mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Set AI On or Off when spawning
-- Added AI On or Off functions for SPAWN -- Added AI On or Off functions for GROUP
This commit is contained in:
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@ -47,6 +47,9 @@
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-- * @{#SPAWN.InitRepeat}(): Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
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-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
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-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
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-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
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-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
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-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
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--
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-- ## 1.3) SPAWN spawning methods
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--
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@ -238,6 +241,7 @@ function SPAWN:New( SpawnTemplatePrefix )
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
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else
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@ -275,6 +279,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
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else
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@ -565,6 +570,31 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
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return self
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end
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--- Turns the AI On or Off for the @{Group} when spawning.
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-- @param #SPAWN self
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-- @param #boolean AIOnOff
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-- @return #SPAWN The SPAWN object
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function SPAWN:InitAIOnOff( AIOnOff )
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self.AIOnOff = AIOnOff
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return self
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end
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--- Turns the AI On for the @{Group} when spawning.
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-- @param #SPAWN self
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-- @return #SPAWN The SPAWN object
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function SPAWN:InitAIOn()
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return self:InitAIOnOff( true )
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end
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--- Turns the AI Off for the @{Group} when spawning.
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-- @param #SPAWN self
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-- @return #SPAWN The SPAWN object
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function SPAWN:InitAIOff()
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return self:InitAIOnOff( true )
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end
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--- Will spawn a group based on the internal index.
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@ -661,6 +691,14 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
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self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( SpawnTemplate )
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local SpawnGroup = self.SpawnGroups[self.SpawnIndex].Group -- Wrapper.Group#GROUP
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--TODO: Need to check if this function doesn't need to be scheduled, as the group may not be immediately there!
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if SpawnGroup then
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SpawnGroup:SetAIOnOff( self.AIOnOff )
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end
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-- If there is a SpawnFunction hook defined, call it.
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if self.SpawnFunctionHook then
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self.SpawnFunctionHook( self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) )
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@ -28,66 +28,9 @@
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-- * @{#GROUP.Find}(): Find a GROUP instance from the _DATABASE object using a DCS Group object.
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-- * @{#GROUP.FindByName}(): Find a GROUP instance from the _DATABASE object using a DCS Group name.
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--
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-- 1.2) GROUP task methods
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-- -----------------------
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-- Several group task methods are available that help you to prepare tasks.
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-- These methods return a string consisting of the task description, which can then be given to either a
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-- @{Wrapper.Controllable#CONTROLLABLE.PushTask} or @{Wrapper.Controllable#CONTROLLABLE.SetTask} method to assign the task to the GROUP.
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-- Tasks are specific for the category of the GROUP, more specific, for AIR, GROUND or AIR and GROUND.
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-- Each task description where applicable indicates for which group category the task is valid.
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-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
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-- ## 1.2) GROUP task methods
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--
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-- ### 1.2.1) Assigned task methods
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--
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-- Assigned task methods make the group execute the task where the location of the (possible) targets of the task are known before being detected.
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-- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.
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--
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-- Find below a list of the **assigned task** methods:
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Group.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c).
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskBombing}: (Wrapper.Controllable#CONTROLLABLEDelivering weapon at the point on the ground.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskBombingRunway}: (AIR) Delivering weapon on the runway.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskEmbarking}: (AIR) Move the group to a Vec2 Point, wait for a defined duration and embark a group.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne group.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire at a VEC2 point until ammunition is finished.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne group.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskHold}: (GROUND) Hold ground group from moving.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the group.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the group at a @{Core.Zone#ZONE_RADIUS).
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the group at a specified alititude.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Group move to a given point.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Group move to a given point.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the group to a given zone.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the group to an airbase.
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--
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-- ### 1.2.2) EnRoute task methods
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--
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-- EnRoute tasks require the targets of the task need to be detected by the group (using its sensors) before the task can be executed:
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEngageGroup}: (AIR) Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types.
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEWR}: (AIR) Attack the Unit.
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskFAC}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose a targets (enemy ground group) around as well as other assigned targets.
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskFAC_EngageGroup}: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets.
