mirror of
https://github.com/FlightControl-Master/MOOSE.git
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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:
@@ -33,6 +33,7 @@
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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@@ -76,18 +77,17 @@ even when there are hardly any players in the mission.</strong></p>
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<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a></h1>
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<h1>1) <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a></h1>
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<p>The <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
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<p>The <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
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CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
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<p>In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.</p>
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<p>The parent class <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a> manages the functionality to control the Finite State Machine (FSM).
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<p>The parent class <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a> manages the functionality to control the Finite State Machine (FSM).
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The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
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An explanation about state and event transition methods can be found in the <a href="FSM.html">FSM</a> module documentation.</p>
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@@ -136,8 +136,8 @@ However, there are 2 additional options that you can use to customize the destro
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When a human player joins a slot, you can configure to let the AI return to:</p>
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<ul>
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<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the <strong>home</strong> <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the <strong>nearest friendly</strong> <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the <strong>home</strong> <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the <strong>nearest friendly</strong> <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</li>
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</ul>
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<p>Note that when AI returns to an airbase, the AI<em>BALANCER will trigger the <strong>Return</strong> event and the AI will return,
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@@ -240,13 +240,13 @@ otherwise the AI</em>BALANCER will trigger a <strong>Destroy</strong> event, and
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER:ReturnToHomeAirbase(ReturnTresholdRange)</a></td>
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<td class="summary">
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<p>Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</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="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER:ReturnToNearestAirbases(ReturnTresholdRange, ReturnAirbaseSet)</a></td>
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<td class="summary">
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<p>Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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</td>
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</tr>
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<tr>
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@@ -495,14 +495,14 @@ The default Spawn object to spawn new AI Groups when needed.</p>
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</dt>
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<dd>
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<p>Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the home <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
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If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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</li>
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</ul>
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@@ -517,20 +517,20 @@ If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIE
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</dt>
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<dd>
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<p>Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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<p>Returns the AI to the nearest friendly <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</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><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> ReturnTresholdRange </em></code>:
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If there is an enemy <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
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If there is an enemy <a href="Client.html##(CLIENT)">Client#CLIENT</a> within the ReturnTresholdRange given in meters, the AI will not return to the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
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</li>
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<li>
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<p><code><em><a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a> ReturnAirbaseSet </em></code>:
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The SET of <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a>s to evaluate where to return to.</p>
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The SET of <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a>s to evaluate where to return to.</p>
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</li>
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</ul>
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@@ -33,6 +33,7 @@
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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@@ -74,10 +75,9 @@
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<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_CAP.html##(AI_PATROL_ZONE)">AI.AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
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<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
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<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
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and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
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@@ -151,7 +151,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
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that will define when the AI will engage with the detected airborne enemy targets.
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The range can be beyond or smaller than the range of the Patrol Zone.
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The range is applied at the position of the AI.
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Use the method <a href="AI.AI_CAP.html##(AI_CAP_ZONE).SetEngageRange">AI.AI<em>CAP#AI</em>CAP_ZONE.SetEngageRange</a>() to define that range.</p>
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Use the method <a href="AI_CAP.html##(AI_CAP_ZONE).SetEngageRange">AI<em>CAP#AI</em>CAP_ZONE.SetEngageRange</a>() to define that range.</p>
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<h2>1.4) Set the Zone of Engagement</h2>
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@@ -159,7 +159,7 @@ Use the method <a href="AI.AI_CAP.html##(AI_CAP_ZONE).SetEngageRange">AI.AI<em>C
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<p>An optional <a href="Zone.html">Zone</a> can be set,
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that will define when the AI will engage with the detected airborne enemy targets.
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Use the method <a href="AI.AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI.AI<em>Cap#AI</em>CAP_ZONE.SetEngageZone</a>() to define that Zone.</p>
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Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</em>CAP_ZONE.SetEngageZone</a>() to define that Zone.</p>
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<hr/>
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@@ -281,7 +281,7 @@ Use the method <a href="AI.AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI.AI<em>Ca
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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="##(AI_CAP_ZONE).New">AI_CAP_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAP_ZONE).New">AI_CAP_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)</a></td>
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<td class="summary">
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<p>Creates a new AI<em>CAP</em>ZONE object</p>
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</td>
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@@ -640,7 +640,7 @@ Use the method <a href="AI.AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI.AI<em>Ca
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<dt>
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<a id="#(AI_CAP_ZONE).New" >
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<strong>AI_CAP_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</strong>
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<strong>AI_CAP_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)</strong>
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</a>
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</dt>
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<dd>
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@@ -678,6 +678,12 @@ The minimum speed of the <a href="Controllable.html">Controllable</a> in km/h.</
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<p><code><em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a> PatrolMaxSpeed </em></code>:
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The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
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</li>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(AltitudeType)">Dcs.DCSTypes#AltitudeType</a> PatrolAltType </em></code>:
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The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO</p>
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</li>
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</ul>
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<h3>Return value</h3>
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@@ -33,6 +33,7 @@
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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@@ -70,16 +71,16 @@
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<div id="content">
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<h1>Module <code>AI_Cas</code></h1>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Provide Close Air Support to friendly ground troops.</strong></p>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
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<strong>Provide Close Air Support to friendly ground troops.</strong></p>
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<p><img src="..\Presentations\AI_CAS\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI.AI_Patrol.html##(AI_PATROL_ZONE)">AI.AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
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<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
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<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI.AI_Patrol.html##(AI_PATROL_ZONE)">AI.AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
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<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
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<p>
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@@ -276,7 +277,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</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="##(AI_CAS_ZONE).New">AI_CAS_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).New">AI_CAS_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType, EngageZone)</a></td>
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<td class="summary">
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<p>Creates a new AI<em>CAS</em>ZONE object</p>
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</td>
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@@ -601,7 +602,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
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<dt>
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<a id="#(AI_CAS_ZONE).New" >
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<strong>AI_CAS_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone)</strong>
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<strong>AI_CAS_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType, EngageZone)</strong>
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</a>
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</dt>
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<dd>
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@@ -642,6 +643,12 @@ The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</
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</li>
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<li>
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<p><code><em><a href="Dcs.DCSTypes.html##(AltitudeType)">Dcs.DCSTypes#AltitudeType</a> PatrolAltType </em></code>:
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The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO</p>
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</li>
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<li>
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<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> EngageZone </em></code>: </p>
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</li>
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@@ -33,6 +33,7 @@
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
|
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<li><a href="Detection.html">Detection</a></li>
|
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<li><a href="DetectionManager.html">DetectionManager</a></li>
|
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<li><a href="Escort.html">Escort</a></li>
|
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<li><a href="Event.html">Event</a></li>
|
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<li><a href="Fsm.html">Fsm</a></li>
|
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@@ -70,14 +71,14 @@
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<div id="content">
|
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<h1>Module <code>AI_Patrol</code></h1>
|
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|
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
|
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
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<strong>Air Patrolling or Staging.</strong></p>
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<p><img src="..\Presentations\AI_PATROL\Dia1.JPG" alt="Banner Image"/></p>
|
||||
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<hr/>
|
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<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Core.Fsm.html##(FSM_CONTROLLABLE)">Core.Fsm#FSM_CONTROLLABLE</a></h1>
|
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<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
|
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<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
|
||||
|
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@@ -317,7 +318,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
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<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).GetDetectedUnits">AI_PATROL_ZONE:GetDetectedUnits()</a></td>
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<td class="summary">
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<p>Gets a list of <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>s that were detected by the AI.</p>
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<p>Gets a list of <a href="Unit.html##(UNIT)">Unit#UNIT</a>s that were detected by the AI.</p>
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</td>
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</tr>
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<tr>
|
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@@ -333,7 +334,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
</td>
|
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</tr>
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<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).New">AI_PATROL_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</a></td>
|
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<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).New">AI_PATROL_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)</a></td>
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<td class="summary">
|
||||
<p>Creates a new AI<em>PATROL</em>ZONE object</p>
|
||||
</td>
|
||||
@@ -450,6 +451,12 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).OnPilotDead">AI_PATROL_ZONE:OnPilotDead(EventData)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).PatrolAltType">AI_PATROL_ZONE.PatrolAltType</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -868,7 +875,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Gets a list of <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>s that were detected by the AI.</p>
|
||||
<p>Gets a list of <a href="Unit.html##(UNIT)">Unit#UNIT</a>s that were detected by the AI.</p>
|
||||
|
||||
|
||||
<p>No filtering is applied, so, ANY detected UNIT can be in this list.
|
||||
@@ -877,7 +884,7 @@ It is up to the mission designer to use the <a href="Unit.html">Unit</a> class a
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#table:</em>
|
||||
The list of <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>s</p>
|
||||
The list of <a href="Unit.html##(UNIT)">Unit#UNIT</a>s</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -957,7 +964,7 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_PATROL_ZONE).New" >
|
||||
<strong>AI_PATROL_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed)</strong>
|
||||
<strong>AI_PATROL_ZONE:New(PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -995,6 +1002,12 @@ The minimum speed of the <a href="Controllable.html">Controllable</a> in km/h.</
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Speed)">Dcs.DCSTypes#Speed</a> PatrolMaxSpeed </em></code>:
|
||||
The maximum speed of the <a href="Controllable.html">Controllable</a> in km/h.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(AltitudeType)">Dcs.DCSTypes#AltitudeType</a> PatrolAltType </em></code>:
|
||||
The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
@@ -1751,6 +1764,22 @@ Return false to cancel Transition.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_PATROL_ZONE).PatrolAltType" >
|
||||
<strong>AI_PATROL_ZONE.PatrolAltType</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> defafult PatrolAltType to "RADIO" if not specified</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><a href="##(ACT_ACCOUNT)">#ACT_ACCOUNT</a> FSM class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
|
||||
<h1><a href="##(ACT_ACCOUNT)">#ACT_ACCOUNT</a> FSM class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<h2>ACT_ACCOUNT state machine:</h2>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> class, extends <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a></h1>
|
||||
<h1>1) <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="AIRBASE.html">AIRBASE</a> class is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
|
||||
<ul>
|
||||
@@ -108,7 +109,7 @@ If the DCS Airbase object does not exist or is nil, the AIRBASE methods will ret
|
||||
<h2>1.2) DCS AIRBASE APIs</h2>
|
||||
<p>The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
|
||||
To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
|
||||
the first letter of the method is also capitalized. So, by example, the DCS Airbase method <a href="Dcs.DCSWrapper.Airbase.html##(Airbase).getName">Dcs.DCSWrapper.Airbase#Airbase.getName</a>()
|
||||
the first letter of the method is also capitalized. So, by example, the DCS Airbase method <a href="DCSWrapper.Airbase.html##(Airbase).getName">DCSWrapper.Airbase#Airbase.getName</a>()
|
||||
is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.GetName</a>().</p>
|
||||
|
||||
<h2>More functions will be added</h2>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,8 +77,8 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<p>The <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a> class provides the main methods to monitor CLIENT behaviour at airbases.
|
||||
<h1>1) <a href="AirbasePolice.html##(AIRBASEPOLICE_BASE)">AirbasePolice#AIRBASEPOLICE_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="AirbasePolice.html##(AIRBASEPOLICE_BASE)">AirbasePolice#AIRBASEPOLICE_BASE</a> class provides the main methods to monitor CLIENT behaviour at airbases.
|
||||
CLIENTS should not be allowed to:</p>
|
||||
|
||||
<ul>
|
||||
@@ -87,7 +88,7 @@ CLIENTS should not be allowed to:</p>
|
||||
<li>Obey ground control orders.</li>
|
||||
</ul>
|
||||
|
||||
<h1>2) <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_CAUCASUS)">Functional.AirbasePolice#AIRBASEPOLICE_CAUCASUS</a> class, extends <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a></h1>
|
||||
<h1>2) <a href="AirbasePolice.html##(AIRBASEPOLICE_CAUCASUS)">AirbasePolice#AIRBASEPOLICE_CAUCASUS</a> class, extends <a href="AirbasePolice.html##(AIRBASEPOLICE_BASE)">AirbasePolice#AIRBASEPOLICE_BASE</a></h1>
|
||||
<p>All the airbases on the caucasus map can be monitored using this class.
|
||||
If you want to monitor specific airbases, you need to use the <a href="##(AIRBASEPOLICE_BASE).Monitor">AIRBASEPOLICE_BASE.Monitor</a>() method, which takes a table or airbase names.
|
||||
The following names can be given:
|
||||
@@ -113,7 +114,7 @@ The following names can be given:
|
||||
* TbilisiLochini
|
||||
* Vaziani</p>
|
||||
|
||||
<h1>3) <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_NEVADA)">Functional.AirbasePolice#AIRBASEPOLICE_NEVADA</a> class, extends <a href="Functional.AirbasePolice.html##(AIRBASEPOLICE_BASE)">Functional.AirbasePolice#AIRBASEPOLICE_BASE</a></h1>
|
||||
<h1>3) <a href="AirbasePolice.html##(AIRBASEPOLICE_NEVADA)">AirbasePolice#AIRBASEPOLICE_NEVADA</a> class, extends <a href="AirbasePolice.html##(AIRBASEPOLICE_BASE)">AirbasePolice#AIRBASEPOLICE_BASE</a></h1>
|
||||
<p>All the airbases on the NEVADA map can be monitored using this class.
|
||||
If you want to monitor specific airbases, you need to use the <a href="##(AIRBASEPOLICE_BASE).Monitor">AIRBASEPOLICE_BASE.Monitor</a>() method, which takes a table or airbase names.
