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Documentation cleanup
This commit is contained in:
@@ -14,7 +14,9 @@
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--- @type DATABASE
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-- @extends Core.Base#BASE
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--- Mission designers can use the DATABASE class to refer to:
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--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
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--
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-- Mission designers can use the DATABASE class to refer to:
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--
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-- * STATICS
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-- * UNITS
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@@ -167,6 +167,7 @@
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--- The EVENT structure
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--
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-- @type EVENT
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-- @field #EVENT.Events Events
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-- @extends Core.Base#BASE
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@@ -230,7 +231,7 @@ EVENTS = {
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-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
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-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCSStaticObject#StaticObject}.
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-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
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-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
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-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
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-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
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-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
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-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
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@@ -245,7 +246,7 @@ EVENTS = {
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-- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
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-- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCSStaticObject#StaticObject}.
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-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
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-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
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-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
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-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
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-- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
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-- @field #string TgtDCSGroupName (UNIT) The target Group name.
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@@ -801,7 +801,7 @@ do -- FSM_CONTROLLABLE
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-- @field Wrapper.Controllable#CONTROLLABLE Controllable
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-- @extends Core.Fsm#FSM
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--- FSM_CONTROLLABLE class models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
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--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
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--
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-- ===
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--
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@@ -1177,7 +1177,7 @@ do -- FSM_TASK
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-- @field Tasking.Task#TASK Task
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-- @extends #FSM
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--- FSM_TASK class models Finite State Machines for @{Task}s.
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--- Models Finite State Machines for @{Tasking.Task}s.
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--
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-- ===
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--
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@@ -19,7 +19,7 @@ do -- Goal
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-- @extends Core.Fsm#FSM
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--- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
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--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. GOAL constructor
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--
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@@ -13,15 +13,15 @@
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--
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-- ### To manage **main menus**, the classes begin with **MENU_**:
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--
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-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
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-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
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-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
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-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file.
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-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition.
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-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs.
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--
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-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
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--
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-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
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-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
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-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
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-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
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-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
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-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
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--
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-- ===
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---
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@@ -183,7 +183,7 @@ do -- MENU_BASE
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--- @type MENU_BASE
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-- @extends Base#BASE
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--- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
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--- Defines the main MENU class where other MENU classes are derived from.
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-- This is an abstract class, so don't use it.
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-- @field #MENU_BASE
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MENU_BASE = {
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@@ -286,7 +286,7 @@ do -- MENU_COMMAND_BASE
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-- @field #function MenuCallHandler
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-- @extends Core.Menu#MENU_BASE
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--- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
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--- Defines the main MENU class where other MENU COMMAND_
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-- classes are derived from, in order to set commands.
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--
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-- @field #MENU_COMMAND_BASE
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@@ -356,7 +356,8 @@ do -- MENU_MISSION
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--- @type MENU_MISSION
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-- @extends Core.Menu#MENU_BASE
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--- The MENU_MISSION class manages the main menus for a complete mission.
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--- Manages the main menus for a complete mission.
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--
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-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
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-- @field #MENU_MISSION
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@@ -451,7 +452,8 @@ do -- MENU_MISSION_COMMAND
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--- @type MENU_MISSION_COMMAND
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-- @extends Core.Menu#MENU_COMMAND_BASE
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--- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
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--- Manages the command menus for a complete mission, which allow players to execute functions during mission execution.
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--
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-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
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--
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@@ -536,7 +538,8 @@ do -- MENU_COALITION
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--- @type MENU_COALITION
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-- @extends Core.Menu#MENU_BASE
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--- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
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--- Manages the main menus for @{DCS.coalition}s.
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--
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-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
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--
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@@ -672,7 +675,8 @@ do -- MENU_COALITION_COMMAND
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--- @type MENU_COALITION_COMMAND
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-- @extends Core.Menu#MENU_COMMAND_BASE
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--- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
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--
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-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
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--
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@@ -770,7 +774,8 @@ do
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-- @extends Core.Menu#MENU_BASE
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--- The MENU_GROUP class manages the main menus for coalitions.
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--- Manages the main menus for @{Wrapper.Group}s.
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--
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-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
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--
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@@ -926,7 +931,7 @@ do
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--- @type MENU_GROUP_COMMAND
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-- @extends Core.Menu#MENU_COMMAND_BASE
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--- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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--- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
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--
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@@ -1155,7 +1160,8 @@ do
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--- @type MENU_GROUP_COMMAND_DELAYED
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-- @extends Core.Menu#MENU_COMMAND_BASE
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--- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
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--
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-- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}.
