DESIGNATE can now lase for specific codes

* DESIGNATE can now lase targets with specific laser codes upon request
by players. Methods :AddMenuLaserCode() and :RemoveMenuLaserCode()
added, which allow to set or delete specific additional menu options in
the lase menu for players to lase with specific codes. This comes in
handy for the SU-25T and the A-10A and other planes.
This commit is contained in:
FlightControl_Master 2017-08-29 21:48:11 +02:00
parent 9784b694ba
commit 62ab859215
22 changed files with 1345 additions and 462 deletions

View File

@ -133,7 +133,7 @@ do -- DESIGNATE
--
-- ## 4. Laser codes
--
-- ### 4.1 Set possible laser codes
-- ### 4.1. Set possible laser codes
--
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
-- The laser code is communicated by the Recce when it is lasing a larget.
@ -151,10 +151,19 @@ do -- DESIGNATE
--
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
--
-- ### 4.2 Auto generate laser codes
-- ### 4.2. Auto generate laser codes
--
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
--
-- ### 4.3. Add specific lase codes to the lase menu
--
-- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
-- The SU-25T needs targets to be lased using laser code 1113.
-- The A-10A needs targets to be lased using laser code 1680.
--
-- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code.
-- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}().
--
-- ## 5. Autolase to automatically lase detected targets.
--
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
@ -396,6 +405,8 @@ do -- DESIGNATE
self.LaserCodesUsed = {}
self.MenuLaserCodes = {} -- This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
self.Detection:__Start( 2 )
self:__Detect( -15 )
@ -491,6 +502,43 @@ do -- DESIGNATE
end
--- Add a specific lase code to the designate lase menu to lase targets with a specific laser code.
-- The MenuText will appear in the lase menu.
-- @param #DESIGNATE self
-- @param #number LaserCode The specific laser code to be added to the lase menu.
-- @param #string MenuText The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified.
-- @return #DESIGNATE
-- @usage
-- RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" )
-- RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" )
--
function DESIGNATE:AddMenuLaserCode( LaserCode, MenuText )
self.MenuLaserCodes[LaserCode] = MenuText
self:SetDesignateMenu()
return self
end
--- Removes a specific lase code from the designate lase menu.
-- @param #DESIGNATE self
-- @param #number LaserCode The specific laser code that was set to be added to the lase menu.
-- @return #DESIGNATE
-- @usage
-- RecceDesignation:RemoveMenuLaserCode( 1113 )
--
function DESIGNATE:RemoveMenuLaserCode( LaserCode )
self.MenuLaserCodes[LaserCode] = nil
self:SetDesignateMenu()
return self
end
--- Set the name of the designation. The name will appear in the menu.
-- This method can be used to control different designations for different plane types.
-- @param #DESIGNATE self
@ -811,8 +859,10 @@ do -- DESIGNATE
MenuText = "(-) " .. MenuText
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 120 ):SetTime( MenuTime ):SetTag( self.DesignateName )
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
MENU_GROUP_COMMAND:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
MENU_GROUP_COMMAND:New( AttackGroup, "Lase targets", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
@ -912,6 +962,18 @@ do -- DESIGNATE
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseCode( Index, Duration, LaserCode )
self:E( "Designate through Lase using " .. LaserCode )
self:__LaseOn( 1, Index, Duration, LaserCode )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseOff( Index, Duration )
@ -925,21 +987,22 @@ do -- DESIGNATE
---
-- @param #DESIGNATE self
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration )
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration, LaserCode )
self.Designating[Index] = "Laser"
self:__Lasing( -1, Index, Duration )
self:__Lasing( -1, Index, Duration, LaserCode )
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration )
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration, LaserCodeRequested )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local MarkedCount = 0
local MarkingCount = 0
local MarkedTypes = {}
local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New()
@ -951,12 +1014,30 @@ do -- DESIGNATE
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if not Recce:IsLasing() then
local LaserCode = Recce:GetLaserCode() --(Not deleted when stopping with lasing).
local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
end
end
-- If a specific lasercode is requested, we disable one active lase!
if LaserCodeRequested then
for TargetUnit, RecceData in pairs( self.Recces ) do -- We break after the first has been processed.
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if Recce:IsLasing() then
-- When a Recce is lasing, we switch the lasing off, and clear the references to the lasing in the DESIGNATE class.
Recce:LaseOff() -- Switch off the lasing.
local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
break
end
end
end
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
@ -964,7 +1045,7 @@ do -- DESIGNATE
self:F( { TargetUnit = TargetUnit:GetName() } )
if MarkedCount < self.MaximumMarkings then
if MarkingCount < self.MaximumMarkings then
if TargetUnit:IsAlive() then
@ -991,6 +1072,11 @@ do -- DESIGNATE
local LaserCode = self.LaserCodes[LaserCodeIndex]
--self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } )
if LaserCodeRequested and LaserCodeRequested ~= LaserCode then
LaserCode = LaserCodeRequested
LaserCodeRequested = nil
end
if not self.LaserCodesUsed[LaserCode] then
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
@ -1005,7 +1091,7 @@ do -- DESIGNATE
self.Recces[TargetUnit] = RecceUnit
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet, self.DesignateName )
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkedCount = MarkedCount + 1
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
@ -1029,7 +1115,7 @@ do -- DESIGNATE
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
end
else
MarkedCount = MarkedCount + 1
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
@ -1041,7 +1127,7 @@ do -- DESIGNATE
end
end
else
MarkedCount = MarkedCount + 1
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
@ -1058,7 +1144,7 @@ do -- DESIGNATE
local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
for MarkedType, MarketCount in pairs( MarkedTypes ) do
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkedCount .. " x " .. MarkedTypesText .. " with lasers " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. " with lasers " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
end
self:__Lasing( -30, Index, Duration )

