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merge master
This commit is contained in:
commit
5f8bc4f3bd
@ -338,7 +338,7 @@ do -- COORDINATE
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-- @return #string
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function COORDINATE:GetMovingText( Settings )
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return self:GetVelocityText( Settings ) .. self:GetHeadingText( Settings )
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return self:GetVelocityText( Settings ) .. ", " .. self:GetHeadingText( Settings )
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end
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@ -350,6 +350,7 @@ do -- COORDINATE
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return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z }
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end
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--- Get a correction in radians of the real magnetic north of the COORDINATE.
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-- @param #COORDINATE self
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-- @return #number CorrectionRadians The correction in radians.
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@ -200,6 +200,7 @@
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-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
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-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
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-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
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-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Airbase}, which can be an airdrome, ship or helipad.
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--
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-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
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-- You can use the @{GROUP} object to do further actions with the DCSGroup.
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@ -982,16 +983,49 @@ function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... )
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return self
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end
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--- Will spawn a group at an airbase.
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--- Will spawn a group at an @{Airbase}.
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-- This method is mostly advisable to be used if you want to simulate spawning units at an airbase.
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-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
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-- You can use the returned group to further define the route to be followed.
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--
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-- The @{Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
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-- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:
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--
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-- * @{Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
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-- * @{Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
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-- * @{Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
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--
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-- Use the method @{Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
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-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
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-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
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--
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-- Ships and Farps are added within the mission, and are therefore not known.
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-- For these AIRBASE objects, there isn't an @{Airbase#AIRBASE} enumeration defined.
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-- You need to provide the **exact name** of the airbase as the parameter to the @{Airbase#AIRBASE.FindByName}() method!
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--
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-- @param #SPAWN self
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-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Airbase} where to spawn the group.
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-- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot.
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-- @param #number TakeoffAltitude (optional) The altitude above the ground.
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-- @return Wrapper.Group#GROUP that was spawned.
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-- @return #nil Nothing was spawned.
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-- @usage
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-- Spawn_Plane = SPAWN:New( "Plane" )
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-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold )
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-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot )
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-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway )
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--
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-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
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--
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-- Spawn_Heli = SPAWN:New( "Heli")
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--
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-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Cold" ), SPAWN.Takeoff.Cold )
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-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Hot" ), SPAWN.Takeoff.Hot )
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-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Runway" ), SPAWN.Takeoff.Runway )
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-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Air" ), SPAWN.Takeoff.Air )
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--
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-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
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--
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function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
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self:E( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude } )
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@ -1008,55 +1042,74 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
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self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
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local SpawnPoint = SpawnTemplate.route.points[1]
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-- These are only for ships.
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SpawnPoint.linkUnit = nil
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SpawnPoint.helipadId = nil
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SpawnPoint.airdromeId = nil
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local AirbaseID = SpawnAirbase:GetID()
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local AirbaseCategory = SpawnAirbase:GetDesc().category
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self:F( { AirbaseCategory = AirbaseCategory } )
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if AirbaseCategory == Airbase.Category.SHIP then
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SpawnPoint.linkUnit = AirbaseID
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SpawnPoint.helipadId = AirbaseID
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elseif AirbaseCategory == Airbase.Category.HELIPAD then
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SpawnPoint.linkUnit = AirbaseID
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SpawnPoint.helipadId = AirbaseID
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elseif AirbaseCategory == Airbase.Category.AIRDROME then
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SpawnPoint.airdromeId = AirbaseID
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end
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SpawnPoint.alt = 0
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SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
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SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
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-- Translate the position of the Group Template to the Vec3.
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for UnitID = 1, #SpawnTemplate.units do
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self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
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-- These cause a lot of confusion.
