Updated Mission, cleaned it up and removed stuff.

This commit is contained in:
FlightControl
2017-03-15 11:49:47 +01:00
parent 9fc3f7a601
commit 520ee6e459
18 changed files with 1679 additions and 3323 deletions
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@@ -163,13 +163,16 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<h3>1.2.2) AI<em>CAS</em>ZONE Events</h3>
<ul>
<li><strong>Start</strong> ( Group ): Start the process.</li>
<li><strong>Route</strong> ( Group ): Route the AI to a new random 3D point within the Patrol Zone.</li>
<li><strong>Engage</strong> ( Group ): Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
<li>**<a href="##(AI_CAS_ZONE).Engage">AI<em>CAS</em>ZONE.Engage</a>**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
<li>**<a href="##(AI_CAS_ZONE).Abort">AI<em>CAS</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
<li>**<a href="##(AI_CAS_ZONE).Destroy">AI<em>CAS</em>ZONE.Destroy</a>**: The AI has destroyed a target <a href="Unit.html">Unit</a>.</li>
<li>**<a href="##(AI_CAS_ZONE).Destroyed">AI<em>CAS</em>ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
</ul>
<hr/>
@@ -260,7 +263,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Engage.</p>
</td>
@@ -371,18 +374,18 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnBeforeFired">AI_CAS_ZONE:OnBeforeFired(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Fired.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnDead">AI_CAS_ZONE:OnDead(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnEnterEngaging">AI_CAS_ZONE:OnEnterEngaging(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>OnEnter Transition Handler for State Engaging.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnEventDead">AI_CAS_ZONE:OnEventDead(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -422,7 +425,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Engage.</p>
</td>
@@ -431,6 +434,12 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Fired">AI_CAS_ZONE:__Fired(Delay)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Fired.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterAbort">AI_CAS_ZONE:onafterAbort(Controllable, From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -599,7 +608,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<dt>
<a id="#(AI_CAS_ZONE).Engage" >
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@@ -616,14 +625,14 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
@@ -1222,27 +1231,6 @@ Return false to cancel Transition.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnDead" >
<strong>AI_CAS_ZONE:OnDead(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnEnterEngaging" >
<strong>AI_CAS_ZONE:OnEnterEngaging(Controllable, From, Event, To)</strong>
</a>
@@ -1283,6 +1271,27 @@ The To State string.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnEventDead" >
<strong>AI_CAS_ZONE:OnEventDead(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnLeaveEngaging" >
<strong>AI_CAS_ZONE:OnLeaveEngaging(Controllable, From, Event, To)</strong>
</a>
@@ -1439,7 +1448,7 @@ The delay in seconds.</p>
<dt>
<a id="#(AI_CAS_ZONE).__Engage" >
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@@ -1462,14 +1471,14 @@ The delay in seconds.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(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.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
@@ -1512,6 +1521,46 @@ The delay in seconds.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).onafterAbort" >
<strong>AI_CAS_ZONE:onafterAbort(Controllable, From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>:
The Controllable Object managed by the FSM.</p>
</li>
<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>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).onafterAccomplish" >
<strong>AI_CAS_ZONE:onafterAccomplish(Controllable, From, Event, To)</strong>
</a>