplish(Delay) - -
-
- -

Asynchronous Event Trigger for Event Accomplish.

- -

Parameter

-
    -
  • - -

    #number Delay : -The delay in seconds.

    - -
  • -
-
-
-
-
- - -AI_BAI_ZONE:__Destroy(Delay) - -
-
- -

Asynchronous Event Trigger for Event Destroy.

- -

Parameter

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    -
  • - -

    #number Delay : -The delay in seconds.

    - -
  • -
-
-
-
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- - -AI_BAI_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection) - -
-
- -

Asynchronous Event Trigger for Event Engage.

- -

Parameters

-
    -
  • - -

    #number Delay : -The delay in seconds.

    - -
  • -
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    #number EngageSpeed : -(optional) The speed the Group will hold when engaging to the target zone.

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    Dcs.DCSTypes#Distance EngageAltitude : -(optional) Desired altitude to perform the unit engagement.

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    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. -Use the structure DCSTypes#AI.Task.WeaponExpend to define the amount of weapons to be release at each attack.

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    #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.

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    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.

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- - -AI_BAI_ZONE:__Fired(Delay) - -
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Asynchronous Event Trigger for Event Fired.

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Parameter

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    -
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    #number Delay : -The delay in seconds.

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- - -AI_BAI_ZONE:onafterAbort(Controllable, From, Event, To) - -
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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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- - -AI_BAI_ZONE:onafterAccomplish(Controllable, From, Event, To) - -
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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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- - -AI_BAI_ZONE:onafterDestroy(Controllable, From, Event, To, EventData) - -
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Parameters

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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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    Core.Event#EVENTDATA EventData :

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- - -AI_BAI_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection) - -
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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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    #number EngageSpeed : -(optional) The speed the Group will hold when engaging to the target zone.

    - -
  • -
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    Dcs.DCSTypes#Distance EngageAltitude : -(optional) Desired altitude to perform the unit engagement.

    - -
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    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.

    - -
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    #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.

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    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.

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- - -AI_BAI_ZONE:onafterStart(Controllable, From, Event, To) - -
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onafter State Transition for Event Start.

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Parameters

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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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- - -AI_BAI_ZONE:onafterTarget(Controllable, From, Event, To) - -
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Parameters

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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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- - -AI_BAI_ZONE:onbeforeEngage(Controllable, From, Event, To) - -
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Parameters

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    -
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    Wrapper.Controllable#CONTROLLABLE Controllable : -The Controllable Object managed by the FSM.

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    #string From : -The From State string.

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    #string Event : -The Event string.

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    #string To : -The To State string.

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