|
||||
The following names can be given:
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><a href="##(ACT_ASSIGN)">#ACT_ASSIGN</a> FSM template class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
|
||||
<h1><a href="##(ACT_ASSIGN)">#ACT_ASSIGN</a> FSM template class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<h2>ACT_ASSIGN state machine:</h2>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -88,7 +89,7 @@
|
||||
|
||||
<h2>1.1) BASE constructor</h2>
|
||||
|
||||
<p>Any class derived from BASE, must use the <a href="Core.Base.html##(BASE).New">Core.Base#BASE.New</a> method how this is done.</p>
|
||||
<p>Any class derived from BASE, must use the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
|
||||
|
||||
<h2>1.2) BASE Trace functionality</h2>
|
||||
|
||||
@@ -166,8 +167,8 @@ Therefore, the BASE class exposes the following event handling functions:</p>
|
||||
<li><a href="##(BASE).EventOnTookControl">BASE.EventOnTookControl</a>(): Handle the event when a player takes control of a unit.</li>
|
||||
</ul>
|
||||
|
||||
<p>The EventOn() methods provide the <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure to the event handling function.
|
||||
The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure contains an enriched data set of information about the event being handled.</p>
|
||||
<p>The EventOn() methods provide the <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure to the event handling function.
|
||||
The <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure contains an enriched data set of information about the event being handled.</p>
|
||||
|
||||
<p>Find below an example of the prototype how to write an event handling function: </p>
|
||||
|
||||
@@ -189,7 +190,7 @@ The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure co
|
||||
|
||||
<ul>
|
||||
<li>self = the object that is handling the EventOnPlayerEnterUnit.</li>
|
||||
<li>EventData = the <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure, containing more information of the Event.</li>
|
||||
<li>EventData = the <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure, containing more information of the Event.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) Class identification methods</h2>
|
||||
@@ -524,6 +525,12 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassNameAndID">BASE:GetClassNameAndID()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the ClassName + ClassID of the class instance.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).GetEventPriority">BASE:GetEventPriority()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the Class <a href="Event.html">Event</a> processing Priority.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -554,6 +561,12 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).New">BASE:New()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).SetEventPriority">BASE:SetEventPriority(EventPriority)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set the Class <a href="Event.html">Event</a> processing Priority.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -628,6 +641,12 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function call.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE)._Private">BASE._Private</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -1731,6 +1750,28 @@ The ClassName + ClassID of the class instance.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).GetEventPriority" >
|
||||
<strong>BASE:GetEventPriority()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the Class <a href="Event.html">Event</a> processing Priority.</p>
|
||||
|
||||
|
||||
<p>The Event processing Priority is a number from 1 to 10,
|
||||
reflecting the order of the classes subscribed to the Event to be processed.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
The <a href="Event.html">Event</a> processing Priority.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).GetParent" >
|
||||
<strong>BASE:GetParent(Child)</strong>
|
||||
</a>
|
||||
@@ -1867,6 +1908,37 @@ Child</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).SetEventPriority" >
|
||||
<strong>BASE:SetEventPriority(EventPriority)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set the Class <a href="Event.html">Event</a> processing Priority.</p>
|
||||
|
||||
|
||||
<p>The Event processing Priority is a number from 1 to 10,
|
||||
reflecting the order of the classes subscribed to the Event to be processed.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number EventPriority </em></code>:
|
||||
The <a href="Event.html">Event</a> processing Priority.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
|
||||
<p>self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(BASE).SetState" >
|
||||
<strong>BASE:SetState(Object, Key, Value)</strong>
|
||||
</a>
|
||||
@@ -2176,6 +2248,20 @@ A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE)._Private" >
|
||||
<strong>BASE._Private</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -70,24 +71,32 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Cargo</code></h1>
|
||||
|
||||
<p>Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Ground -- Management of logical cargo objects, that can be transported from and to transportation carriers.</p>
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Ground</strong> -- <br/>
|
||||
<strong>Management of logical cargo objects, that can be transported from and to transportation carriers.</strong></p>
|
||||
|
||||
|
||||
<p><img src="..\Presentations\AI_CARGO\CARGO.JPG" alt="Banner Image"/></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):</p>
|
||||
|
||||
<ul>
|
||||
<li><p>AI<em>CARGO</em>UNIT, represented by a <a href="Unit.html">Unit</a> in a <a href="Group.html">Group</a>: Cargo can be represented by a Unit in a Group. Destruction of the Unit will mean that the cargo is lost.</p></li>
|
||||
<li><p>CARGO_STATIC, represented by a <a href="Static.html">Static</a>: Cargo can be represented by a Static. Destruction of the Static will mean that the cargo is lost.</p></li>
|
||||
<li><p>AI<em>CARGO</em>PACKAGE, contained in a <a href="Unit.html">Unit</a> of a <a href="Group.html">Group</a>: Cargo can be contained within a Unit of a Group. The cargo can be <strong>delivered</strong> by the <a href="Unit.html">Unit</a>. If the Unit is destroyed, the cargo will be destroyed also.</p></li>
|
||||
<li><p>AI<em>CARGO</em>PACKAGE, Contained in a <a href="Static.html">Static</a>: Cargo can be contained within a Static. The cargo can be <strong>collected</strong> from the @Static. If the <a href="Static.html">Static</a> is destroyed, the cargo will be destroyed.</p></li>
|
||||
<li><p>CARGO_SLINGLOAD, represented by a <a href="Cargo.html">Cargo</a> that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost.</p></li>
|
||||
<li><p>AI<em>CARGO</em>GROUPED, represented by a Group of CARGO_UNITs.</p></li>
|
||||
<li>AI<em>CARGO</em>UNIT, represented by a <a href="Unit.html">Unit</a> in a <a href="Group.html">Group</a>: Cargo can be represented by a Unit in a Group.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1) <a href="AI.AI_Cargo.html##(AI_CARGO)">AI.AI<em>Cargo#AI</em>CARGO</a> class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<p>Destruction of the Unit will mean that the cargo is lost.
|
||||
* CARGO_STATIC, represented by a <a href="Static.html">Static</a>: Cargo can be represented by a Static. Destruction of the Static will mean that the cargo is lost.
|
||||
* AI<em>CARGO</em>PACKAGE, contained in a <a href="Unit.html">Unit</a> of a <a href="Group.html">Group</a>: Cargo can be contained within a Unit of a Group. The cargo can be <strong>delivered</strong> by the <a href="Unit.html">Unit</a>. If the Unit is destroyed, the cargo will be destroyed also.
|
||||
* AI<em>CARGO</em>PACKAGE, Contained in a <a href="Static.html">Static</a>: Cargo can be contained within a Static. The cargo can be <strong>collected</strong> from the @Static. If the <a href="Static.html">Static</a> is destroyed, the cargo will be destroyed.
|
||||
* CARGO_SLINGLOAD, represented by a <a href="Cargo.html">Cargo</a> that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost.</p>
|
||||
|
||||
<ul>
|
||||
<li>AI<em>CARGO</em>GROUPED, represented by a Group of CARGO_UNITs.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1) <a href="##(AI_CARGO)">#AI_CARGO</a> class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_CARGO)">#AI_CARGO</a> class defines the core functions that defines a cargo object within MOOSE.
|
||||
A cargo is a logical object defined that is available for transport, and has a life status within a simulation.</p>
|
||||
|
||||
@@ -132,10 +141,12 @@ There are 2 moments when state transition methods will be called by the state ma
|
||||
</ul>
|
||||
|
||||
<h1>2) #AI<em>CARGO</em>UNIT class</h1>
|
||||
|
||||
<p>The AI<em>CARGO</em>UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
|
||||
|
||||
<h1>5) #AI<em>CARGO</em>GROUPED class</h1>
|
||||
|
||||
<p>The AI<em>CARGO</em>GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
|
||||
Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
|
||||
|
||||
@@ -1263,7 +1274,7 @@ The cargo must be in the <strong>Loaded</strong> state.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> ToPointVec2 </em></code>:
|
||||
(optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.</p>
|
||||
(optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1289,7 +1300,7 @@ The cargo must be in the <strong>Loaded</strong> state.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> ToPointVec2 </em></code>:
|
||||
(optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.</p>
|
||||
(optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1399,7 +1410,7 @@ The amount of seconds to delay the action.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> ToPointVec2 </em></code>:
|
||||
(optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.</p>
|
||||
(optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1431,7 +1442,7 @@ The amount of seconds to delay the action.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> ToPointVec2 </em></code>:
|
||||
(optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.</p>
|
||||
(optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -2413,7 +2424,6 @@ The UNIT carrying the package.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
|
||||
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
|
||||
</a>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -119,7 +120,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._AddForCleanUp">CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add the <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
|
||||
<p>Add the <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -143,7 +144,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyUnit">CLEANUP:_DestroyUnit(CleanUpUnit, CleanUpUnitName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroys a <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> from the simulator, but checks first if it is still existing!</p>
|
||||
<p>Destroys a <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> from the simulator, but checks first if it is still existing!</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -291,7 +292,7 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Add the <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
|
||||
<p>Add the <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -385,7 +386,7 @@ The groupname...</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Destroys a <a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> from the simulator, but checks first if it is still existing!</p>
|
||||
<p>Destroys a <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> from the simulator, but checks first if it is still existing!</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,10 +75,10 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> class, extends <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a></h1>
|
||||
<h1>1) <a href="Client.html##(CLIENT)">Client#CLIENT</a> class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.
|
||||
Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
The <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a> class is a wrapper class to handle the DCS Unit objects that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
The <a href="Client.html##(CLIENT)">Client#CLIENT</a> class is a wrapper class to handle the DCS Unit objects that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Unit objects with skill level set to Player or Client.</li>
|
||||
@@ -129,7 +130,7 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Alive">CLIENT:Alive(CallBack, CallBackFunction, ...)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Alive">CLIENT:Alive(CallBackFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks for a client alive event and calls a function on a continuous basis.</p>
|
||||
</td>
|
||||
@@ -299,7 +300,7 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ShowCargo">CLIENT:ShowCargo()</a></td>
|
||||
<td class="summary">
|
||||
<p>Shows the <a href="AI.AI_Cargo.html##(CARGO)">AI.AI_Cargo#CARGO</a> contained within the CLIENT to the player as a message.</p>
|
||||
<p>Shows the <a href="AI_Cargo.html##(CARGO)">AI_Cargo#CARGO</a> contained within the CLIENT to the player as a message.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -393,7 +394,7 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).Alive" >
|
||||
<strong>CLIENT:Alive(CallBack, CallBackFunction, ...)</strong>
|
||||
<strong>CLIENT:Alive(CallBackFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -404,13 +405,8 @@ self</p>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function CallBack </em></code>:
|
||||
Function.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CallBackFunction </em></code>: </p>
|
||||
<p><code><em>#function CallBackFunction </em></code>:
|
||||
Create a function that will be called when a player joins the slot.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
@@ -859,7 +855,7 @@ is the category of the message (the title).</p>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number MessageInterval </em></code>:
|
||||
is the interval in seconds between the display of the <a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a> when the CLIENT is in the air.</p>
|
||||
is the interval in seconds between the display of the <a href="Message.html##(MESSAGE)">Message#MESSAGE</a> when the CLIENT is in the air.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
@@ -969,10 +965,10 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Shows the <a href="AI.AI_Cargo.html##(CARGO)">AI.AI_Cargo#CARGO</a> contained within the CLIENT to the player as a message.</p>
|
||||
<p>Shows the <a href="AI_Cargo.html##(CARGO)">AI_Cargo#CARGO</a> contained within the CLIENT to the player as a message.</p>
|
||||
|
||||
|
||||
<p>The <a href="AI.AI_Cargo.html##(CARGO)">AI.AI_Cargo#CARGO</a> is shown using the <a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a> distribution system.</p>
|
||||
<p>The <a href="AI_Cargo.html##(CARGO)">AI_Cargo#CARGO</a> is shown using the <a href="Message.html##(MESSAGE)">Message#MESSAGE</a> distribution system.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li>Controllable</li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,8 +75,8 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> class, extends <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> class is a wrapper class to handle the DCS Controllable objects:</p>
|
||||
<h1>1) <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> class is a wrapper class to handle the DCS Controllable objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
@@ -93,7 +94,7 @@
|
||||
|
||||
<h2>1.2) CONTROLLABLE task methods</h2>
|
||||
<p>Several controllable task methods are available that help you to prepare tasks.
|
||||
These methods return a string consisting of the task description, which can then be given to either a <a href="Wrapper.Controllable.html##(CONTROLLABLE).PushTask">Wrapper.Controllable#CONTROLLABLE.PushTask</a> or <a href="Wrapper.Controllable.html##(SetTask)">Wrapper.Controllable#SetTask</a> method to assign the task to the CONTROLLABLE.
|
||||
These methods return a string consisting of the task description, which can then be given to either a <a href="Controllable.html##(CONTROLLABLE).PushTask">Controllable#CONTROLLABLE.PushTask</a> or <a href="Controllable.html##(SetTask)">Controllable#SetTask</a> method to assign the task to the CONTROLLABLE.
|
||||
Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
|
||||
Each task description where applicable indicates for which controllable category the task is valid.
