Various Fixes

-- Documentation fixes with links not working.
-- MENU_CLIENT_COMMAND had a small glitch, fixed that one too.
-- Implemented new Event Dispatcher.
--
This commit is contained in:
FlightControl
2017-02-04 15:16:32 +01:00
parent be4d51237b
commit 52f4051901
104 changed files with 65657 additions and 749 deletions

View File

@@ -1,11 +1,11 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Air Patrolling or Staging.**
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
-- **Air Patrolling or Staging.**
--
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
--
--
-- ===
--
-- # 1) @{#AI_PATROL_ZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
--
-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
--
@@ -524,11 +524,11 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
end
end
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
-- No filtering is applied, so, ANY detected UNIT can be in this list.
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
-- @param #AI_PATROL_ZONE self
-- @return #table The list of @{Wrapper.Unit#UNIT}s
-- @return #table The list of @{Unit#UNIT}s
function AI_PATROL_ZONE:GetDetectedUnits()
self:F2()