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--
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@@ -36,7 +36,7 @@ do -- COORDINATE
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-- @extends Core.Base#BASE
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--- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
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--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
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--
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-- ## COORDINATE constructor
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--
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@@ -1597,7 +1597,7 @@ do -- POINT_VEC3
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-- @extends Core.Point#COORDINATE
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--- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
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--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
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--
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-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
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-- In order to keep the credibility of the the author,
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@@ -1808,7 +1808,7 @@ do -- POINT_VEC2
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-- @field DCS#Distance y the y coordinate in meters.
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-- @extends Core.Point#COORDINATE
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--- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
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--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
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--
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-- ## POINT_VEC2 constructor
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--
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@@ -16,9 +16,9 @@
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-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
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-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
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--
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-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
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-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Positionable#POSITIONABLE}
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--
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-- * If the transmitter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
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-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
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-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
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--
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-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
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@@ -34,7 +34,7 @@
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-- @image Core_Radio.JPG
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--- # RADIO class, extends @{Core.Base#BASE}
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--- Models the radio capabilty.
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--
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-- ## RADIO usage
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--
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@@ -44,14 +44,14 @@
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-- * Then, you will **set the relevant parameters** to the transmission (see below),
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-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
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--
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-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
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-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Positionable#POSITIONABLE}
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--
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-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
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-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
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-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
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-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
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--
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-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}
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-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
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--
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-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
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-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
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@@ -63,7 +63,7 @@
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--
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-- What is this power thing ?
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--
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-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
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-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
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-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
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-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
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-- * This an automated DCS calculation you have no say on,
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@@ -338,16 +338,14 @@ function RADIO:StopBroadcast()
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end
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--- # BEACON class, extends @{Core.Base#BASE}
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--
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-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
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--- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
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-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
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-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
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-- attach to a cargo crate, for exemple.
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--
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-- ## AA TACAN Beacon usage
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--
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-- This beacon only works with airborne @{Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
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-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
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-- Use @#BEACON:StopAATACAN}() to stop it.
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--
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-- ## General Purpose Radio Beacon usage
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@@ -46,7 +46,7 @@
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-- @extends Core.Base#BASE
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--- The SCHEDULER class creates schedule.
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--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
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--
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-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
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-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
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@@ -21,7 +21,7 @@
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--- @type SETTINGS
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-- @extends Core.Base#BASE
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--- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
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--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--
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||||
-- ===
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||||
--
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||||
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||||
@@ -36,7 +36,8 @@
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-- @extends Core.Base#BASE
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||||
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--- The SPAWN class allows to spawn dynamically new groups.
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--- Allows to spawn dynamically new @{Core.Group}s.
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--
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-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
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-- which is a normal group with the **Late Activation** flag set.
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-- This template group will never be activated in your mission.
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@@ -36,7 +36,7 @@
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-- @extends Core.Base#BASE
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--- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
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--- Allows to spawn dynamically new @{Static}s.
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-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
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-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
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-- these properties to create a new static object and place it at the desired coordinate.
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@@ -46,7 +46,7 @@ do
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-- @extends Core.Fsm#FSM
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--- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
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--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
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--
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-- * Mark targets for a defined duration.
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-- * wiggle the spot at the target.
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@@ -16,7 +16,7 @@ do -- Velocity
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-- @extends Core.Base#BASE
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-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
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--- VELOCITY models a speed, which can be expressed in various formats according the Settings.
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--
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-- ## VELOCITY constructor
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--
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@@ -21,7 +21,7 @@
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-- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
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-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
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-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
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-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
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-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius.
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-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
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||||
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
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||||
--
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||||
@@ -1017,7 +1017,7 @@ end
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||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
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||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
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||||
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
--- The ZONE_UNIT class defined by a zone around a @{Wrapper.Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE_UNIT
|
||||
@@ -1045,9 +1045,9 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
|
||||
end
|
||||
|
||||
|
||||
--- Returns the current location of the @{Unit#UNIT}.
|
||||
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @return DCS#Vec2 The location of the zone based on the @{Unit#UNIT}location.
|
||||
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location.
|
||||
function ZONE_UNIT:GetVec2()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
|
||||
Reference in New Issue
Block a user