|
||||
There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.</p>
|
||||
@@ -257,7 +258,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).CopyRoute">CONTROLLABLE:CopyRoute(Begin, End, Randomize, Radius)</a></td>
|
||||
<td class="summary">
|
||||
<p>Return the route of a controllable by using the <a href="Core.Database.html##(DATABASE)">Core.Database#DATABASE</a> class.</p>
|
||||
<p>Return the route of a controllable by using the <a href="Database.html##(DATABASE)">Database#DATABASE</a> class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -479,7 +480,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).RouteReturnToAirbase">CONTROLLABLE:RouteReturnToAirbase(ReturnAirbase, Speed)</a></td>
|
||||
<td class="summary">
|
||||
<p>(AIR) Return the Controllable to an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>
|
||||
<p>(AIR) Return the Controllable to an <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>
|
||||
A speed can be given in km/h.</p>
|
||||
</td>
|
||||
</tr>
|
||||
@@ -606,7 +607,7 @@ A speed can be given in km/h.</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE:TaskLandAtZone(Zone, Duration, RandomPoint)</a></td>
|
||||
<td class="summary">
|
||||
<p>(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).</p>
|
||||
<p>(AIR) Land the controllable at a @{Zone#ZONE_RADIUS).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -861,7 +862,7 @@ SCHEDULER:New( nil,
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Return the route of a controllable by using the <a href="Core.Database.html##(DATABASE)">Core.Database#DATABASE</a> class.</p>
|
||||
<p>Return the route of a controllable by using the <a href="Database.html##(DATABASE)">Database#DATABASE</a> class.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -1827,7 +1828,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(AIR) Return the Controllable to an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>
|
||||
<p>(AIR) Return the Controllable to an <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>
|
||||
A speed can be given in km/h.</p>
|
||||
|
||||
|
||||
@@ -1838,7 +1839,7 @@ A speed can be given in km/h.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> ReturnAirbase </em></code>:
|
||||
The <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> to return to.</p>
|
||||
The <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> to return to.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
@@ -2225,7 +2226,7 @@ The DCS task structure.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTasking.Task.html##(TaskArray)">Dcs.DCSTasking.Task#TaskArray</a> DCSTasks </em></code>:
|
||||
Array of <a href="Dcs.DCSTasking.Task.html##(Task)">Dcs.DCSTasking.Task#Task</a></p>
|
||||
Array of <a href="DCSTasking.Task.html##(Task)">DCSTasking.Task#Task</a></p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -2708,7 +2709,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).</p>
|
||||
<p>(AIR) Land the controllable at a @{Zone#ZONE_RADIUS).</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -3133,7 +3134,7 @@ The waypoint function to be called when the controllable moves over the waypoint
|
||||
<p> Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.</p>
|
||||
|
||||
|
||||
<p> Use the method <a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> to define the hook functions for specific waypoints.
|
||||
<p> Use the method <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> to define the hook functions for specific waypoints.
|
||||
Use the method @{Controllable@CONTROLLABLE:WayPointExecute) to start the execution of the new mission plan.
|
||||
Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!</p>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li>Database</li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Core.Database.html##(DATABASE)">Core.Database#DATABASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="##(DATABASE)">#DATABASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>Mission designers can use the DATABASE class to refer to:</p>
|
||||
|
||||
<ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li>Detection</li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -75,12 +76,12 @@
|
||||
|
||||
<h1> </h1>
|
||||
|
||||
<h1> 1) <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<p> The <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> class defines the core functions to administer detected objects.
|
||||
The <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> class will detect objects within the battle zone for a list of <a href="Group.html">Group</a>s detecting targets following (a) detection method(s).</p>
|
||||
<h1> 1) <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p> The <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a> class defines the core functions to administer detected objects.
|
||||
The <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a> class will detect objects within the battle zone for a list of <a href="Group.html">Group</a>s detecting targets following (a) detection method(s).</p>
|
||||
|
||||
<h2> 1.1) DETECTION_BASE constructor</h2>
|
||||
<p> Construct a new DETECTION_BASE instance using the <a href="Functional.Detection.html##(DETECTION_BASE).New">Functional.Detection#DETECTION_BASE.New</a>() method.</p>
|
||||
<p> Construct a new DETECTION_BASE instance using the <a href="Detection.html##(DETECTION_BASE).New">Detection#DETECTION_BASE.New</a>() method.</p>
|
||||
|
||||
<h2> 1.2) DETECTION_BASE initialization</h2>
|
||||
<p> By default, detection will return detected objects with all the detection sensors available.
|
||||
@@ -91,42 +92,42 @@
|
||||
<p> Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Functional.Detection.html##(DETECTION_BASE).InitDetectVisual">Functional.Detection#DETECTION_BASE.InitDetectVisual</a>(): Detected using Visual.</li>
|
||||
<li><a href="Functional.Detection.html##(DETECTION_BASE).InitDetectOptical">Functional.Detection#DETECTION_BASE.InitDetectOptical</a>(): Detected using Optical.</li>
|
||||
<li><a href="Functional.Detection.html##(DETECTION_BASE).InitDetectRadar">Functional.Detection#DETECTION_BASE.InitDetectRadar</a>(): Detected using Radar.</li>
|
||||
<li><a href="Functional.Detection.html##(DETECTION_BASE).InitDetectIRST">Functional.Detection#DETECTION_BASE.InitDetectIRST</a>(): Detected using IRST.</li>
|
||||
<li><a href="Functional.Detection.html##(DETECTION_BASE).InitDetectRWR">Functional.Detection#DETECTION_BASE.InitDetectRWR</a>(): Detected using RWR.</li>
|
||||
<li><a href="Functional.Detection.html##(DETECTION_BASE).InitDetectDLINK">Functional.Detection#DETECTION_BASE.InitDetectDLINK</a>(): Detected using DLINK.</li>
|
||||
<li><a href="Detection.html##(DETECTION_BASE).InitDetectVisual">Detection#DETECTION_BASE.InitDetectVisual</a>(): Detected using Visual.</li>
|
||||
<li><a href="Detection.html##(DETECTION_BASE).InitDetectOptical">Detection#DETECTION_BASE.InitDetectOptical</a>(): Detected using Optical.</li>
|
||||
<li><a href="Detection.html##(DETECTION_BASE).InitDetectRadar">Detection#DETECTION_BASE.InitDetectRadar</a>(): Detected using Radar.</li>
|
||||
<li><a href="Detection.html##(DETECTION_BASE).InitDetectIRST">Detection#DETECTION_BASE.InitDetectIRST</a>(): Detected using IRST.</li>
|
||||
<li><a href="Detection.html##(DETECTION_BASE).InitDetectRWR">Detection#DETECTION_BASE.InitDetectRWR</a>(): Detected using RWR.</li>
|
||||
<li><a href="Detection.html##(DETECTION_BASE).InitDetectDLINK">Detection#DETECTION_BASE.InitDetectDLINK</a>(): Detected using DLINK.</li>
|
||||
</ul>
|
||||
|
||||
<h2> 1.3) Obtain objects detected by DETECTION_BASE</h2>
|
||||
<p> DETECTION_BASE builds <a href="Set.html">Set</a>s of objects detected. These <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>s can be retrieved using the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectedSets">Functional.Detection#DETECTION_BASE.GetDetectedSets</a>().
|
||||
The method will return a list (table) of <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> objects.</p>
|
||||
<p> DETECTION_BASE builds <a href="Set.html">Set</a>s of objects detected. These <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s can be retrieved using the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSets">Detection#DETECTION_BASE.GetDetectedSets</a>().
|
||||
The method will return a list (table) of <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> objects.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1> 2) <a href="Functional.Detection.html##(DETECTION_AREAS)">Functional.Detection#DETECTION_AREAS</a> class, extends <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a></h1>
|
||||
<p> The <a href="Functional.Detection.html##(DETECTION_AREAS)">Functional.Detection#DETECTION_AREAS</a> class will detect units within the battle zone for a list of <a href="Group.html">Group</a>s detecting targets following (a) detection method(s),
|
||||
and will build a list (table) of <a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a>s containing the <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>s detected.
|
||||
<h1> 2) <a href="Detection.html##(DETECTION_AREAS)">Detection#DETECTION_AREAS</a> class, extends <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a></h1>
|
||||
<p> The <a href="Detection.html##(DETECTION_AREAS)">Detection#DETECTION_AREAS</a> class will detect units within the battle zone for a list of <a href="Group.html">Group</a>s detecting targets following (a) detection method(s),
|
||||
and will build a list (table) of <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>s containing the <a href="Unit.html##(UNIT)">Unit#UNIT</a>s detected.
|
||||
The class is group the detected units within zones given a DetectedZoneRange parameter.
|
||||
A set with multiple detected zones will be created as there are groups of units detected.</p>
|
||||
|
||||
<h2> 2.1) Retrieve the Detected Unit sets and Detected Zones</h2>
|
||||
<p> The DetectedUnitSets methods are implemented in <a href="Functional.Detection.html##(DECTECTION_BASE)">Functional.Detection#DECTECTION_BASE</a> and the DetectedZones methods is implemented in <a href="Functional.Detection.html##(DETECTION_AREAS)">Functional.Detection#DETECTION_AREAS</a>.</p>
|
||||
<p> The DetectedUnitSets methods are implemented in <a href="Detection.html##(DECTECTION_BASE)">Detection#DECTECTION_BASE</a> and the DetectedZones methods is implemented in <a href="Detection.html##(DETECTION_AREAS)">Detection#DETECTION_AREAS</a>.</p>
|
||||
|
||||
<p> Retrieve the DetectedUnitSets with the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectedSets">Functional.Detection#DETECTION_BASE.GetDetectedSets</a>(). A table will be return of <a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a>s.
|
||||
To understand the amount of sets created, use the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectedSetCount">Functional.Detection#DETECTION_BASE.GetDetectedSetCount</a>().
|
||||
If you want to obtain a specific set from the DetectedSets, use the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectedSet">Functional.Detection#DETECTION_BASE.GetDetectedSet</a>() with a given index.</p>
|
||||
<p> Retrieve the DetectedUnitSets with the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSets">Detection#DETECTION_BASE.GetDetectedSets</a>(). A table will be return of <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>s.
|
||||
To understand the amount of sets created, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSetCount">Detection#DETECTION_BASE.GetDetectedSetCount</a>().
|
||||
If you want to obtain a specific set from the DetectedSets, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectedSet">Detection#DETECTION_BASE.GetDetectedSet</a>() with a given index.</p>
|
||||
|
||||
<p> Retrieve the formed <a href="Zone.html">Zone</a>s as a result of the grouping the detected units within the DetectionZoneRange, use the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectionZones">Functional.Detection#DETECTION_BASE.GetDetectionZones</a>().
|
||||
To understand the amount of zones created, use the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectionZoneCount">Functional.Detection#DETECTION_BASE.GetDetectionZoneCount</a>().
|
||||
If you want to obtain a specific zone from the DetectedZones, use the method <a href="Functional.Detection.html##(DETECTION_BASE).GetDetectionZone">Functional.Detection#DETECTION_BASE.GetDetectionZone</a>() with a given index.</p>
|
||||
<p> Retrieve the formed <a href="Zone.html">Zone</a>s as a result of the grouping the detected units within the DetectionZoneRange, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectionZones">Detection#DETECTION_BASE.GetDetectionZones</a>().
|
||||
To understand the amount of zones created, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectionZoneCount">Detection#DETECTION_BASE.GetDetectionZoneCount</a>().
|
||||
If you want to obtain a specific zone from the DetectedZones, use the method <a href="Detection.html##(DETECTION_BASE).GetDetectionZone">Detection#DETECTION_BASE.GetDetectionZone</a>() with a given index.</p>
|
||||
|
||||
<h2> 1.4) Flare or Smoke detected units</h2>
|
||||
<p> Use the methods <a href="Functional.Detection.html##(DETECTION_AREAS).FlareDetectedUnits">Functional.Detection#DETECTION_AREAS.FlareDetectedUnits</a>() or <a href="Functional.Detection.html##(DETECTION_AREAS).SmokeDetectedUnits">Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits</a>() to flare or smoke the detected units when a new detection has taken place.</p>
|
||||
<p> Use the methods <a href="Detection.html##(DETECTION_AREAS).FlareDetectedUnits">Detection#DETECTION_AREAS.FlareDetectedUnits</a>() or <a href="Detection.html##(DETECTION_AREAS).SmokeDetectedUnits">Detection#DETECTION_AREAS.SmokeDetectedUnits</a>() to flare or smoke the detected units when a new detection has taken place.</p>
|
||||
|
||||
<h2> 1.5) Flare or Smoke detected zones</h2>
|
||||
<p> Use the methods <a href="Functional.Detection.html##(DETECTION_AREAS).FlareDetectedZones">Functional.Detection#DETECTION_AREAS.FlareDetectedZones</a>() or <a href="Functional.Detection.html##(DETECTION_AREAS).SmokeDetectedZones">Functional.Detection#DETECTION_AREAS.SmokeDetectedZones</a>() to flare or smoke the detected zones when a new detection has taken place.</p>
|
||||
<p> Use the methods <a href="Detection.html##(DETECTION_AREAS).FlareDetectedZones">Detection#DETECTION_AREAS.FlareDetectedZones</a>() or <a href="Detection.html##(DETECTION_AREAS).SmokeDetectedZones">Detection#DETECTION_AREAS.SmokeDetectedZones</a>() to flare or smoke the detected zones when a new detection has taken place.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -247,13 +248,13 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetDetectedSet">DETECTION_AREAS:GetDetectedSet(Index)</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the <a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> of a detecttion area using a given numeric index.</p>
|
||||
<p>Get the <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> of a detecttion area using a given numeric index.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetDetectedZone">DETECTION_AREAS:GetDetectedZone(Index)</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the <a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a> of a detection area using a given numeric index.</p>
|
||||
<p>Get the <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> of a detection area using a given numeric index.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -489,7 +490,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedSets">DETECTION_BASE:GetDetectedSets()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the detected <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>s.</p>
|
||||
<p>Get the detected <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -585,7 +586,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE)._DetectionScheduler">DETECTION_BASE:_DetectionScheduler(SchedulerName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Form <a href="Set.html">Set</a>s of detected <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>s in an array of <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>s.</p>
|
||||
<p>Form <a href="Set.html">Set</a>s of detected <a href="Unit.html##(UNIT)">Unit#UNIT</a>s in an array of <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -987,7 +988,7 @@ DetectedAreas</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the <a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> of a detecttion area using a given numeric index.</p>
|
||||
<p>Get the <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> of a detecttion area using a given numeric index.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -1013,7 +1014,7 @@ DetectedSet</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the <a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a> of a detection area using a given numeric index.</p>
|
||||
<p>Get the <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> of a detection area using a given numeric index.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -1697,7 +1698,7 @@ Count</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the detected <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>s.</p>
|
||||
<p>Get the detected <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -2064,7 +2065,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Form <a href="Set.html">Set</a>s of detected <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>s in an array of <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>s.</p>
|
||||
<p>Form <a href="Set.html">Set</a>s of detected <a href="Unit.html##(UNIT)">Unit#UNIT</a>s in an array of <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>s.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
1101
docs/Documentation/DetectionManager.html
Normal file
1101
docs/Documentation/DetectionManager.html
Normal file
File diff suppressed because it is too large
Load Diff
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li>Escort</li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -155,7 +156,7 @@ Note that this is really fantastic, as you now have the dynamic of taking contro
|
||||
<p>Create a new SPAWN object with the <a href="##(ESCORT).New">ESCORT.New</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ESCORT).New">ESCORT.New</a>: Creates a new ESCORT object from a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> for a <a href="Wrapper.Client.html##(CLIENT)">Wrapper.Client#CLIENT</a>, with an optional briefing text.</li>
|
||||
<li><a href="##(ESCORT).New">ESCORT.New</a>: Creates a new ESCORT object from a <a href="Group.html##(GROUP)">Group#GROUP</a> for a <a href="Client.html##(CLIENT)">Client#CLIENT</a>, with an optional briefing text.</li>
|
||||
</ul>
|
||||
|
||||
<h1>ESCORT initialization methods.</h1>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li>Event</li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -124,7 +125,7 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENT).Init">EVENT:Init(EventID, EventClass)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENT).Init">EVENT:Init(EventID, EventPriority, EventClass)</a></td>
|
||||
<td class="summary">
|
||||
<p>Initializes the Events structure for the event</p>
|
||||
</td>
|
||||
@@ -378,7 +379,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENT).RemoveAll">EVENT:RemoveAll(EventObject)</a></td>
|
||||
<td class="summary">
|
||||
<p>Clears all event subscriptions for a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> derived object.</p>
|
||||
<p>Clears all event subscriptions for a <a href="Base.html##(BASE)">Base#BASE</a> derived object.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -423,6 +424,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).IniDCSUnitName">EVENTDATA.IniDCSUnitName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(EVENTDATA).IniGroup">EVENTDATA.IniGroup</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -606,7 +613,7 @@
|
||||
<dt>
|
||||
|
||||
<a id="#(EVENT).Init" >
|
||||
<strong>EVENT:Init(EventID, EventClass)</strong>
|
||||
<strong>EVENT:Init(EventID, EventPriority, EventClass)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -622,6 +629,12 @@
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number EventPriority </em></code>:
|
||||
The priority of the EventClass.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Base.html##(BASE)">Core.Base#BASE</a> EventClass </em></code>: </p>
|
||||
|
||||
</li>
|
||||
@@ -1978,7 +1991,7 @@ The self instance of the class for which the event is.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Clears all event subscriptions for a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> derived object.</p>
|
||||
<p>Clears all event subscriptions for a <a href="Base.html##(BASE)">Base#BASE</a> derived object.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2087,6 +2100,20 @@ The self instance of the class for which the event is.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(EVENTDATA).IniGroup" >
|
||||
<strong>EVENTDATA.IniGroup</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li>Fsm</li>
|
||||
@@ -77,6 +78,8 @@
|
||||
|
||||
<p><img src="..\Presentations\FSM\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>A FSM can only be in one of a finite number of states.