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local UnitTemplate = SpawnTemplate.units[UnitID]
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UnitTemplate.parking = nil
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UnitTemplate.parking_id = nil
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UnitTemplate.alt = 0
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local SX = UnitTemplate.x
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local SY = UnitTemplate.y
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local BX = SpawnTemplate.route.points[1].x
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local BY = SpawnTemplate.route.points[1].y
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local BX = SpawnPoint.x
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local BY = SpawnPoint.y
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local TX = PointVec3.x + ( SX - BX )
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local TY = PointVec3.z + ( SY - BY )
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SpawnTemplate.units[UnitID].x = TX
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SpawnTemplate.units[UnitID].y = TY
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||||
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||||
UnitTemplate.x = TX
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UnitTemplate.y = TY
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if Takeoff == GROUP.Takeoff.Air then
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SpawnTemplate.units[UnitID].alt = PointVec3.y + ( TakeoffAltitude or 200 )
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else
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SpawnTemplate.units[UnitID].alt = PointVec3.y + 10
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UnitTemplate.alt = PointVec3.y + ( TakeoffAltitude or 200 )
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||||
--else
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-- UnitTemplate.alt = PointVec3.y + 10
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||||
end
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SpawnTemplate.units[UnitID].parking = nil
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SpawnTemplate.units[UnitID].parking_id = nil
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||||
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
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||||
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y )
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||||
end
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||||
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SpawnTemplate.route.points[1].x = PointVec3.x
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||||
SpawnTemplate.route.points[1].y = PointVec3.z
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||||
SpawnPoint.x = PointVec3.x
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||||
SpawnPoint.y = PointVec3.z
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||||
|
||||
if Takeoff == GROUP.Takeoff.Air then
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||||
SpawnTemplate.route.points[1].alt = PointVec3.y + ( TakeoffAltitude or 200 )
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||||
else
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||||
SpawnTemplate.route.points[1].alt = PointVec3.y + 10
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SpawnTemplate.route.points[1].airdromeId = SpawnAirbase:GetID()
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SpawnPoint.alt = PointVec3.y + ( TakeoffAltitude or 200 )
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||||
--else
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-- SpawnPoint.alt = PointVec3.y + 10
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||||
end
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SpawnTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
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||||
SpawnTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
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||||
|
||||
SpawnTemplate.x = PointVec3.x
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SpawnTemplate.y = PointVec3.z
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||||
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-- test if the airbase is a ship
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||||
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||||
self:F( { AirbaseDesc = SpawnAirbase:GetDesc() } )
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if SpawnAirbase:GetDesc().category == Airbase.Category.SHIP then
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||||
SpawnTemplate.route.points[1].linkUnit = SpawnAirbase:GetID()
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||||
SpawnTemplate.route.points[1].helipadId = SpawnAirbase:GetID()
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||||
SpawnTemplate.route.points[1].alt = 0
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||||
SpawnTemplate.units[1].alt = 0
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||||
SpawnTemplate.route.points[1].airdromeId = nil
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self:F( { linkUnit = SpawnTemplate.route.points[1].linkUnit, helipadId = SpawnTemplate.route.points[1].helipadId } )
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end
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||||
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return self:SpawnWithIndex( self.SpawnIndex )
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end
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end
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@ -879,19 +879,20 @@ function TASK:MenuMarkToGroup( TaskGroup )
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local TaskInfoIDText = "" --string.format( "%s: ", TaskInfoID )
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||||
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if type( TaskInfo.TaskInfoText ) == "string" then
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if TaskInfoID == "Targets" then
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||||
else
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Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
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||||
end
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elseif type( TaskInfo ) == "table" then
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if TaskInfoID == "Coordinates" then
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local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
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Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
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--local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
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--Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
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else
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end
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end
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||||
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||||
end
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self:E("ok5")
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||||
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||||
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
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||||
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local Velocity = self.TargetSetUnit:GetVelocity()
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@ -1564,6 +1565,8 @@ function TASK:ReportDetails( ReportGroup )
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-- Determine the status of the Task.
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local Status = "<" .. self:GetState() .. ">"
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Report:Add( "Task: " .. Name .. " - " .. Status .. " - Detailed Report" )
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||||
|
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-- Loop each Unit active in the Task, and find Player Names.
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local PlayerNames = self:GetPlayerNames()
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@ -1573,9 +1576,10 @@ function TASK:ReportDetails( ReportGroup )
|
||||
end
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local Players = PlayerReport:Text()
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||||
|
||||
Report:Add( "Task: " .. Name .. " - " .. Status .. " - Detailed Report" )
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||||
Report:Add( " - Players:" )
|
||||
if Players ~= "" then
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||||
Report:Add( " - Players assigned:" )
|
||||
Report:AddIndent( Players )
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end
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||||
|
||||
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
|
||||
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||||
@ -1585,17 +1589,24 @@ function TASK:ReportDetails( ReportGroup )
|
||||
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
|
||||
elseif type(TaskInfo) == "table" then
|
||||
if TaskInfoID == "Coordinates" then
|
||||
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
|
||||
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
|
||||
Report:Add( TaskInfoIDText )
|
||||
Report:AddIndent( ToCoordinate:ToStringBRA( FromCoordinate ) .. ", " .. TaskInfo.TaskInfoText:ToStringAspect( FromCoordinate ) )
|
||||
Report:AddIndent( ToCoordinate:ToStringBULLS( ReportGroup:GetCoalition() ) )
|
||||
Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
|
||||
else
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
|
||||
|
||||
local Velocity = self.TargetSetUnit:GetVelocity()
|
||||
local Heading = self.TargetSetUnit:GetHeading()
|
||||
|
||||
Coordinate:SetHeading( Heading )
|
||||
Coordinate:SetVelocity( Velocity )
|
||||
|
||||
Report:Add( "Targets are" .. Coordinate:GetMovingText() .. "." )
|
||||
|
||||
return Report:Text()
|
||||
end
|
||||
|
||||
|
||||
@ -927,6 +927,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -2460,6 +2460,7 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
|
||||
@ -1599,7 +1599,7 @@ 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>
|
||||
@ -1898,6 +1898,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@ -228,6 +228,7 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -236,6 +237,9 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -1241,11 +1241,7 @@ true if metric.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<em>#boolean</em>
|
||||
=======
|
||||
<em></em>
|
||||
>>>>>>> master
|
||||
<a id="#(SETTINGS).Metric" >
|
||||
<strong>SETTINGS.Metric</strong>
|
||||
</a>
|
||||
|
||||
@ -424,9 +424,9 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnAtAirbase">SPAWN:SpawnAtAirbase(Airbase, Takeoff, TakeoffAltitude)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).SpawnAtAirbase">SPAWN:SpawnAtAirbase(SpawnAirbase, Takeoff, TakeoffAltitude)</a></td>
|
||||
<td class="summary">
|
||||
<p>Will spawn a group at an airbase.</p>
|
||||
<p>Will spawn a group at an <a href="Airbase.html">Airbase</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -823,16 +823,6 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(SPAWN.Takeoff)">Type <code>SPAWN.Takeoff</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN.Takeoff).type">SPAWN.Takeoff.type</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -1028,6 +1018,7 @@ So in principle, the group list will contain all parameters and configurations a
|
||||
<li><a href="##(SPAWN).SpawnFromStatic">SPAWN.SpawnFromStatic</a>(): Spawn a new group from a structure, taking the position of a <a href="Static.html">Static</a>.</li>
|
||||
<li><a href="##(SPAWN).SpawnFromUnit">SPAWN.SpawnFromUnit</a>(): Spawn a new group taking the position of a <a href="Unit.html">Unit</a>.</li>
|
||||
<li><a href="##(SPAWN).SpawnInZone">SPAWN.SpawnInZone</a>(): Spawn a new group in a <a href="Zone.html">Zone</a>.</li>
|
||||
<li><a href="##(SPAWN).SpawnAtAirbase">SPAWN.SpawnAtAirbase</a>(): Spawn a new group at an <a href="Airbase.html">Airbase</a>, which can be an airdrome, ship or helipad.</li>
|
||||
</ul>
|
||||
|
||||
<p>Note that <a href="##(SPAWN).Spawn">SPAWN.Spawn</a> and <a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a> return a <a href="GROUP.html##(GROUP).New">GROUP#GROUP.New</a> object, that contains a reference to the DCSGroup object.
