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Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts: # Moose Development/Moose/Core/Event.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/EVT - Event Handling/EVT-100 - OnEventShot Example/EVT-100 - OnEventShot Example.miz # Moose Test Missions/EVT - Event Handling/EVT-101 - OnEventHit Example/EVT-101 - OnEventHit Example.miz # Moose Test Missions/EVT - Event Handling/EVT-102 - OnEventTakeoff Example/EVT-102 - OnEventTakeoff Example.miz # Moose Test Missions/EVT - Event Handling/EVT-103 - OnEventLand Example/EVT-103 - OnEventLand Example.miz # Moose Test Missions/EVT - Event Handling/EVT-104 - OnEventCrash Example/EVT-104 - OnEventCrash Example.miz # Moose Test Missions/SCO - Scoring/SCO-100 - Scoring of Statics/SCO-100 - Scoring of Statics.miz # Moose Test Missions/SCO - Scoring/SCO-101 - Scoring Client to Client/SCO-101 - Scoring Client to Client.miz # docs/Documentation/Controllable.html # docs/Documentation/Event.html # docs/Documentation/Point.html # docs/Documentation/Zone.html
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@@ -161,7 +161,7 @@ and automatically engage any airborne enemies that are within a certain range or
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<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
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<p>This module contains the BASE class.</p>
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<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
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@@ -232,14 +232,14 @@ and automatically engage any airborne enemies that are within a certain range or
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<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
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<p>This core module models the dispatching of DCS Events to subscribed MOOSE classes,
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following a given priority.</p>
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<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
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<td class="name" nowrap="nowrap"><a href="Fsm.html">Fsm</a></td>
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<p>This module contains the <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes.</p>
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<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
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are design patterns allowing efficient (long-lasting) processes and workflows.</p>
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@@ -257,13 +257,13 @@ following a given priority.</p>
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<td class="name" nowrap="nowrap"><a href="Menu.html">Menu</a></td>
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<p>This module contains the MENU classes.</p>
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<p><strong>Core</strong> -- MENU_ classes model the definition of <strong>hierarchical menu structures</strong> and <strong>commands for players</strong> within a mission.</p>
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<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
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<p>This module contains the MESSAGE class.</p>
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<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
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@@ -293,7 +293,7 @@ following a given priority.</p>
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<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
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<p>This module contains the POINT classes.</p>
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<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
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@@ -363,7 +363,7 @@ and creates a CSV file logging the scoring events and results for use at team or
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<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
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<p>This module contains the SET classes.</p>
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<p><strong>Core</strong> - SET classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
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@@ -433,7 +433,7 @@ which are excellent tools to be reused in an OO environment!.</p>
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<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
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<p>This core module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
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<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
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