|
||||
The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
|
||||
It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
|
||||
@@ -124,7 +127,7 @@ Additionally, I've added extendability and created an API that allows seamless F
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Core.Fsm.html##(FSM)">Core.Fsm#FSM</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="##(FSM)">#FSM</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p><img src="..\Presentations\FSM\Dia3.JPG" alt="Transition Rules and Transition Handlers and Event Triggers"/></p>
|
||||
|
||||
@@ -1482,7 +1485,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<em></em>
|
||||
<a id="#(FSM)._StartState" >
|
||||
<strong>FSM._StartState</strong>
|
||||
</a>
|
||||
@@ -1776,6 +1779,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,8 +75,8 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> class, extends <a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a></h1>
|
||||
<p>The <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> class is a wrapper class to handle the DCS Group objects:</p>
|
||||
<h1>1) <a href="Group.html##(GROUP)">Group#GROUP</a> class, extends <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a></h1>
|
||||
<p>The <a href="Group.html##(GROUP)">Group#GROUP</a> class is a wrapper class to handle the DCS Group objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Group APIs.</li>
|
||||
@@ -113,7 +114,7 @@ If the DCS Group object does not exist or is nil, the GROUP methods will return
|
||||
<p>Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Controllable.html##(CONTROLLABLE).TaskMission">Wrapper.Controllable#CONTROLLABLE.TaskMission</a>: (AIR + GROUND) Return a mission task from a mission template.</li>
|
||||
<li><a href="Controllable.html##(CONTROLLABLE).TaskMission">Controllable#CONTROLLABLE.TaskMission</a>: (AIR + GROUND) Return a mission task from a mission template.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) GROUP Command methods</h2>
|
||||
@@ -135,7 +136,7 @@ Use the following Zone validation methods on the group:</p>
|
||||
<li><a href="##(GROUP).IsNotInZone">GROUP.IsNotInZone</a>: Returns true if none of the group units of the group are within a <a href="Zone.html">Zone</a>.</li>
|
||||
</ul>
|
||||
|
||||
<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>
|
||||
<p>The zone can be of any <a href="Zone.html">Zone</a> class derived from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>. So, these methods are polymorphic to the zones tested on.</p>
|
||||
|
||||
<h2>1.6) GROUP AI methods</h2>
|
||||
|
||||
@@ -221,7 +222,7 @@ Use the following Zone validation methods on the group:</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GROUP).CopyRoute">GROUP:CopyRoute(Begin, End, Randomize, Radius)</a></td>
|
||||
<td class="summary">
|
||||
<p>Return the route of a group by using the <a href="Core.Database.html##(DATABASE)">Core.Database#DATABASE</a> class.</p>
|
||||
<p>Return the route of a group by using the <a href="Database.html##(DATABASE)">Database#DATABASE</a> class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -319,7 +320,7 @@ Use the following Zone validation methods on the group:</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(GROUP).GetPositionVec3">GROUP:GetPositionVec3()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Position3)">Dcs.DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Position3)">DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -584,7 +585,7 @@ All units on the ground result.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Return the route of a group by using the <a href="Core.Database.html##(DATABASE)">Core.Database#DATABASE</a> class.</p>
|
||||
<p>Return the route of a group by using the <a href="Database.html##(DATABASE)">Database#DATABASE</a> class.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -947,7 +948,7 @@ Minimum height found.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Position3)">Dcs.DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Position3)">DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
@@ -1250,7 +1251,7 @@ The zone to test.</p>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
Returns true if the Group is completely within the <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></p>
|
||||
Returns true if the Group is completely within the <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1313,7 +1314,7 @@ The zone to test.</p>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
Returns true if the Group is completely within the <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></p>
|
||||
Returns true if the Group is completely within the <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1340,7 +1341,7 @@ The zone to test.</p>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
Returns true if the Group is completely within the <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></p>
|
||||
Returns true if the Group is completely within the <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1422,7 +1423,7 @@ self</p>
|
||||
<p>Respawn the <a href="GROUP.html">GROUP</a> using a (tweaked) template of the Group.</p>
|
||||
|
||||
|
||||
<p>The template must be retrieved with the <a href="Wrapper.Group.html##(GROUP).GetTemplate">Wrapper.Group#GROUP.GetTemplate</a>() function.
|
||||
<p>The template must be retrieved with the <a href="Group.html##(GROUP).GetTemplate">Group#GROUP.GetTemplate</a>() function.
|
||||
The template contains all the definitions as declared within the mission file.
|
||||
To understand templates, do the following: </p>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,7 +75,7 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class, extends <a href="Wrapper.Object.html##(OBJECT)">Wrapper.Object#OBJECT</a></h1>
|
||||
<h1>1) <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
<p>The <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
|
||||
<ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,8 +75,6 @@
|
||||
|
||||
|
||||
|
||||
<p> There is a small note... When you see a class like MENU<em>COMMAND</em>COALITION with COMMAND in italic, it acutally represents it like this: <code>MENU_COMMAND_COALITION</code>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>DCS Menus can be managed using the MENU classes.
|
||||
@@ -90,19 +89,19 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
|
||||
<h3>To manage <strong>main menus</strong>, the classes begin with <strong>MENU_</strong>:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="Core.Menu.html##(MENU_MISSION)">Core.Menu#MENU_MISSION</a>: Manages main menus for whole mission file.</li>
|
||||
<li><a href="Core.Menu.html##(MENU_COALITION)">Core.Menu#MENU_COALITION</a>: Manages main menus for whole coalition.</li>
|
||||
<li><a href="Core.Menu.html##(MENU_GROUP)">Core.Menu#MENU_GROUP</a>: Manages main menus for GROUPs.</li>
|
||||
<li><a href="Core.Menu.html##(MENU_CLIENT)">Core.Menu#MENU_CLIENT</a>: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
|
||||
<li><a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a>: Manages main menus for whole mission file.</li>
|
||||
<li><a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a>: Manages main menus for whole coalition.</li>
|
||||
<li><a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a>: Manages main menus for GROUPs.</li>
|
||||
<li><a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a>: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
|
||||
</ul>
|
||||
|
||||
<h3>To manage <strong>command menus</strong>, which are menus that allow the player to issue <strong>functions</strong>, the classes begin with <strong>MENU<em>COMMAND</em></strong>:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="Core.Menu.html##(MENU_MISSION_COMMAND)">Core.Menu#MENU<em>MISSION</em>COMMAND</a>: Manages command menus for whole mission file.</li>
|
||||
<li><a href="Core.Menu.html##(MENU_COALITION_COMMAND)">Core.Menu#MENU<em>COALITION</em>COMMAND</a>: Manages command menus for whole coalition.</li>
|
||||
<li><a href="Core.Menu.html##(MENU_GROUP_COMMAND)">Core.Menu#MENU<em>GROUP</em>COMMAND</a>: Manages command menus for GROUPs.</li>
|
||||
<li><a href="Core.Menu.html##(MENU_CLIENT_COMMAND)">Core.Menu#MENU<em>CLIENT</em>COMMAND</a>: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
|
||||
<li><a href="Menu.html##(MENU_MISSION_COMMAND)">Menu#MENU<em>MISSION</em>COMMAND</a>: Manages command menus for whole mission file.</li>
|
||||
<li><a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a>: Manages command menus for whole coalition.</li>
|
||||
<li><a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a>: Manages command menus for GROUPs.</li>
|
||||
<li><a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a>: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
@@ -114,10 +113,10 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
|
||||
These are simply abstract base classes defining a couple of fields that are used by the
|
||||
derived MENU_ classes to manage menus.</p>
|
||||
|
||||
<h2>1.1) <a href="Core.Menu.html##(MENU_BASE)">Core.Menu#MENU_BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h2>
|
||||
<h2>1.1) <a href="##(MENU_BASE)">#MENU_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h2>
|
||||
<p>The <a href="##(MENU_BASE)">#MENU_BASE</a> class defines the main MENU class where other MENU classes are derived from.</p>
|
||||
|
||||
<h2>1.2) <a href="Core.Menu.html##(MENU_COMMAND_BASE)">Core.Menu#MENU<em>COMMAND</em>BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h2>
|
||||
<h2>1.2) <a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h2>
|
||||
<p>The <a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a> class defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.</p>
|
||||
|
||||
<hr/>
|
||||
@@ -127,13 +126,13 @@ derived MENU_ classes to manage menus.</p>
|
||||
<h1>2) MENU MISSION classes</h1>
|
||||
<p>The underlying classes manage the menus for a complete mission file.</p>
|
||||
|
||||
<h2>2.1) <a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a> class, extends <a href="Core.Menu.html##(MENU_BASE)">Core.Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_MISSION)">Core.Menu#MENU_MISSION</a> class manages the main menus for a complete mission. <br/>
|
||||
<h2>2.1) <a href="##(MENU_MISSION)">#MENU_MISSION</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a> class manages the main menus for a complete mission. <br/>
|
||||
You can add menus with the <a href="##(MENU_MISSION).New">MENU_MISSION.New</a> method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_MISSION).Remove">MENU_MISSION.Remove</a>.</p>
|
||||
|
||||
<h2>2.2) <a href="Menu.html##(MENU_MISSION_COMMAND)">Menu#MENU<em>MISSION</em>COMMAND</a> class, extends <a href="Core.Menu.html##(MENU_COMMAND_BASE)">Core.Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_MISSION_COMMAND)">Core.Menu#MENU<em>MISSION</em>COMMAND</a> class manages the command menus for a complete mission, which allow players to execute functions during mission execution. <br/>
|
||||
<h2>2.2) <a href="##(MENU_MISSION_COMMAND)">#MENU<em>MISSION</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_MISSION_COMMAND)">Menu#MENU<em>MISSION</em>COMMAND</a> class manages the command menus for a complete mission, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_MISSION_COMMAND).New">MENU<em>MISSION</em>COMMAND.New</a> method, which constructs a MENU<em>MISSION</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_MISSION_COMMAND).Remove">MENU<em>MISSION</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
@@ -142,13 +141,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
|
||||
<h1>3) MENU COALITION classes</h1>
|
||||
<p>The underlying classes manage the menus for whole coalitions.</p>
|
||||
|
||||
<h2>3.1) <a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a> class, extends <a href="Core.Menu.html##(MENU_BASE)">Core.Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_COALITION)">Core.Menu#MENU_COALITION</a> class manages the main menus for coalitions. <br/>
|
||||
<h2>3.1) <a href="##(MENU_COALITION)">#MENU_COALITION</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_COALITION).New">MENU_COALITION.New</a> method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_COALITION).Remove">MENU_COALITION.Remove</a>.</p>
|
||||
|
||||
<h2>3.2) <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class, extends <a href="Core.Menu.html##(MENU_COMMAND_BASE)">Core.Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_COALITION_COMMAND)">Core.Menu#MENU<em>COALITION</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
<h2>3.2) <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_COALITION_COMMAND).New">MENU<em>COALITION</em>COMMAND.New</a> method, which constructs a MENU<em>COALITION</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_COALITION_COMMAND).Remove">MENU<em>COALITION</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
@@ -157,13 +156,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
|
||||
<h1>4) MENU GROUP classes</h1>
|
||||
<p>The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed.</p>
|
||||
|
||||
<h2>4.1) <a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a> class, extends <a href="Core.Menu.html##(MENU_BASE)">Core.Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_GROUP)">Core.Menu#MENU_GROUP</a> class manages the main menus for coalitions. <br/>
|
||||
<h2>4.1) <a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_GROUP).New">MENU_GROUP.New</a> method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_GROUP).Remove">MENU_GROUP.Remove</a>.</p>
|
||||
|
||||
<h2>4.2) <a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a> class, extends <a href="Core.Menu.html##(MENU_COMMAND_BASE)">Core.Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_GROUP_COMMAND)">Core.Menu#MENU<em>GROUP</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
<h2>4.2) <a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_GROUP_COMMAND).New">MENU<em>GROUP</em>COMMAND.New</a> method, which constructs a MENU<em>GROUP</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_GROUP_COMMAND).Remove">MENU<em>GROUP</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
@@ -172,13 +171,13 @@ Using this object reference, you can then remove ALL the menus and submenus unde
|
||||
<h1>5) MENU CLIENT classes</h1>
|
||||
<p>The underlying classes manage the menus for units with skill level client or player.</p>
|
||||
|
||||
<h2>5.1) <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class, extends <a href="Core.Menu.html##(MENU_BASE)">Core.Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_CLIENT)">Core.Menu#MENU_CLIENT</a> class manages the main menus for coalitions. <br/>
|
||||
<h2>5.1) <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_CLIENT).New">MENU_CLIENT.New</a> method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_CLIENT).Remove">MENU_CLIENT.Remove</a>.</p>
|
||||
|
||||
<h2>5.2) <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class, extends <a href="Core.Menu.html##(MENU_COMMAND_BASE)">Core.Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Core.Menu.html##(MENU_CLIENT_COMMAND)">Core.Menu#MENU<em>CLIENT</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
<h2>5.2) <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_CLIENT_COMMAND).New">MENU<em>CLIENT</em>COMMAND.New</a> method, which constructs a MENU<em>CLIENT</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_CLIENT_COMMAND).Remove">MENU<em>CLIENT</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
@@ -322,7 +321,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT_COMMAND).New">MENU_CLIENT_COMMAND:New(Client, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, MenuClient, ...)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_CLIENT_COMMAND).New">MENU_CLIENT_COMMAND:New(Client, MenuText, ParentMenu, CommandMenuFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>MENU<em>CLIENT</em>COMMAND constructor.</p>
|
||||
</td>
|
||||
@@ -1000,7 +999,7 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_CLIENT_COMMAND).New" >
|
||||
<strong>MENU_CLIENT_COMMAND:New(Client, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, MenuClient, ...)</strong>
|
||||
<strong>MENU_CLIENT_COMMAND:New(Client, MenuText, ParentMenu, CommandMenuFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -1038,17 +1037,6 @@ A function that is called when the menu key is pressed.</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuArgument </em></code>:
|
||||
An argument for the function.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuClient </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,22 +75,22 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="Message.html##(MESSAGE)">Message#MESSAGE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>Message System to display Messages to Clients, Coalitions or All.
|
||||
Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
Messages can contain a category which is indicating the category of the message.</p>
|
||||
|
||||
<h2>1.1) MESSAGE construction methods</h2>
|
||||
<p>Messages are created with <a href="Core.Message.html##(MESSAGE).New">Core.Message#MESSAGE.New</a>. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
<p>Messages are created with <a href="Message.html##(MESSAGE).New">Message#MESSAGE.New</a>. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
To send messages, you need to use the To functions.</p>
|
||||
|
||||
<h2>1.2) Send messages with MESSAGE To methods</h2>
|
||||
<p>Messages are sent to:</p>
|
||||
|
||||
<ul>
|
||||
<li>Clients with <a href="Core.Message.html##(MESSAGE).ToClient">Core.Message#MESSAGE.ToClient</a>.</li>
|
||||
<li>Coalitions with <a href="Core.Message.html##(MESSAGE).ToCoalition">Core.Message#MESSAGE.ToCoalition</a>.</li>
|
||||
<li>All Players with <a href="Core.Message.html##(MESSAGE).ToAll">Core.Message#MESSAGE.ToAll</a>.
|
||||
<li>Clients with <a href="Message.html##(MESSAGE).ToClient">Message#MESSAGE.ToClient</a>.</li>
|
||||
<li>Coalitions with <a href="Message.html##(MESSAGE).ToCoalition">Message#MESSAGE.ToCoalition</a>.</li>
|
||||
<li>All Players with <a href="Message.html##(MESSAGE).ToAll">Message#MESSAGE.ToAll</a>.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Functional.MissileTrainer.html##(MISSILETRAINER)">Functional.MissileTrainer#MISSILETRAINER</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="MissileTrainer.html##(MISSILETRAINER)">MissileTrainer#MISSILETRAINER</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
It suports the following functionality:</p>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -256,7 +257,7 @@ A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MI
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).JoinUnit">MISSION:JoinUnit(PlayerUnit)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).JoinUnit">MISSION:JoinUnit(PlayerUnit, PlayerGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add a Unit to join the Mission.</p>
|
||||
</td>
|
||||
@@ -1294,7 +1295,7 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )</code>
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).JoinUnit" >
|
||||
<strong>MISSION:JoinUnit(PlayerUnit)</strong>
|
||||
<strong>MISSION:JoinUnit(PlayerUnit, PlayerGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -1306,13 +1307,19 @@ env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )</code>
|
||||
If the Unit was not part of a Task in the Mission, false is returned.
|
||||
If the Unit is part of a Task in the Mission, true is returned.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
|
||||
The CLIENT or UNIT of the Player joining the Mission.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> PlayerGroup </em></code>:
|
||||
The GROUP of the player joining the Mission.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,8 +75,8 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Wrapper.Object.html##(OBJECT)">Wrapper.Object#OBJECT</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<p>The <a href="Wrapper.Object.html##(OBJECT)">Wrapper.Object#OBJECT</a> class is a wrapper class to handle the DCS Object objects:</p>
|
||||
<h1>1) <a href="Object.html##(OBJECT)">Object#OBJECT</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="Object.html##(OBJECT)">Object#OBJECT</a> class is a wrapper class to handle the DCS Object objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
@@ -87,14 +88,14 @@
|
||||
<p>The OBJECT class provides the following functions to construct a OBJECT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Object.html##(OBJECT).New">Wrapper.Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
|
||||
<li><a href="Object.html##(OBJECT).New">Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) OBJECT methods:</h2>
|
||||
<p>The following methods can be used to identify an Object object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Object.html##(OBJECT).GetID">Wrapper.Object#OBJECT.GetID</a>(): Returns the ID of the Object object.</li>
|
||||
<li><a href="Object.html##(OBJECT).GetID">Object#OBJECT.GetID</a>(): Returns the ID of the Object object.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,8 +75,8 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<p>The <a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a> class defines a 3D point in the simulator.</p>
|
||||
<h1>1) <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> class defines a 3D point in the simulator.</p>
|
||||
|
||||
<p><strong>Important Note:</strong> Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.</p>
|
||||
@@ -84,20 +85,20 @@ In order to keep the credibility of the the author, I want to emphasize that the
|
||||
<p>A new POINT_VEC3 instance can be created with:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC3).New">POINT_VEC3.New</a>(): a 3D point.</li>
|
||||
<li><a href="##(POINT_VEC3).NewFromVec3">POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a>.</li>
|
||||
<li><a href="Point.html##(POINT_VEC3).New">Point#POINT_VEC3.New</a>(): a 3D point.</li>
|
||||
<li><a href="Point.html##(POINT_VEC3).NewFromVec3">Point#POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h1>2) <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> class, extends <a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a></h1>
|
||||
<p>The <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.</p>
|
||||
<h1>2) <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
|
||||
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.</p>
|
||||
|
||||
<h2>2.1) POINT_VEC2 constructor</h2>
|
||||
<p>A new POINT_VEC2 instance can be created with:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(POINT_VEC2).New">POINT_VEC2.New</a>(): a 2D point, taking an additional height parameter.</li>
|
||||
<li><a href="##(POINT_VEC2).NewFromVec2">POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>.</li>
|
||||
<li><a href="Point.html##(POINT_VEC2).New">Point#POINT_VEC2.New</a>(): a 2D point, taking an additional height parameter.</li>
|
||||
<li><a href="Point.html##(POINT_VEC2).NewFromVec2">Point#POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
@@ -165,7 +166,7 @@ In order to keep the credibility of the the author, I want to emphasize that the
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).DistanceFromVec2">POINT_VEC2:DistanceFromVec2(Vec2Reference)</a></td>
|
||||
<td class="summary">
|
||||
<p>Calculate the distance from a reference <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>.</p>
|
||||
<p>Calculate the distance from a reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -668,21 +669,21 @@ The distance from the reference <a href="##(POINT_VEC2)">#POINT_VEC2</a> in mete
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Calculate the distance from a reference <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>.</p>
|
||||
<p>Calculate the distance from a reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> Vec2Reference </em></code>:
|
||||
The reference <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>.</p>
|
||||
The reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a>:</em>
|
||||
The distance from the reference <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> in meters.</p>
|
||||
The distance from the reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> in meters.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,8 +75,8 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a> class, extends <a href="Wrapper.Identifiable.html##(IDENTIFIABLE)">Wrapper.Identifiable#IDENTIFIABLE</a></h1>
|
||||
<p>The <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a> class is a wrapper class to handle the POSITIONABLE objects:</p>
|
||||
<h1>1) <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a> class, extends <a href="Identifiable.html##(IDENTIFIABLE)">Identifiable#IDENTIFIABLE</a></h1>
|
||||
<p>The <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a> class is a wrapper class to handle the POSITIONABLE objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS APIs.</li>
|
||||
@@ -87,15 +88,15 @@
|
||||
<p>The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Positionable.html##(POSITIONABLE).New">Wrapper.Positionable#POSITIONABLE.New</a>(): Create a POSITIONABLE instance.</li>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).New">Positionable#POSITIONABLE.New</a>(): Create a POSITIONABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) POSITIONABLE methods:</h2>
|
||||
<p>The following methods can be used to identify an measurable object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Wrapper.Positionable.html##(POSITIONABLE).GetID">Wrapper.Positionable#POSITIONABLE.GetID</a>(): Returns the ID of the measurable object.</li>
|
||||
<li><a href="Wrapper.Positionable.html##(POSITIONABLE).GetName">Wrapper.Positionable#POSITIONABLE.GetName</a>(): Returns the name of the measurable object.</li>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).GetID">Positionable#POSITIONABLE.GetID</a>(): Returns the ID of the measurable object.</li>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).GetName">Positionable#POSITIONABLE.GetName</a>(): Returns the name of the measurable object.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
@@ -161,25 +162,25 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetPositionVec3">POSITIONABLE:GetPositionVec3()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Position3)">Dcs.DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Position3)">DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetRandomVec3">POSITIONABLE:GetRandomVec3(Radius)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a random <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns a random <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetVec2">POSITIONABLE:GetVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> vector indicating the point in 2D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> vector indicating the point in 2D of the POSITIONABLE within the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetVec3">POSITIONABLE:GetVec3()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector indicating the 3D vector of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> vector indicating the 3D vector of the POSITIONABLE within the mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -467,7 +468,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Position3)">Dcs.DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Position3)">DCSTypes#Position3</a> position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.</p>
|
||||
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
@@ -495,7 +496,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns a random <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns a random <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -531,7 +532,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> vector indicating the point in 2D of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> vector indicating the point in 2D of the POSITIONABLE within the mission.</p>
|
||||
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
@@ -559,7 +560,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> vector indicating the 3D vector of the POSITIONABLE within the mission.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> vector indicating the 3D vector of the POSITIONABLE within the mission.</p>
|
||||
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><a href="##(ACT_ROUTE)">#ACT_ROUTE</a> FSM class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
|
||||
<h1><a href="##(ACT_ROUTE)">#ACT_ROUTE</a> FSM class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<h2>ACT_ROUTE state machine:</h2>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -99,7 +100,7 @@ these will not be executed anymore when the SCHEDULER object has been destroyed.
|
||||
|
||||
<p>The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
|
||||
The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
|
||||
The SCHEDULER object plans new scheduled functions through the <a href="Core.Scheduler.html##(SCHEDULER).Schedule">Core.Scheduler#SCHEDULER.Schedule</a>() method.
|
||||
The SCHEDULER object plans new scheduled functions through the <a href="Scheduler.html##(SCHEDULER).Schedule">Scheduler#SCHEDULER.Schedule</a>() method.
|
||||
The Schedule() method returns the CallID that is the reference ID for each planned schedule.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,19 +75,19 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Core.Scheduler.html##(SCHEDULER)">Core.Scheduler#SCHEDULER</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="Scheduler.html##(SCHEDULER)">Scheduler#SCHEDULER</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>The <a href="Core.Scheduler.html##(SCHEDULER)">Core.Scheduler#SCHEDULER</a> class creates schedule.</p>
|
||||
<p>The <a href="Scheduler.html##(SCHEDULER)">Scheduler#SCHEDULER</a> class creates schedule.</p>
|
||||
|
||||
<h2>1.1) SCHEDULER constructor</h2>
|
||||
|
||||
<p>The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.</li>
|
||||
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.</li>
|
||||
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.</li>
|
||||
<li><a href="Core.Scheduler.html##(SCHEDULER).New">Core.Scheduler#SCHEDULER.New</a>( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.</li>
|
||||
<li><a href="Scheduler.html##(SCHEDULER).New">Scheduler#SCHEDULER.New</a>( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.</li>
|
||||
<li><a href="Scheduler.html##(SCHEDULER).New">Scheduler#SCHEDULER.New</a>( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.</li>
|
||||
<li><a href="Scheduler.html##(SCHEDULER).New">Scheduler#SCHEDULER.New</a>( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.</li>
|
||||
<li><a href="Scheduler.html##(SCHEDULER).New">Scheduler#SCHEDULER.New</a>( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) SCHEDULER timer stopping and (re-)starting.</h2>
|
||||
@@ -94,13 +95,13 @@
|
||||
<p>The SCHEDULER can be stopped and restarted with the following methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Core.Scheduler.html##(SCHEDULER).Start">Core.Scheduler#SCHEDULER.Start</a>(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.</li>
|
||||
<li><a href="Core.Scheduler.html##(SCHEDULER).Stop">Core.Scheduler#SCHEDULER.Stop</a>(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.</li>
|
||||
<li><a href="Scheduler.html##(SCHEDULER).Start">Scheduler#SCHEDULER.Start</a>(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.</li>
|
||||
<li><a href="Scheduler.html##(SCHEDULER).Stop">Scheduler#SCHEDULER.Stop</a>(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) Create a new schedule</h2>
|
||||
|
||||
<p>With <a href="Core.Scheduler.html##(SCHEDULER).Schedule">Core.Scheduler#SCHEDULER.Schedule</a>() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.</p>
|
||||
<p>With <a href="Scheduler.html##(SCHEDULER).Schedule">Scheduler#SCHEDULER.Schedule</a>() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,24 +77,24 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<p>The <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> class defines the core functions that define a collection of objects.
|
||||
<h1>1) <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> class defines the core functions that define a collection of objects.
|
||||
A SET provides iterators to iterate the SET, but will <strong>temporarily</strong> yield the ForEach interator loop at defined <strong>"intervals"</strong> to the mail simulator loop.
|
||||
In this way, large loops can be done while not blocking the simulator main processing loop.
|
||||
The default <strong>"yield interval"</strong> is after 10 objects processed.
|
||||
The default <strong>"time interval"</strong> is after 0.001 seconds.</p>
|
||||
|
||||
<h2>1.1) Add or remove objects from the SET</h2>
|
||||
<p>Some key core functions are <a href="Core.Set.html##(SET_BASE).Add">Core.Set#SET_BASE.Add</a> and <a href="Core.Set.html##(SET_BASE).Remove">Core.Set#SET_BASE.Remove</a> to add or remove objects from the SET in your logic.</p>
|
||||
<p>Some key core functions are <a href="Set.html##(SET_BASE).Add">Set#SET_BASE.Add</a> and <a href="Set.html##(SET_BASE).Remove">Set#SET_BASE.Remove</a> to add or remove objects from the SET in your logic.</p>
|
||||
|
||||
<h2>1.2) Define the SET iterator <strong>"yield interval"</strong> and the <strong>"time interval"</strong></h2>
|
||||
<p>Modify the iterator intervals with the <a href="Core.Set.html##(SET_BASE).SetInteratorIntervals">Core.Set#SET_BASE.SetInteratorIntervals</a> method.
|
||||
<p>Modify the iterator intervals with the <a href="Set.html##(SET_BASE).SetInteratorIntervals">Set#SET_BASE.SetInteratorIntervals</a> method.
|
||||
You can set the <strong>"yield interval"</strong>, and the <strong>"time interval"</strong>. (See above).</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>2) <a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> class, extends <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> class to build sets of groups belonging to certain:</p>
|
||||
<h1>2) <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> class to build sets of groups belonging to certain:</p>
|
||||
|
||||
<ul>
|
||||
<li>Coalitions</li>
|
||||
@@ -110,7 +111,7 @@ You can set the <strong>"yield interval"</strong>, and the <strong>"time interva
|
||||
</ul>
|
||||
|
||||
<h2>2.2) Add or Remove GROUP(s) from SET_GROUP: </h2>
|
||||
<p>GROUPS can be added and removed using the <a href="Core.Set.html##(SET_GROUP).AddGroupsByName">Core.Set#SET_GROUP.AddGroupsByName</a> and <a href="Core.Set.html##(SET_GROUP).RemoveGroupsByName">Core.Set#SET_GROUP.RemoveGroupsByName</a> respectively.
|
||||
<p>GROUPS can be added and removed using the <a href="Set.html##(SET_GROUP).AddGroupsByName">Set#SET_GROUP.AddGroupsByName</a> and <a href="Set.html##(SET_GROUP).RemoveGroupsByName">Set#SET_GROUP.RemoveGroupsByName</a> respectively.
|
||||
These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.</p>
|
||||
|
||||
<h2>2.3) SET_GROUP filter criteria: </h2>
|
||||
@@ -133,7 +134,7 @@ Filter criteria are defined by:</p>
|
||||
<p>Planned filter criteria within development are (so these are not yet available):</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SET_GROUP).FilterZones">SET_GROUP.FilterZones</a>: Builds the SET_GROUP with the groups within a <a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>.</li>
|
||||
<li><a href="##(SET_GROUP).FilterZones">SET_GROUP.FilterZones</a>: Builds the SET_GROUP with the groups within a <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.4) SET_GROUP iterators:</h2>
|
||||
@@ -150,8 +151,8 @@ The following iterator methods are currently available within the SET</em>GROUP:
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>3) <a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> class, extends <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> class to build sets of units belonging to certain:</p>
|
||||
<h1>3) <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> class to build sets of units belonging to certain:</p>
|
||||
|
||||
<ul>
|
||||
<li>Coalitions</li>
|
||||
@@ -169,7 +170,7 @@ The following iterator methods are currently available within the SET</em>GROUP:
|
||||
</ul>
|
||||
|
||||
<h2>3.2) Add or Remove UNIT(s) from SET_UNIT: </h2>
|
||||
<p>UNITs can be added and removed using the <a href="Core.Set.html##(SET_UNIT).AddUnitsByName">Core.Set#SET_UNIT.AddUnitsByName</a> and <a href="Core.Set.html##(SET_UNIT).RemoveUnitsByName">Core.Set#SET_UNIT.RemoveUnitsByName</a> respectively.
|
||||
<p>UNITs can be added and removed using the <a href="Set.html##(SET_UNIT).AddUnitsByName">Set#SET_UNIT.AddUnitsByName</a> and <a href="Set.html##(SET_UNIT).RemoveUnitsByName">Set#SET_UNIT.RemoveUnitsByName</a> respectively.
|
||||
These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.</p>
|
||||
|
||||
<h2>3.3) SET_UNIT filter criteria: </h2>
|
||||
@@ -193,7 +194,7 @@ Filter criteria are defined by:</p>
|
||||
<p>Planned filter criteria within development are (so these are not yet available):</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SET_UNIT).FilterZones">SET_UNIT.FilterZones</a>: Builds the SET_UNIT with the units within a <a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>.</li>
|
||||
<li><a href="##(SET_UNIT).FilterZones">SET_UNIT.FilterZones</a>: Builds the SET_UNIT with the units within a <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h2>3.4) SET_UNIT iterators:</h2>
|
||||
@@ -217,8 +218,8 @@ The following iterator methods are currently available within the SET</em>UNIT:<
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>4) <a href="Core.Set.html##(SET_CLIENT)">Core.Set#SET_CLIENT</a> class, extends <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Core.Set.html##(SET_CLIENT)">Core.Set#SET_CLIENT</a> class to build sets of units belonging to certain:</p>
|
||||
<h1>4) <a href="Set.html##(SET_CLIENT)">Set#SET_CLIENT</a> class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Set.html##(SET_CLIENT)">Set#SET_CLIENT</a> class to build sets of units belonging to certain:</p>
|
||||
|
||||
<ul>
|
||||
<li>Coalitions</li>
|
||||
@@ -236,7 +237,7 @@ The following iterator methods are currently available within the SET</em>UNIT:<
|
||||
</ul>
|
||||
|
||||
<h2>4.2) Add or Remove CLIENT(s) from SET_CLIENT: </h2>
|
||||
<p>CLIENTs can be added and removed using the <a href="Core.Set.html##(SET_CLIENT).AddClientsByName">Core.Set#SET_CLIENT.AddClientsByName</a> and <a href="Core.Set.html##(SET_CLIENT).RemoveClientsByName">Core.Set#SET_CLIENT.RemoveClientsByName</a> respectively.
|
||||
<p>CLIENTs can be added and removed using the <a href="Set.html##(SET_CLIENT).AddClientsByName">Set#SET_CLIENT.AddClientsByName</a> and <a href="Set.html##(SET_CLIENT).RemoveClientsByName">Set#SET_CLIENT.RemoveClientsByName</a> respectively.
|
||||
These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.</p>
|
||||
|
||||
<h2>4.3) SET_CLIENT filter criteria: </h2>
|
||||
@@ -260,7 +261,7 @@ Filter criteria are defined by:</p>
|
||||
<p>Planned filter criteria within development are (so these are not yet available):</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SET_CLIENT).FilterZones">SET_CLIENT.FilterZones</a>: Builds the SET_CLIENT with the clients within a <a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>.</li>
|
||||
<li><a href="##(SET_CLIENT).FilterZones">SET_CLIENT.FilterZones</a>: Builds the SET_CLIENT with the clients within a <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h2>4.4) SET_CLIENT iterators:</h2>
|
||||
@@ -274,8 +275,8 @@ The following iterator methods are currently available within the SET</em>CLIENT
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>5) <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a> class, extends <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a> class to build sets of airbases optionally belonging to certain:</p>
|
||||
<h1>5) <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a> class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
<p>Mission designers can use the <a href="Set.html##(SET_AIRBASE)">Set#SET_AIRBASE</a> class to build sets of airbases optionally belonging to certain:</p>
|
||||
|
||||
<ul>
|
||||
<li>Coalitions</li>
|
||||
@@ -289,7 +290,7 @@ The following iterator methods are currently available within the SET</em>CLIENT
|
||||
</ul>
|
||||
|
||||
<h2>5.2) Add or Remove AIRBASEs from SET_AIRBASE </h2>
|
||||
<p>AIRBASEs can be added and removed using the <a href="Core.Set.html##(SET_AIRBASE).AddAirbasesByName">Core.Set#SET_AIRBASE.AddAirbasesByName</a> and <a href="Core.Set.html##(SET_AIRBASE).RemoveAirbasesByName">Core.Set#SET_AIRBASE.RemoveAirbasesByName</a> respectively.
|
||||
<p>AIRBASEs can be added and removed using the <a href="Set.html##(SET_AIRBASE).AddAirbasesByName">Set#SET_AIRBASE.AddAirbasesByName</a> and <a href="Set.html##(SET_AIRBASE).RemoveAirbasesByName">Set#SET_AIRBASE.RemoveAirbasesByName</a> respectively.
|
||||
These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.</p>
|
||||
|
||||
<h2>5.3) SET_AIRBASE filter criteria </h2>
|
||||
@@ -431,7 +432,7 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_AIRBASE).FindNearestAirbaseFromPointVec2">SET_AIRBASE:FindNearestAirbaseFromPointVec2(PointVec2)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_AIRBASE while identifying the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> from a <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>.</p>
|
||||
<p>Iterate the SET_AIRBASE while identifying the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -465,13 +466,13 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).Add">SET_BASE:Add(ObjectName, Object)</a></td>
|
||||
<td class="summary">
|
||||
<p>Adds a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object in the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>, using a given ObjectName as the index.</p>
|
||||
<p>Adds a <a href="Base.html##(BASE)">Base#BASE</a> object in the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>, using a given ObjectName as the index.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).AddObject">SET_BASE:AddObject(Object)</a></td>
|
||||
<td class="summary">
|
||||
<p>Adds a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object in the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>, using the Object Name as the index.</p>
|
||||
<p>Adds a <a href="Base.html##(BASE)">Base#BASE</a> object in the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>, using the Object Name as the index.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -489,7 +490,7 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).Count">SET_BASE:Count()</a></td>
|
||||
<td class="summary">
|
||||
<p>Retrieves the amount of objects in the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> and derived classes.</p>
|
||||
<p>Retrieves the amount of objects in the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -519,7 +520,7 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).FindNearestObjectFromPointVec2">SET_BASE:FindNearestObjectFromPointVec2(PointVec2)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_BASE while identifying the nearest object from a <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>.</p>
|
||||
<p>Iterate the SET_BASE while identifying the nearest object from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -537,7 +538,7 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).Get">SET_BASE:Get(ObjectName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Gets a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object from the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
<p>Gets a <a href="Base.html##(BASE)">Base#BASE</a> object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -567,7 +568,7 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).Remove">SET_BASE:Remove(ObjectName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object from the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
<p>Removes a <a href="Base.html##(BASE)">Base#BASE</a> object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -633,7 +634,7 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_BASE)._Find">SET_BASE:_Find(ObjectName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds an <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object based on the object Name.</p>
|
||||
<p>Finds an <a href="Base.html##(BASE)">Base#BASE</a> object based on the object Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -1422,21 +1423,21 @@ The AIRBASE</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Iterate the SET_AIRBASE while identifying the nearest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> from a <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>.</p>
|
||||
<p>Iterate the SET_AIRBASE while identifying the nearest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>:
|
||||
A <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> object from where to evaluate the closest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
|
||||
A <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object from where to evaluate the closest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>:</em>
|
||||
The closest <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</p>
|
||||
The closest <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a>.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1562,7 +1563,7 @@ A single name or an array of AIRBASE names.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Adds a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object in the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>, using a given ObjectName as the index.</p>
|
||||
<p>Adds a <a href="Base.html##(BASE)">Base#BASE</a> object in the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>, using a given ObjectName as the index.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -1593,7 +1594,7 @@ The added BASE Object.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Adds a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object in the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a>, using the Object Name as the index.</p>
|
||||
<p>Adds a <a href="Base.html##(BASE)">Base#BASE</a> object in the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a>, using the Object Name as the index.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -1647,7 +1648,7 @@ The added BASE Object.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Retrieves the amount of objects in the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> and derived classes.</p>
|
||||
<p>Retrieves the amount of objects in the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -1732,14 +1733,14 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Iterate the SET_BASE while identifying the nearest object from a <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>.</p>
|
||||
<p>Iterate the SET_BASE while identifying the nearest object from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>:
|
||||
A <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> object from where to evaluate the closest object in the set.</p>
|
||||
A <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object from where to evaluate the closest object in the set.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1827,7 +1828,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Gets a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object from the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
<p>Gets a <a href="Base.html##(BASE)">Base#BASE</a> object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -1941,7 +1942,7 @@ DBObject = SET_BASE:New()</code></pre>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes a <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object from the <a href="Core.Set.html##(SET_BASE)">Core.Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
<p>Removes a <a href="Base.html##(BASE)">Base#BASE</a> object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes, based on the Object Name.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2165,7 +2166,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Finds an <a href="Core.Base.html##(BASE)">Core.Base#BASE</a> object based on the object Name.</p>
|
||||
<p>Finds an <a href="Base.html##(BASE)">Base#BASE</a> object based on the object Name.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -76,7 +77,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><a href="##(ACT_ASSIST)">#ACT_ASSIST</a> FSM class, extends <a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a></h1>
|
||||
<h1><a href="##(ACT_ASSIST)">#ACT_ASSIST</a> FSM class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<h2>ACT_ASSIST state machine:</h2>
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -70,14 +71,19 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Spawn</code></h1>
|
||||
|
||||
<p>This module contains the SPAWN class.</p>
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <br/>
|
||||
<strong>Spawn groups of units dynamically in your missions.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\SPAWN\SPAWN.JPG" alt="Banner Image"/></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(SPAWN)">#SPAWN</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Functional.Spawn.html##(SPAWN)">Functional.Spawn#SPAWN</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
|
||||
<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
||||
For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the <em>"Spawn Template"</em> of the SPAWN object.
|
||||
<p>For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the <em>"Spawn Template"</em> of the SPAWN object.
|
||||
A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.</p>
|
||||
|
||||
<p>Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
|
||||
@@ -123,7 +129,7 @@ So in principle, the group list will contain all parameters and configurations a
|
||||
<li><a href="##(SPAWN).InitLimit">SPAWN.InitLimit</a>(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.</li>
|
||||
<li><a href="##(SPAWN).InitRandomizeRoute">SPAWN.InitRandomizeRoute</a>(): Randomize the routes of spawned groups, and for air groups also optionally the height.</li>
|
||||
<li><a href="##(SPAWN).InitRandomizeTemplate">SPAWN.InitRandomizeTemplate</a>(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </li>
|
||||
<li><a href="##(SPAWN).InitUncontrolled">SPAWN.InitUncontrolled</a>(): Spawn plane groups uncontrolled.</li>
|
||||
<li><a href="##(SPAWN).InitUnControlled">SPAWN.InitUnControlled</a>(): Spawn plane groups uncontrolled.</li>
|
||||
<li><a href="##(SPAWN).InitArray">SPAWN.InitArray</a>(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.</li>
|
||||
<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>
|
||||
@@ -200,6 +206,8 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-02-04: SPAWN:InitUnControlled( <strong>UnControlled</strong> ) replaces SPAWN:InitUnControlled().</p>
|
||||
|
||||
<p>2017-01-24: SPAWN:<strong>InitAIOnOff( AIOnOff )</strong> added.</p>
|
||||
|
||||
<p>2017-01-24: SPAWN:<strong>InitAIOn()</strong> added.</p>
|
||||
@@ -396,9 +404,9 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitUnControlled">SPAWN:InitUnControlled()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).InitUnControlled">SPAWN:InitUnControlled(UnControlled)</a></td>
|
||||
<td class="summary">
|
||||
<p>(AIR) Will spawn a plane group in uncontrolled mode...</p>
|
||||
<p>(<strong>AIR</strong>) Will spawn a plane group in UnControlled or Controlled mode...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -1524,16 +1532,27 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).InitUnControlled" >
|
||||
<strong>SPAWN:InitUnControlled()</strong>
|
||||
<strong>SPAWN:InitUnControlled(UnControlled)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(AIR) Will spawn a plane group in uncontrolled mode...</p>
|
||||
<p>(<strong>AIR</strong>) Will spawn a plane group in UnControlled or Controlled mode...</p>
|
||||
|
||||
|
||||
<p>This will be similar to the uncontrolled flag setting in the ME.</p>
|
||||
<p>This will be similar to the uncontrolled flag setting in the ME.
|
||||
You can use UnControlled mode to simulate planes startup and ready for take-off but aren't moving (yet).
|
||||
ReSpawn the plane in Controlled mode, and the plane will move...</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean UnControlled </em></code>:
|
||||
true if UnControlled, false if Controlled.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SPAWN)">#SPAWN</a>:</em>
|
||||
@@ -1656,7 +1675,7 @@ Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter
|
||||
|
||||
|
||||
<p>The provided method will be called when a new group is spawned, including its given parameters.
|
||||
The first parameter of the SpawnFunction is the <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> that was spawned.</p>
|
||||
The first parameter of the SpawnFunction is the <a href="Group.html##(GROUP)">Group#GROUP</a> that was spawned.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -1739,9 +1758,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -2127,7 +2143,7 @@ SpawnGroupName</p>
|
||||
<p>Will spawn a Group within a given <a href="Zone.html">Zone</a>.</p>
|
||||
|
||||
|
||||
<p>The <a href="Zone.html">Zone</a> can be of any type derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>.
|
||||
<p>The <a href="Zone.html">Zone</a> can be of any type derived from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.
|
||||
Once the <a href="Group.html">Group</a> is spawned within the zone, the <a href="Group.html">Group</a> will continue on its route.
|
||||
The <strong>first waypoint</strong> (where the group is spawned) is replaced with the zone location coordinates.</p>
|
||||
|
||||
@@ -2512,7 +2528,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,10 +75,10 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Wrapper.Static.html##(STATIC)">Wrapper.Static#STATIC</a> class, extends <a href="Wrapper.Positionable.html##(POSITIONABLE)">Wrapper.Positionable#POSITIONABLE</a></h1>
|
||||
<h1>1) <a href="Static.html##(STATIC)">Static#STATIC</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.
|
||||
Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
The <a href="Wrapper.Static.html##(STATIC)">Wrapper.Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
|
||||
The <a href="Static.html##(STATIC)">Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Static objects.</li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,7 +75,7 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(TASK)">#TASK</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="##(TASK)">#TASK</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<h2>1.1) The <a href="##(TASK)">#TASK</a> class implements the methods for task orchestration within MOOSE. </h2>
|
||||
<p>The class provides a couple of methods to:</p>
|
||||
|
||||
@@ -327,7 +328,7 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).JoinUnit">TASK:JoinUnit(PlayerUnit)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).JoinUnit">TASK:JoinUnit(PlayerUnit, PlayerGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add a PlayerUnit to join the Task.</p>
|
||||
</td>
|
||||
@@ -1310,7 +1311,7 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).JoinUnit" >
|
||||
<strong>TASK:JoinUnit(PlayerUnit)</strong>
|
||||
<strong>TASK:JoinUnit(PlayerUnit, PlayerGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -1322,13 +1323,19 @@ self</p>
|
||||
If the Unit was not part of the Task, false is returned.
|
||||
If the Unit is part of the Task, true is returned.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> PlayerUnit </em></code>:
|
||||
The CLIENT or UNIT of the Player joining the Mission.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> PlayerGroup </em></code>:
|
||||
The GROUP of the player joining the Mission.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,15 +75,15 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(TASK_A2G)">#TASK_A2G</a> class, extends <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></h1>
|
||||
<h1>1) <a href="##(TASK_A2G)">#TASK_A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines a CAS or BAI task of a <a href="Set.html">Set</a> of Target Units,
|
||||
located at a Target Zone, based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>.
|
||||
located at a Target Zone, based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
|
||||
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
|
||||
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
|
||||
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
|
||||
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,15 +75,15 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(TASK_PICKUP)">#TASK_PICKUP</a> class, extends <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></h1>
|
||||
<h1>1) <a href="##(TASK_PICKUP)">#TASK_PICKUP</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
<p>The <a href="##(TASK_PICKUP)">#TASK_PICKUP</a> class defines a pickup task of a <a href="Set.html">Set</a> of <a href="CARGO.html">CARGO</a> objects defined within the mission.
|
||||
based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>.
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_PICKUP is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
|
||||
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
|
||||
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
|
||||
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
|
||||
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,15 +75,15 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(TASK_SEAD)">#TASK_SEAD</a> class, extends <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></h1>
|
||||
<h1>1) <a href="##(TASK_SEAD)">#TASK_SEAD</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
<p>The <a href="##(TASK_SEAD)">#TASK_SEAD</a> class defines a SEAD task for a <a href="Set.html">Set</a> of Target Units, located at a Target Zone,
|
||||
based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>.
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_SEAD is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
|
||||
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
|
||||
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
|
||||
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
|
||||
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -74,7 +75,7 @@
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(UNIT)">#UNIT</a> class, extends <a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a></h1>
|
||||
<h1>1) <a href="##(UNIT)">#UNIT</a> class, extends <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a></h1>
|
||||
<p>The <a href="##(UNIT)">#UNIT</a> class is a wrapper class to handle the DCS Unit objects:</p>
|
||||
|
||||
<ul>
|
||||
@@ -108,7 +109,7 @@ If the DCS Unit object does not exist or is nil, the UNIT methods will return ni
|
||||
<h2>1.2) DCS UNIT APIs</h2>
|
||||
<p>The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
|
||||
To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
|
||||
the first letter of the method is also capitalized. So, by example, the DCS Unit method <a href="Dcs.DCSWrapper.Unit.html##(Unit).getName">Dcs.DCSWrapper.Unit#Unit.getName</a>()
|
||||
the first letter of the method is also capitalized. So, by example, the DCS Unit method <a href="DCSWrapper.Unit.html##(Unit).getName">DCSWrapper.Unit#Unit.getName</a>()
|
||||
is implemented in the UNIT class as <a href="##(UNIT).GetName">UNIT.GetName</a>().</p>
|
||||
|
||||
<h2>1.3) Smoke, Flare Units</h2>
|
||||
@@ -131,7 +132,7 @@ If you want to obtain the complete <strong>3D position</strong> including ori<72>
|
||||
<p>The UNIT class contains methods to test the location or proximity against zones or other objects.</p>
|
||||
|
||||
<h3>1.6.1) Zones</h3>
|
||||
<p>To test whether the Unit is within a <strong>zone</strong>, use the <a href="##(UNIT).IsInZone">UNIT.IsInZone</a>() or the <a href="##(UNIT).IsNotInZone">UNIT.IsNotInZone</a>() methods. Any zone can be tested on, but the zone must be derived from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>. </p>
|
||||
<p>To test whether the Unit is within a <strong>zone</strong>, use the <a href="##(UNIT).IsInZone">UNIT.IsInZone</a>() or the <a href="##(UNIT).IsNotInZone">UNIT.IsNotInZone</a>() methods. Any zone can be tested on, but the zone must be derived from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>. </p>
|
||||
|
||||
<h3>1.6.2) Units</h3>
|
||||
<p>Test if another DCS Unit is within a given radius of the current DCS Unit, use the <a href="##(UNIT).OtherUnitInRadius">UNIT.OtherUnitInRadius</a>() method.</p>
|
||||
@@ -1236,7 +1237,7 @@ The zone to test.</p>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
Returns true if the unit is within the <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></p>
|
||||
Returns true if the unit is within the <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1263,7 +1264,7 @@ The zone to test.</p>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
Returns true if the unit is not within the <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></p>
|
||||
Returns true if the unit is not within the <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -70,7 +71,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Zone</code></h1>
|
||||
|
||||
<p>This module contains the ZONE classes, inherited from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>.</p>
|
||||
<p>This module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
|
||||
|
||||
|
||||
<p>There are essentially two core functions that zones accomodate:</p>
|
||||
@@ -84,7 +85,7 @@
|
||||
|
||||
<ul>
|
||||
<li>Test if completely within the zone.</li>
|
||||
<li>Test if partly within the zone (for <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> objects).</li>
|
||||
<li>Test if partly within the zone (for <a href="Group.html##(GROUP)">Group#GROUP</a> objects).</li>
|
||||
<li>Test if not in the zone.</li>
|
||||
<li>Distance to the nearest intersecting point of the zone.</li>
|
||||
<li>Distance to the center of the zone.</li>
|
||||
@@ -94,17 +95,17 @@
|
||||
<p>Each of these ZONE classes have a zone name, and specific parameters defining the zone type:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>: The ZONE_BASE class defining the base for all other zone classes.</li>
|
||||
<li><a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a>: The ZONE_RADIUS class defined by a zone name, a location and a radius.</li>
|
||||
<li><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>: The ZONE class, defined by the zone name as defined within the Mission Editor.</li>
|
||||
<li><a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>: The ZONE_UNIT class defines by a zone around a <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> with a radius.</li>
|
||||
<li><a href="Core.Zone.html##(ZONE_GROUP)">Core.Zone#ZONE_GROUP</a>: The ZONE_GROUP class defines by a zone around a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> with a radius.</li>
|
||||
<li><a href="Core.Zone.html##(ZONE_POLYGON)">Core.Zone#ZONE_POLYGON</a>: The ZONE_POLYGON class defines by a sequence of <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</li>
|
||||
<li><a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>: The ZONE_BASE class defining the base for all other zone classes.</li>
|
||||
<li><a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a>: The ZONE_RADIUS class defined by a zone name, a location and a radius.</li>
|
||||
<li><a href="Zone.html##(ZONE)">Zone#ZONE</a>: The ZONE class, defined by the zone name as defined within the Mission Editor.</li>
|
||||
<li><a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a>: The ZONE_UNIT class defines by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</li>
|
||||
<li><a href="Zone.html##(ZONE_GROUP)">Zone#ZONE_GROUP</a>: The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</li>
|
||||
<li><a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a>: The ZONE_POLYGON class defines by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> class, extends <a href="Core.Base.html##(BASE)">Core.Base#BASE</a></h1>
|
||||
<h1>1) <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
|
||||
<h3>1.1) Each zone has a name:</h3>
|
||||
@@ -113,11 +114,11 @@
|
||||
<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2) Each zone implements two polymorphic functions defined in <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</h3>
|
||||
<h3>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).IsPointVec2InZone">ZONE_BASE.IsPointVec2InZone</a>(): Returns if a <a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> is within the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).IsPointVec3InZone">ZONE_BASE.IsPointVec3InZone</a>(): Returns if a <a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a> is within the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).IsPointVec2InZone">ZONE_BASE.IsPointVec2InZone</a>(): Returns if a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> is within the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).IsPointVec3InZone">ZONE_BASE.IsPointVec3InZone</a>(): Returns if a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> is within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h3>
|
||||
@@ -131,8 +132,8 @@
|
||||
<h3>1.4) A zone manages Vectors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> coordinate of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> within the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.5) A zone has a bounding square:</h3>
|
||||
@@ -150,11 +151,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>2) <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a> class, extends <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></h1>
|
||||
<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
<p>The ZONE<em>RADIUS class defined by a zone name, a location and a radius.
