diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index a767de06f..ee3a0d1b2 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -30,7 +30,7 @@ -- -- Find below a list of the **assigned task** methods: -- --- * @{#CONTROLLABLE.TaskAttackControllable}: (AIR) Attack a Controllable. +-- * @{#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Controllable. -- * @{#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c). -- * @{#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit. -- * @{#CONTROLLABLE.TaskBombing}: (AIR) Delivering weapon at the point on the ground. @@ -38,7 +38,7 @@ -- * @{#CONTROLLABLE.TaskEmbarking}: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable. -- * @{#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location. -- * @{#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne controllable. --- * @{#CONTROLLABLE.TaskFAC_AttackControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. +-- * @{#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. -- * @{#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire some or all ammunition at a VEC2 point. -- * @{#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne controllable. -- * @{#CONTROLLABLE.TaskHold}: (GROUND) Hold ground controllable from moving. @@ -469,13 +469,13 @@ end -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @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 Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) - -- AttackControllable = { - -- id = 'AttackControllable', + -- AttackGroup = { + -- id = 'AttackGroup', -- params = { -- groupId = Group.ID, -- weaponType = number, @@ -500,7 +500,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At end local DCSTask - DCSTask = { id = 'AttackControllable', + DCSTask = { id = 'AttackGroup', params = { groupId = AttackGroup:GetID(), weaponType = WeaponType, @@ -526,7 +526,7 @@ end -- @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) 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 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 AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @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. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:TaskAttackUnit( AttackUnit, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack ) @@ -573,7 +573,7 @@ end -- @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 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 AttackControllable and AttackUnit tasks. +-- @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. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. @@ -1018,8 +1018,8 @@ end function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink ) self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } ) --- FAC_AttackControllable = { --- id = 'FAC_AttackControllable', +-- FAC_AttackGroup = { +-- id = 'FAC_AttackGroup', -- params = { -- groupId = Group.ID, -- weaponType = number, @@ -1029,7 +1029,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, -- } local DCSTask - DCSTask = { id = 'FAC_AttackControllable', + DCSTask = { id = 'FAC_AttackGroup', params = { groupId = AttackGroup:GetID(), weaponType = WeaponType, @@ -1121,7 +1121,7 @@ end -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @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 Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) diff --git a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua index 21b4f3220..9419fd1b7 100644 --- a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua +++ b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170307_1027' ) +env.info( 'Moose Generation Timestamp: 20170307_1202' ) local base = _G Include = {} @@ -13397,7 +13397,7 @@ end -- -- Find below a list of the **assigned task** methods: -- --- * @{#CONTROLLABLE.TaskAttackControllable}: (AIR) Attack a Controllable. +-- * @{#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Controllable. -- * @{#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c). -- * @{#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit. -- * @{#CONTROLLABLE.TaskBombing}: (AIR) Delivering weapon at the point on the ground. @@ -13405,7 +13405,7 @@ end -- * @{#CONTROLLABLE.TaskEmbarking}: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable. -- * @{#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location. -- * @{#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne controllable. --- * @{#CONTROLLABLE.TaskFAC_AttackControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. +-- * @{#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. -- * @{#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire some or all ammunition at a VEC2 point. -- * @{#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne controllable. -- * @{#CONTROLLABLE.TaskHold}: (GROUND) Hold ground controllable from moving. @@ -13836,13 +13836,13 @@ end -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @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 Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) - -- AttackControllable = { - -- id = 'AttackControllable', + -- AttackGroup = { + -- id = 'AttackGroup', -- params = { -- groupId = Group.ID, -- weaponType = number, @@ -13867,7 +13867,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At end local DCSTask - DCSTask = { id = 'AttackControllable', + DCSTask = { id = 'AttackGroup', params = { groupId = AttackGroup:GetID(), weaponType = WeaponType, @@ -13893,7 +13893,7 @@ end -- @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) 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 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 AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @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. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:TaskAttackUnit( AttackUnit, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack ) @@ -13940,7 +13940,7 @@ end -- @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 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 AttackControllable and AttackUnit tasks. +-- @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. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. @@ -14385,8 +14385,8 @@ end function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink ) self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } ) --- FAC_AttackControllable = { --- id = 'FAC_AttackControllable', +-- FAC_AttackGroup = { +-- id = 'FAC_AttackGroup', -- params = { -- groupId = Group.ID, -- weaponType = number, @@ -14396,7 +14396,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, -- } local DCSTask - DCSTask = { id = 'FAC_AttackControllable', + DCSTask = { id = 'FAC_AttackGroup', params = { groupId = AttackGroup:GetID(), weaponType = WeaponType, @@ -14488,7 +14488,7 @@ end -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @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 Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index 21b4f3220..9419fd1b7 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170307_1027' ) +env.info( 'Moose Generation Timestamp: 20170307_1202' ) local base = _G Include = {} @@ -13397,7 +13397,7 @@ end -- -- Find below a list of the **assigned task** methods: -- --- * @{#CONTROLLABLE.TaskAttackControllable}: (AIR) Attack a Controllable. +-- * @{#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Controllable. -- * @{#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c). -- * @{#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit. -- * @{#CONTROLLABLE.TaskBombing}: (AIR) Delivering weapon at the point on the ground. @@ -13405,7 +13405,7 @@ end -- * @{#CONTROLLABLE.TaskEmbarking}: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable. -- * @{#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location. -- * @{#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne controllable. --- * @{#CONTROLLABLE.TaskFAC_AttackControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. +-- * @{#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. -- * @{#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire some or all ammunition at a VEC2 point. -- * @{#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne controllable. -- * @{#CONTROLLABLE.TaskHold}: (GROUND) Hold ground controllable from moving. @@ -13836,13 +13836,13 @@ end -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @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 Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) - -- AttackControllable = { - -- id = 'AttackControllable', + -- AttackGroup = { + -- id = 'AttackGroup', -- params = { -- groupId = Group.ID, -- weaponType = number, @@ -13867,7 +13867,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At end local DCSTask - DCSTask = { id = 'AttackControllable', + DCSTask = { id = 'AttackGroup', params = { groupId = AttackGroup:GetID(), weaponType = WeaponType, @@ -13893,7 +13893,7 @@ end -- @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) 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 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 AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @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. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:TaskAttackUnit( AttackUnit, WeaponType, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack ) @@ -13940,7 +13940,7 @@ end -- @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 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 AttackControllable and AttackUnit tasks. +-- @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. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. @@ -14385,8 +14385,8 @@ end function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink ) self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } ) --- FAC_AttackControllable = { --- id = 'FAC_AttackControllable', +-- FAC_AttackGroup = { +-- id = 'FAC_AttackGroup', -- params = { -- groupId = Group.ID, -- weaponType = number, @@ -14396,7 +14396,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, -- } local DCSTask - DCSTask = { id = 'FAC_AttackControllable', + DCSTask = { id = 'FAC_AttackGroup', params = { groupId = AttackGroup:GetID(), weaponType = WeaponType, @@ -14488,7 +14488,7 @@ end -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @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 Dcs.DCSTypes#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. +-- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } )