Added methods to POINT_VEC3 and documented

This commit is contained in:
FlightControl
2017-03-03 08:31:45 +01:00
parent 83447468f8
commit 5d17cde83a
6 changed files with 248 additions and 18 deletions

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@@ -83,6 +83,7 @@
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>
<h2>1.1) POINT_VEC3 constructor</h2>
<p>A new POINT_VEC3 instance can be created with:</p>
<ul>
@@ -90,6 +91,43 @@ In order to keep the credibility of the the author, I want to emphasize that the
<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>
<h2>1.2) Smoke, flare, explode, illuminate</h2>
<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
<h3>1.2.1) Smoke</h3>
<ul>
<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
<li><a href="##(POINT_VEC3).SmokeBlue">POINT_VEC3.SmokeBlue</a>(): To smoke the point in blue.</li>
<li><a href="##(POINT_VEC3).SmokeRed">POINT_VEC3.SmokeRed</a>(): To smoke the point in red.</li>
<li><a href="##(POINT_VEC3).SmokeOrange">POINT_VEC3.SmokeOrange</a>(): To smoke the point in orange.</li>
<li><a href="##(POINT_VEC3).SmokeWhite">POINT_VEC3.SmokeWhite</a>(): To smoke the point in white.</li>
<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
</ul>
<h3>1.2.2) Flare</h3>
<ul>
<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
<li><a href="##(POINT_VEC3).FlareRed">POINT_VEC3.FlareRed</a>(): To flare the point in red.</li>
<li><a href="##(POINT_VEC3).FlareYellow">POINT_VEC3.FlareYellow</a>(): To flare the point in yellow.</li>
<li><a href="##(POINT_VEC3).FlareWhite">POINT_VEC3.FlareWhite</a>(): To flare the point in white.</li>
<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
</ul>
<h3>1.2.3) Explode</h3>
<ul>
<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
</ul>
<h3>1.2.4) Illuminate</h3>
<ul>
<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
</ul>
<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>
@@ -115,6 +153,9 @@ In order to keep the credibility of the the author, I want to emphasize that the
<p>Hereby the change log:</p>
<p>2017-03-03: POINT_VEC3:<strong>Explosion( ExplosionIntensity )</strong> added. <br/>
2017-03-03: POINT_VEC3:<strong>IlluminationBomb()</strong> added. </p>
<p>2017-02-18: POINT_VEC3:<strong>NewFromVec2( Vec2, LandHeightAdd )</strong> added.</p>
<p>2016-08-12: POINT_VEC3:<strong>Translate( Distance, Angle )</strong> added.</p>
@@ -252,6 +293,12 @@ In order to keep the credibility of the the author, I want to emphasize that the
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).ClassName">POINT_VEC3.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).Explosion">POINT_VEC3:Explosion(ExplosionIntensity)</a></td>
<td class="summary">
<p>Creates an explosion at the point of a certain intensity.</p>
</td>
</tr>
<tr>
@@ -384,6 +431,12 @@ In order to keep the credibility of the the author, I want to emphasize that the
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetZ">POINT_VEC3:GetZ()</a></td>
<td class="summary">
<p>Return the z coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3:IlluminationBomb()</a></td>
<td class="summary">
<p>Creates an illumination bomb at the point.</p>
</td>
</tr>
<tr>
@@ -999,6 +1052,27 @@ The new calculated POINT_VEC2.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).Explosion" >
<strong>POINT_VEC3:Explosion(ExplosionIntensity)</strong>
</a>
</dt>
<dd>
<p>Creates an explosion at the point of a certain intensity.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number ExplosionIntensity </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@@ -1537,6 +1611,19 @@ The z coodinate.</p>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).IlluminationBomb" >
<strong>POINT_VEC3:IlluminationBomb()</strong>
</a>
</dt>
<dd>
<p>Creates an illumination bomb at the point.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).IsMetric" >
<strong>POINT_VEC3:IsMetric()</strong>
</a>

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@@ -205,6 +205,8 @@ MOOSE Functional Classes provide various functions that are useful in mission de
* [DETECTION](Documentation/Detection.html): Detect other units using the available sensors of the detection unit. The DETECTION_BASE derived classes will provide different methods how the sets of detected objects are built.
* [SCORING](Documentation/Scoring.html): Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
## 7.4) MOOSE AI Controlling Classes
MOOSE AI Controlling Classes provide mechanisms to control AI over long lasting processes.