|
||||
This class implements the inherited functions from Core.Zone#ZONE</em>BASE taking into account the own zone format and properties.</p>
|
||||
|
||||
<h3>2.1) <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a> constructor:</h3>
|
||||
<h3>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).New">ZONE_BASE.New</a>(): Constructor.</li>
|
||||
@@ -170,41 +171,41 @@ This class implements the inherited functions from Core.Zone#ZONE</em>BASE takin
|
||||
<h3>2.3) Manage the location of the zone:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).SetVec2">ZONE_BASE.SetVec2</a>(): Sets the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetVec3">ZONE_BASE.GetVec3</a>(): Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
|
||||
<li><a href="##(ZONE_BASE).SetVec2">ZONE_BASE.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetVec3">ZONE_BASE.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>3) <a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> class, extends <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a></h1>
|
||||
<h1>3) <a href="Zone.html##(ZONE)">Zone#ZONE</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
This class implements the inherited functions from {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>4) <a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a> class, extends <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a></h1>
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> with a radius.
|
||||
This class implements the inherited functions from <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
<h1>4) <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>5) <a href="Core.Zone.html##(ZONE_GROUP)">Core.Zone#ZONE_GROUP</a> class, extends <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a></h1>
|
||||
<p>The ZONE_GROUP class defines by a zone around a <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> with a radius. The current leader of the group defines the center of the zone.
|
||||
This class implements the inherited functions from <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
<h1>5) <a href="Zone.html##(ZONE_GROUP)">Zone#ZONE_GROUP</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius. The current leader of the group defines the center of the zone.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>6) <a href="Core.Zone.html##(ZONE_POLYGON_BASE)">Core.Zone#ZONE<em>POLYGON</em>BASE</a> class, extends <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></h1>
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
|
||||
This class implements the inherited functions from <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.
|
||||
<h1>6) <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.
|
||||
This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>7) <a href="Core.Zone.html##(ZONE_POLYGON)">Core.Zone#ZONE_POLYGON</a> class, extends <a href="Core.Zone.html##(ZONE_POLYGON_BASE)">Core.Zone#ZONE<em>POLYGON</em>BASE</a></h1>
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
|
||||
This class implements the inherited functions from <a href="Core.Zone.html##(ZONE_RADIUS)">Core.Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
<h1>7) <a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a> class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -314,13 +315,13 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE:GetRandomVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Define a random <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> within the zone.</p>
|
||||
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetVec2">ZONE_BASE:GetVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> coordinate of the zone.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -430,7 +431,7 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_GROUP).New">ZONE_GROUP:New(ZoneName, ZoneGROUP, Radius)</a></td>
|
||||
<td class="summary">
|
||||
<p>Constructor to create a ZONE_GROUP instance, taking the zone name, a zone <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> and a radius.</p>
|
||||
<p>Constructor to create a ZONE_GROUP instance, taking the zone name, a zone <a href="Group.html##(GROUP)">Group#GROUP</a> and a radius.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -452,7 +453,7 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON).New">ZONE_POLYGON:New(ZoneName, ZoneGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> defined within the Mission Editor.</p>
|
||||
<p>Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the <a href="Group.html##(GROUP)">Group#GROUP</a> defined within the Mission Editor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -480,7 +481,7 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetRandomVec2">ZONE_POLYGON_BASE:GetRandomVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Define a random <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> within the zone.</p>
|
||||
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -492,13 +493,13 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).New">ZONE_POLYGON_BASE:New(ZoneName, PointsArray)</a></td>
|
||||
<td class="summary">
|
||||
<p>Constructor to create a ZONE<em>POLYGON</em>BASE instance, taking the zone name and an array of <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
<p>Constructor to create a ZONE<em>POLYGON</em>BASE instance, taking the zone name and an array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).Polygon">ZONE_POLYGON_BASE.Polygon</a></td>
|
||||
<td class="summary">
|
||||
<p>The polygon defined by an array of <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>.</p>
|
||||
<p>The polygon defined by an array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -530,7 +531,7 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS:GetRandomVec2()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS:GetRandomVec2(inner, outer)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a random location within the zone.</p>
|
||||
</td>
|
||||
@@ -538,13 +539,13 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetVec2">ZONE_RADIUS:GetVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> of the zone.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS:GetVec3(Height)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> of the ZONE_RADIUS.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the ZONE_RADIUS.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -580,7 +581,7 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS:SetVec2(Vec2)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> of the zone.</p>
|
||||
<p>Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -614,13 +615,13 @@ This class implements the inherited functions from <a href="Core.Zone.html##(ZON
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_UNIT).GetVec2">ZONE_UNIT:GetVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the current location of the <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>.</p>
|
||||
<p>Returns the current location of the <a href="Unit.html##(UNIT)">Unit#UNIT</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_UNIT).GetVec3">ZONE_UNIT:GetVec3(Height)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> of the ZONE_UNIT.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the ZONE_UNIT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -858,7 +859,7 @@ The name of the zone.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Define a random <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> within the zone.</p>
|
||||
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -876,7 +877,7 @@ The Vec2 coordinates.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> coordinate of the zone.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -1211,7 +1212,7 @@ The location of the zone based on the <a href="Group.html">Group</a> location.</
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Constructor to create a ZONE_GROUP instance, taking the zone name, a zone <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> and a radius.</p>
|
||||
<p>Constructor to create a ZONE_GROUP instance, taking the zone name, a zone <a href="Group.html##(GROUP)">Group#GROUP</a> and a radius.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -1258,7 +1259,7 @@ self</p>
|
||||
|
||||
<h2><a id="#(ZONE_POLYGON)" >Type <code>ZONE_POLYGON</code></a></h2>
|
||||
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
@@ -1284,10 +1285,10 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> defined within the Mission Editor.</p>
|
||||
<p>Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the <a href="Group.html##(GROUP)">Group#GROUP</a> defined within the Mission Editor.</p>
|
||||
|
||||
|
||||
<p>The <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.</p>
|
||||
<p>The <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -1314,7 +1315,7 @@ self</p>
|
||||
|
||||
<h2><a id="#(ZONE_POLYGON_BASE)" >Type <code>ZONE_POLYGON_BASE</code></a></h2>
|
||||
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by an array of <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by an array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
@@ -1376,7 +1377,7 @@ The bounding square.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Define a random <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> within the zone.</p>
|
||||
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -1424,10 +1425,10 @@ true if the location is within the zone.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Constructor to create a ZONE<em>POLYGON</em>BASE instance, taking the zone name and an array of <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
<p>Constructor to create a ZONE<em>POLYGON</em>BASE instance, taking the zone name and an array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
|
||||
|
||||
<p>The <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> waypoints define the polygon corners. The first and the last point are automatically connected.</p>
|
||||
<p>The <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints define the polygon corners. The first and the last point are automatically connected.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -1440,7 +1441,7 @@ Name of the zone.</p>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(ZONE_POLYGON_BASE.ListVec2)">#ZONE<em>POLYGON</em>BASE.ListVec2</a> PointsArray </em></code>:
|
||||
An array of <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>, forming a polygon..</p>
|
||||
An array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>, forming a polygon..</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1461,7 +1462,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>The polygon defined by an array of <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>.</p>
|
||||
<p>The polygon defined by an array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1580,13 +1581,28 @@ The radius of the zone.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE_RADIUS).GetRandomVec2" >
|
||||
<strong>ZONE_RADIUS:GetRandomVec2()</strong>
|
||||
<strong>ZONE_RADIUS:GetRandomVec2(inner, outer)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns a random location within the zone.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number inner </em></code>:
|
||||
minimal distance from the center of the zone</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number outer </em></code>:
|
||||
minimal distance from the outer edge of the zone</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>:</em>
|
||||
@@ -1603,7 +1619,7 @@ The random location within the zone.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> of the zone.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -1621,7 +1637,7 @@ The location of the zone.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> of the ZONE_RADIUS.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the ZONE_RADIUS.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -1782,7 +1798,7 @@ The radius of the zone.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets the <a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> of the zone.</p>
|
||||
<p>Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -1850,7 +1866,7 @@ self</p>
|
||||
|
||||
<h2><a id="#(ZONE_UNIT)" >Type <code>ZONE_UNIT</code></a></h2>
|
||||
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> with a radius.</p>
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
@@ -1894,12 +1910,12 @@ The random location within the zone.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the current location of the <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>.</p>
|
||||
<p>Returns the current location of the <a href="Unit.html##(UNIT)">Unit#UNIT</a>.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>:</em>
|
||||
The location of the zone based on the <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a>location.</p>
|
||||
The location of the zone based on the <a href="Unit.html##(UNIT)">Unit#UNIT</a>location.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -1912,7 +1928,7 @@ The location of the zone based on the <a href="Wrapper.Unit.html##(UNIT)">Wrappe
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the <a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> of the ZONE_UNIT.</p>
|
||||
<p>Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the ZONE_UNIT.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
@@ -79,12 +80,11 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a></h1>
|
||||
<h1>1) <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a></h1>
|
||||
|
||||
<p>The <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
|
||||
<p>The <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
|
||||
CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
|
||||
</td>
|
||||
</tr>
|
||||
@@ -95,10 +95,9 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI.AI_CAP.html##(AI_PATROL_ZONE)">AI.AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
|
||||
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
||||
@@ -107,29 +106,29 @@ and automatically engage any airborne enemies that are within a certain range or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_Cas.html">AI_Cas</a></td>
|
||||
<td class="summary">
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Provide Close Air Support to friendly ground troops.</strong></p>
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
|
||||
<strong>Provide Close Air Support to friendly ground troops.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI.AI_Patrol.html##(AI_PATROL_ZONE)">AI.AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
|
||||
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI.AI_Patrol.html##(AI_PATROL_ZONE)">AI.AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
|
||||
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_Patrol.html">AI_Patrol</a></td>
|
||||
<td class="summary">
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
|
||||
<strong>Air Patrolling or Staging.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_PATROL\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Core.Fsm.html##(FSM_CONTROLLABLE)">Core.Fsm#FSM_CONTROLLABLE</a></h1>
|
||||
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
|
||||
</td>
|
||||
@@ -167,7 +166,18 @@ and automatically engage any airborne enemies that are within a certain range or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
|
||||
<td class="summary">
|
||||
<p>Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Ground -- Management of logical cargo objects, that can be transported from and to transportation carriers.</p>
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Ground</strong> -- <br/>
|
||||
<strong>Management of logical cargo objects, that can be transported from and to transportation carriers.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CARGO\CARGO.JPG" alt="Banner Image"/></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):</p>
|
||||
|
||||
<ul>
|
||||
<li>AI<em>CARGO</em>UNIT, represented by a <a href="Unit.html">Unit</a> in a <a href="Group.html">Group</a>: Cargo can be represented by a Unit in a Group.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -204,6 +214,12 @@ and automatically engage any airborne enemies that are within a certain range or
|
||||
<td class="name" nowrap="nowrap"><a href="Detection.html">Detection</a></td>
|
||||
<td class="summary">
|
||||
<p> This module contains the DETECTION classes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="DetectionManager.html">DetectionManager</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the DETECTION_MANAGER class and derived classes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -341,7 +357,16 @@ and automatically engage any airborne enemies that are within a certain range or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the SPAWN class.</p>
|
||||
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <br/>
|
||||
<strong>Spawn groups of units dynamically in your missions.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\SPAWN\SPAWN.JPG" alt="Banner Image"/></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(SPAWN)">#SPAWN</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -390,7 +415,7 @@ which are excellent tools to be reused in an OO environment!.</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the ZONE classes, inherited from <a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>.</p>
|
||||
<p>This module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
<li><a href="Controllable.html">Controllable</a></li>
|
||||
<li><a href="Database.html">Database</a></li>
|
||||
<li><a href="Detection.html">Detection</a></li>
|
||||
<li><a href="DetectionManager.html">DetectionManager</a></li>
|
||||
<li><a href="Escort.html">Escort</a></li>
|
||||
<li><a href="Event.html">Event</a></li>
|
||||
<li><a href="Fsm.html">Fsm</a></li>
|
||||
|
||||
BIN
docs/Presentations/AI_CARGO/CARGO.JPG
Normal file
BIN
docs/Presentations/AI_CARGO/CARGO.JPG
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 193 KiB |
BIN
docs/Presentations/SPAWN/SPAWN.JPG
Normal file
BIN
docs/Presentations/SPAWN/SPAWN.JPG
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 244 KiB |
Reference in New Issue
Block a user