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-- * @{Wrapper.Controllable#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
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--
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-- ### 1.2.3) Preparation task methods
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--
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-- There are certain task methods that allow to tailor the task behaviour:
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
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-- A GROUP is a @{Controllable}. See the @{Controllable} task methods section for a description of the task methods.
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--
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-- ### 1.2.4) Obtain the mission from group templates
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--
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@ -95,47 +38,16 @@
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
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--
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-- 1.3) GROUP Command methods
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-- --------------------------
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-- Group **command methods** prepare the execution of commands using the @{Wrapper.Controllable#CONTROLLABLE.SetCommand} method:
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-- ## 1.3) GROUP Command methods
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.CommandDoScript}: Do Script command.
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-- * @{Wrapper.Controllable#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
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-- A GROUP is a @{Controllable}. See the @{Controllable} command methods section for a description of the command methods.
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--
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-- 1.4) GROUP Option methods
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-- -------------------------
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-- Group **Option methods** change the behaviour of the Group while being alive.
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-- ## 1.4) GROUP option methods
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--
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-- ### 1.4.1) Rule of Engagement:
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-- A GROUP is a @{Controllable}. See the @{Controllable} option methods section for a description of the option methods.
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEWeaponFree}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEOpenFire}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEReturnFire}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEEvadeFire}
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-- ## 1.5) GROUP Zone validation methods
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--
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-- To check whether an ROE option is valid for a specific group, use:
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEWeaponFreePossible}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEOpenFirePossible}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEReturnFirePossible}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROEEvadeFirePossible}
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--
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-- ### 1.4.2) Rule on thread:
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTNoReaction}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTPassiveDefense}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTEvadeFire}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTVertical}
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--
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-- To test whether an ROT option is valid for a specific group, use:
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--
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTNoReactionPossible}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTPassiveDefensePossible}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTEvadeFirePossible}
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-- * @{Wrapper.Controllable#CONTROLLABLE.OptionROTVerticalPossible}
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--
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-- 1.5) GROUP Zone validation methods
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-- ----------------------------------
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-- The group can be validated whether it is completely, partly or not within a @{Zone}.
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-- Use the following Zone validation methods on the group:
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--
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@ -145,6 +57,14 @@
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--
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-- The zone can be of any @{Zone} class derived from @{Core.Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
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--
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-- ## 1.6) GROUP AI methods
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--
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-- A GROUP has AI methods to control the AI activation.
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--
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-- * @{#GROUP.SetAIOnOff}(): Turns the GROUP AI On or Off.
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-- * @{#GROUP.SetAIOn}(): Turns the GROUP AI On.
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-- * @{#GROUP.SetAIOff}(): Turns the GROUP AI Off.
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--
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-- @module Group
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-- @author FlightControl
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@ -494,7 +414,7 @@ end
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-- Is Zone Functions
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do -- Is Zone methods
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--- Returns true if all units of the group are within a @{Zone}.
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-- @param #GROUP self
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@ -660,6 +580,49 @@ function GROUP:AllOnGround()
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return nil
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end
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end
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do -- AI methods
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--- Turns the AI On or Off for the GROUP.
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-- @param #GROUP self
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-- @param #boolean OnOff The value true turns the AI On, the value false turns the AI Off.
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-- @return #GROUP The GROUP.
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function GROUP:SetAIOnOff( OnOff )
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local DCSGroup = self:GetDCSObject() -- Dcs.DCSGroup#Group
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if DCSGroup then
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local DCSController = DCSGroup:getController() -- Dcs.DCSController#Controller
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if DCSController then
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DCSController:setOnOff( OnOff )
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return self
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end
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end
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return nil
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end
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--- Turns the AI On for the GROUP.
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-- @param #GROUP self
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-- @return #GROUP The GROUP.
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function GROUP:SetAIOn()
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return self:SetAIOnOff( true )
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end
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--- Turns the AI Off for the GROUP.
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-- @param #GROUP self
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-- @return #GROUP The GROUP.
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function GROUP:SetAIOff()
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return self:SetAIOnOff( false )
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end
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end
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--- Returns the current maximum velocity of the group.
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-- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
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-- @param #GROUP self
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@ -735,12 +735,6 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
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<h2><a id="#(FSM_PROCESS)">Type <code>FSM_PROCESS</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).AddScore">FSM_PROCESS:AddScore(State, ScoreText, Score)</a></td>
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<td class="summary">
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<p>Adds a score for the FSM_PROCESS to be achieved.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).Assign">FSM_PROCESS:Assign(Task, ProcessUnit)</a></td>
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<td class="summary">
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<p>Assign the process to a <a href="Unit.html">Unit</a> and activate the process.</p>
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@ -1488,7 +1482,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em>#string</em>
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<em></em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1782,6 +1776,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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@ -2000,45 +1995,6 @@ Finite State Machine Table</p>
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<dl class="function">
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<dt>
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<a id="#(FSM_PROCESS).AddScore" >
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<strong>FSM_PROCESS:AddScore(State, ScoreText, Score)</strong>
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</a>
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</dt>
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<dd>
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<p>Adds a score for the FSM_PROCESS to be achieved.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em>#string State </em></code>:
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is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).</p>
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</li>
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<li>
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<p><code><em>#string ScoreText </em></code>:
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is a text describing the score that is given according the status.</p>
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</li>
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<li>
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<p><code><em>#number Score </em></code>:
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is a number providing the score of the status.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(FSM_PROCESS)">#FSM_PROCESS</a>:</em>
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self</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(FSM_PROCESS).Assign" >
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<strong>FSM_PROCESS:Assign(Task, ProcessUnit)</strong>
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</a>
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@ -105,69 +105,8 @@ If the DCS Group object does not exist or is nil, the GROUP methods will return
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</ul>
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<h2>1.2) GROUP task methods</h2>
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<p>Several group task methods are available that help you to prepare tasks.
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These methods return a string consisting of the task description, which can then be given to either a <br/>
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<a href="Wrapper.Controllable.html##(CONTROLLABLE).PushTask">Wrapper.Controllable#CONTROLLABLE.PushTask</a> or <a href="Wrapper.Controllable.html##(CONTROLLABLE).SetTask">Wrapper.Controllable#CONTROLLABLE.SetTask</a> method to assign the task to the GROUP.
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||||
Tasks are specific for the category of the GROUP, more specific, for AIR, GROUND or AIR and GROUND.
|
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Each task description where applicable indicates for which group category the task is valid.
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There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.</p>
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||||
<h3>1.2.1) Assigned task methods</h3>
|
||||
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<p>Assigned task methods make the group execute the task where the location of the (possible) targets of the task are known before being detected.
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This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.</p>
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|
||||
<p>Find below a list of the <strong>assigned task</strong> methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskAttackGroup">Wrapper.Controllable#CONTROLLABLE.TaskAttackGroup</a>: (AIR) Attack a Group.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskAttackMapObject">Wrapper.Controllable#CONTROLLABLE.TaskAttackMapObject</a>: (AIR) Attacking the map object (building, structure, e.t.c).</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskAttackUnit">Wrapper.Controllable#CONTROLLABLE.TaskAttackUnit</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskBombing">Wrapper.Controllable#CONTROLLABLE.TaskBombing</a>: (Wrapper.Controllable#CONTROLLABLEDelivering weapon at the point on the ground.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskBombingRunway">Wrapper.Controllable#CONTROLLABLE.TaskBombingRunway</a>: (AIR) Delivering weapon on the runway.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskEmbarking">Wrapper.Controllable#CONTROLLABLE.TaskEmbarking</a>: (AIR) Move the group to a Vec2 Point, wait for a defined duration and embark a group.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskEmbarkToTransport">Wrapper.Controllable#CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskEscort">Wrapper.Controllable#CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne group. </li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskFAC_AttackGroup">Wrapper.Controllable#CONTROLLABLE.TaskFAC_AttackGroup</a>: (AIR + GROUND) The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskFireAtPoint">Wrapper.Controllable#CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire at a VEC2 point until ammunition is finished.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskFollow">Wrapper.Controllable#CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne group.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskHold">Wrapper.Controllable#CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground group from moving.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskHoldPosition">Wrapper.Controllable#CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the group.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskLand">Wrapper.Controllable#CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskLandAtZone">Wrapper.Controllable#CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the group at a <a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskOrbitCircle">Wrapper.Controllable#CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the group at a specified alititude.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskOrbitCircleAtVec2">Wrapper.Controllable#CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskRefueling">Wrapper.Controllable#CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskRoute">Wrapper.Controllable#CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskRouteToVec2">Wrapper.Controllable#CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Group move to a given point.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskRouteToVec3">Wrapper.Controllable#CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Group move to a given point.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskRouteToZone">Wrapper.Controllable#CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the group to a given zone.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskReturnToBase">Wrapper.Controllable#CONTROLLABLE.TaskReturnToBase</a>: (AIR) Route the group to an airbase.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) EnRoute task methods</h3>
|
||||
|
||||
<p>EnRoute tasks require the targets of the task need to be detected by the group (using its sensors) before the task can be executed:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskAWACS">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskAWACS</a>: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskEngageGroup">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEngageGroup</a>: (AIR) Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskEngageTargets">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEngageTargets</a>: (AIR) Engaging targets of defined types.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskEWR">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskEWR</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskFAC">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskFAC</a>: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose a targets (enemy ground group) around as well as other assigned targets.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskFAC_EngageGroup">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskFAC_EngageGroup</a>: (AIR + GROUND) The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).EnRouteTaskTanker">Wrapper.Controllable#CONTROLLABLE.EnRouteTaskTanker</a>: (AIR) Aircraft will act as a tanker for friendly units. No parameters.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.3) Preparation task methods</h3>
|
||||
|
||||
<p>There are certain task methods that allow to tailor the task behaviour:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskWrappedAction">Wrapper.Controllable#CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskCombo">Wrapper.Controllable#CONTROLLABLE.TaskCombo</a>: Return a Combo Task taking an array of Tasks.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskCondition">Wrapper.Controllable#CONTROLLABLE.TaskCondition</a>: Return a condition section for a controlled task.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskControlled">Wrapper.Controllable#CONTROLLABLE.TaskControlled</a>: Return a Controlled Task taking a Task and a TaskCondition.</li>
|
||||
</ul>
|
||||
<p>A GROUP is a <a href="Controllable.html">Controllable</a>. See the <a href="Controllable.html">Controllable</a> task methods section for a description of the task methods.</p>
|
||||
|
||||
<h3>1.2.4) Obtain the mission from group templates</h3>
|
||||
|
||||
@ -178,53 +117,15 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
</ul>
|
||||
|
||||
<h2>1.3) GROUP Command methods</h2>
|
||||
<p>Group <strong>command methods</strong> prepare the execution of commands using the <a href="Wrapper.Controllable.html##(CONTROLLABLE).SetCommand">Wrapper.Controllable#CONTROLLABLE.SetCommand</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).CommandDoScript">Wrapper.Controllable#CONTROLLABLE.CommandDoScript</a>: Do Script command.</li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).CommandSwitchWayPoint">Wrapper.Controllable#CONTROLLABLE.CommandSwitchWayPoint</a>: Perform a switch waypoint command.</li>
|
||||
</ul>
|
||||
<p>A GROUP is a <a href="Controllable.html">Controllable</a>. See the <a href="Controllable.html">Controllable</a> command methods section for a description of the command methods.</p>
|
||||
|
||||
<h2>1.4) GROUP Option methods</h2>
|
||||
<p>Group <strong>Option methods</strong> change the behaviour of the Group while being alive.</p>
|
||||
<h2>1.4) GROUP option methods</h2>
|
||||
|
||||
<h3>1.4.1) Rule of Engagement:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEWeaponFree">Wrapper.Controllable#CONTROLLABLE.OptionROEWeaponFree</a> </li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEOpenFire">Wrapper.Controllable#CONTROLLABLE.OptionROEOpenFire</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEReturnFire">Wrapper.Controllable#CONTROLLABLE.OptionROEReturnFire</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEEvadeFire">Wrapper.Controllable#CONTROLLABLE.OptionROEEvadeFire</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To check whether an ROE option is valid for a specific group, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEWeaponFreePossible">Wrapper.Controllable#CONTROLLABLE.OptionROEWeaponFreePossible</a> </li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEOpenFirePossible">Wrapper.Controllable#CONTROLLABLE.OptionROEOpenFirePossible</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEReturnFirePossible">Wrapper.Controllable#CONTROLLABLE.OptionROEReturnFirePossible</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROEEvadeFirePossible">Wrapper.Controllable#CONTROLLABLE.OptionROEEvadeFirePossible</a></li>
|
||||
</ul>
|
||||
|
||||
<h3>1.4.2) Rule on thread:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTNoReaction">Wrapper.Controllable#CONTROLLABLE.OptionROTNoReaction</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTPassiveDefense">Wrapper.Controllable#CONTROLLABLE.OptionROTPassiveDefense</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTEvadeFire">Wrapper.Controllable#CONTROLLABLE.OptionROTEvadeFire</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTVertical">Wrapper.Controllable#CONTROLLABLE.OptionROTVertical</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To test whether an ROT option is valid for a specific group, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTNoReactionPossible">Wrapper.Controllable#CONTROLLABLE.OptionROTNoReactionPossible</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTPassiveDefensePossible">Wrapper.Controllable#CONTROLLABLE.OptionROTPassiveDefensePossible</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTEvadeFirePossible">Wrapper.Controllable#CONTROLLABLE.OptionROTEvadeFirePossible</a></li>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).OptionROTVerticalPossible">Wrapper.Controllable#CONTROLLABLE.OptionROTVerticalPossible</a></li>
|
||||
</ul>
|
||||
<p>A GROUP is a <a href="Controllable.html">Controllable</a>. See the <a href="Controllable.html">Controllable</a> option methods section for a description of the option methods.</p>
|
||||
|
||||
<h2>1.5) GROUP Zone validation methods</h2>
|
||||
|
||||
<p>The group can be validated whether it is completely, partly or not within a <a href="Zone.html">Zone</a>.
|
||||
Use the following Zone validation methods on the group:</p>
|
||||
|
||||
@ -236,6 +137,16 @@ Use the following Zone validation methods on the group:</p>
|
||||
|
||||
<p>The zone can be of any <a href="Zone.html">Zone</a> class derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>. So, these methods are polymorphic to the zones tested on.</p>
|
||||
|
||||
<h2>1.6) GROUP AI methods</h2>
|
||||
|
||||
<p>A GROUP has AI methods to control the AI activation.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(GROUP).SetAIOnOff">GROUP.SetAIOnOff</a>(): Turns the GROUP AI On or Off.</li>
|
||||
<li><a href="##(GROUP).SetAIOn">GROUP.SetAIOn</a>(): Turns the GROUP AI On.</li>
|
||||
<li><a href="##(GROUP).SetAIOff">GROUP.SetAIOff</a>(): Turns the GROUP AI Off.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
@ -506,6 +417,24 @@ Use the following Zone validation methods on the group:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GROUP).Respawn">GROUP:Respawn(Template)</a></td>
|
||||
<td class="summary">
|
||||
<p>Respawn the <a href="GROUP.html">GROUP</a> using a (tweaked) template of the Group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GROUP).SetAIOff">GROUP:SetAIOff()</a></td>
|
||||
<td class="summary">
|
||||
<p>Turns the AI Off for the GROUP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GROUP).SetAIOn">GROUP:SetAIOn()</a></td>
|
||||
<td class="summary">
|
||||
<p>Turns the AI On for the GROUP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GROUP).SetAIOnOff">GROUP:SetAIOnOff(OnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Turns the AI On or Off for the GROUP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1493,6 +1422,69 @@ The template of the Group retrieved with GROUP:GetTemplate()</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(GROUP).SetAIOff" >