|
||||
@ -2195,9 +2186,6 @@ 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">
|
||||
@ -2267,23 +2255,41 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN).SpawnAtAirbase" >
|
||||
<strong>SPAWN:SpawnAtAirbase(Airbase, Takeoff, TakeoffAltitude)</strong>
|
||||
<strong>SPAWN:SpawnAtAirbase(SpawnAirbase, Takeoff, TakeoffAltitude)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Will spawn a group at an airbase.</p>
|
||||
<p>Will spawn a group at an <a href="Airbase.html">Airbase</a>.</p>
|
||||
|
||||
|
||||
<p>This method is mostly advisable to be used if you want to simulate spawning units at an airbase.
|
||||
Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
You can use the returned group to further define the route to be followed.</p>
|
||||
|
||||
<p>The <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> object must refer to a valid airbase known in the sim.
|
||||
You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Airbase.html##(AIRBASE).Caucasus">Airbase#AIRBASE.Caucasus</a>: The airbases on the Caucasus map. </li>
|
||||
<li><a href="Airbase.html##(AIRBASE).Nevada">Airbase#AIRBASE.Nevada</a>: The airbases on the Nevada (NTTR) map. </li>
|
||||
<li><a href="Airbase.html##(AIRBASE).Normandy">Airbase#AIRBASE.Normandy</a>: The airbases on the Normandy map. </li>
|
||||
</ul>
|
||||
|
||||
<p>Use the method <a href="Airbase.html##(AIRBASE).FindByName">Airbase#AIRBASE.FindByName</a>() to retrieve the airbase object.
|
||||
The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
||||
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
|
||||
|
||||
<p>Ships and Farps are added within the mission, and are therefore not known.
|
||||
For these AIRBASE objects, there isn't an <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> enumeration defined.
|
||||
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Airbase.html##(AIRBASE).FindByName">Airbase#AIRBASE.FindByName</a>() method!</p>
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> Airbase </em></code>:
|
||||
<p><code><em><a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> SpawnAirbase </em></code>:
|
||||
The <a href="Airbase.html">Airbase</a> where to spawn the group.</p>
|
||||
|
||||
</li>
|
||||
@ -2315,6 +2321,24 @@ Nothing was spawned.</p>
|
||||
|
||||
</li>
|
||||
</ol>
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code> Spawn_Plane = SPAWN:New( "Plane" )
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold )
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot )
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway )
|
||||
|
||||
Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
|
||||
|
||||
Spawn_Heli = SPAWN:New( "Heli")
|
||||
|
||||
Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Cold" ), SPAWN.Takeoff.Cold )
|
||||
Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Hot" ), SPAWN.Takeoff.Hot )
|
||||
Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Runway" ), SPAWN.Takeoff.Runway )
|
||||
Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Air" ), SPAWN.Takeoff.Air )
|
||||
|
||||
Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
|
||||
</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2750,9 +2774,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2788,7 +2809,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2805,7 +2826,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -3133,7 +3154,7 @@ 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>
|
||||
@ -3157,7 +3178,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
|
||||
|
||||
|
||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -3746,20 +3767,6 @@ True = Continue Scheduler</p>
|
||||
|
||||
<p>Enumerator for spawns at airbases</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPAWN.Takeoff).type" >
|
||||
<strong>SPAWN.Takeoff.type</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
@ -437,7 +437,6 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@ -567,6 +567,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).DeployZone" >
|
||||
<strong>FSM_PROCESS.DeployZone</strong>
|
||||
</a>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user