|
||||
<strong>GROUP:SetAIOff()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Turns the AI Off for the GROUP.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(GROUP)">#GROUP</a>:</em>
|
||||
The GROUP.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(GROUP).SetAIOn" >
|
||||
<strong>GROUP:SetAIOn()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Turns the AI On for the GROUP.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(GROUP)">#GROUP</a>:</em>
|
||||
The GROUP.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(GROUP).SetAIOnOff" >
|
||||
<strong>GROUP:SetAIOnOff(OnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Turns the AI On or Off for the GROUP.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean OnOff </em></code>:
|
||||
The value true turns the AI On, the value false turns the AI Off.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(GROUP)">#GROUP</a>:</em>
|
||||
The GROUP.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(GROUP).SetTemplateCoalition" >
|
||||
<strong>GROUP:SetTemplateCoalition(CoalitionID, Template)</strong>
|
||||
</a>
|
||||
|
||||
@ -128,6 +128,9 @@ So in principle, the group list will contain all parameters and configurations a
|
||||
<li><a href="##(SPAWN).InitRepeat">SPAWN.InitRepeat</a>(): Re-spawn groups when they land at the home base. Similar methods are <a href="##(SPAWN).InitRepeatOnLanding">SPAWN.InitRepeatOnLanding</a> and <a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN.InitRepeatOnEngineShutDown</a>.</li>
|
||||
<li><a href="##(SPAWN).InitRandomizeUnits">SPAWN.InitRandomizeUnits</a>(): Randomizes the <a href="Unit.html">Unit</a>s in the <a href="Group.html">Group</a> that is spawned within a <strong>radius band</strong>, given an Outer and Inner radius.</li>
|
||||
<li><a href="##(SPAWN).InitRandomizeZones">SPAWN.InitRandomizeZones</a>(): Randomizes the spawning between a predefined list of <a href="Zone.html">Zone</a>s that are declared using this function. Each zone can be given a probability factor.</li>
|
||||
<li><a href="##(SPAWN).InitAIOn">SPAWN.InitAIOn</a>(): Turns the AI On when spawning the new <a href="Group.html">Group</a> object.</li>
|
||||
<li><a href="##(SPAWN).InitAIOff">SPAWN.InitAIOff</a>(): Turns the AI Off when spawning the new <a href="Group.html">Group</a> object.</li>
|
||||
<li><a href="##(SPAWN).InitAIOnOff">SPAWN.InitAIOnOff</a>(): Turns the AI On or Off when spawning the new <a href="Group.html">Group</a> object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) SPAWN spawning methods</h2>
|
||||
@ -317,6 +320,12 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
|
||||
<h2><a id="#(SPAWN)">Type <code>SPAWN</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).AIOnOff">SPAWN.AIOnOff</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).AliveUnits">SPAWN.AliveUnits</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@ -362,6 +371,24 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).GetSpawnIndexFromGroup">SPAWN:GetSpawnIndexFromGroup(SpawnGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the index from a given group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitAIOff">SPAWN:InitAIOff()</a></td>
|
||||
<td class="summary">
|
||||
<p>Turns the AI Off for the <a href="Group.html">Group</a> when spawning.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitAIOn">SPAWN:InitAIOn()</a></td>
|
||||
<td class="summary">
|
||||
<p>Turns the AI On for the <a href="Group.html">Group</a> when spawning.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitAIOnOff">SPAWN:InitAIOnOff(AIOnOff)</a></td>
|
||||
<td class="summary">
|
||||
<p>Turns the AI On or Off for the <a href="Group.html">Group</a> when spawning.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -883,6 +910,23 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPAWN).AIOnOff" >
|
||||
<strong>SPAWN.AIOnOff</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> The AI is on by default when spawning a group.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).AliveUnits" >
|
||||
<strong>SPAWN.AliveUnits</strong>
|
||||
@ -1098,6 +1142,68 @@ end</code></pre>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitAIOff" >
|
||||
<strong>SPAWN:InitAIOff()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Turns the AI Off for the <a href="Group.html">Group</a> when spawning.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
The SPAWN object</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitAIOn" >
|
||||
<strong>SPAWN:InitAIOn()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Turns the AI On for the <a href="Group.html">Group</a> when spawning.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
The SPAWN object</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitAIOnOff" >
|
||||
<strong>SPAWN:InitAIOnOff(AIOnOff)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Turns the AI On or Off for the <a href="Group.html">Group</a> when spawning.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean AIOnOff </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
The SPAWN object</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitArray" >
|
||||
<strong>SPAWN:InitArray(SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY)</strong>
|
||||
</a>
|
||||
@ -2171,7 +2277,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2188,7 +2294,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user