View File

@ -713,7 +713,7 @@ Per one, two, three, four?</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefenderTask">AI_A2A_DISPATCHER:SetDefenderTask(Defender, Type, Fsm, Target)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetDefenderTask">AI_A2A_DISPATCHER:SetDefenderTask(SquadronName, Defender, Type, Fsm, Target)</a></td>
<td class="summary">
</td>
@ -3895,7 +3895,7 @@ A string defining the group name of the Tanker as defined within the Mission Edi
<dt>
<a id="#(AI_A2A_DISPATCHER).SetDefenderTask" >
<strong>AI_A2A_DISPATCHER:SetDefenderTask(Defender, Type, Fsm, Target)</strong>
<strong>AI_A2A_DISPATCHER:SetDefenderTask(SquadronName, Defender, Type, Fsm, Target)</strong>
</a>
</dt>
<dd>
@ -3906,6 +3906,11 @@ A string defining the group name of the Tanker as defined within the Mission Edi
<ul>
<li>
<p><code><em> SquadronName </em></code>: </p>
</li>
<li>
<p><code><em> Defender </em></code>: </p>
</li>

View File

@ -926,9 +926,6 @@ 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">

View File

@ -164,6 +164,12 @@ each detected set of potential targets can be lased or smoked...</p>
<h2><a id="#(DESIGNATE)">Type <code>DESIGNATE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).AddMenuLaserCode">DESIGNATE:AddMenuLaserCode(LaserCode, MenuText)</a></td>
<td class="summary">
<p>Add a specific lase code to the designate lase menu to lase targets with a specific laser code.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).AttackSet">DESIGNATE.AttackSet</a></td>
<td class="summary">
@ -185,6 +191,12 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).CoordinateLase">DESIGNATE:CoordinateLase()</a></td>
<td class="summary">
<p>Coordinates the Auto Lase.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).DesignateName">DESIGNATE.DesignateName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -257,12 +269,42 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).LaserCodesUsed">DESIGNATE.LaserCodesUsed</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MarkScheduler">DESIGNATE.MarkScheduler</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MaximumDesignations">DESIGNATE.MaximumDesignations</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MaximumDistanceAirDesignation">DESIGNATE.MaximumDistanceAirDesignation</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MaximumDistanceDesignations">DESIGNATE.MaximumDistanceDesignations</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MaximumDistanceGroundDesignation">DESIGNATE.MaximumDistanceGroundDesignation</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MaximumMarkings">DESIGNATE.MaximumMarkings</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -293,6 +335,12 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MenuIlluminate">DESIGNATE:MenuIlluminate(Index)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MenuLaseCode">DESIGNATE:MenuLaseCode(Index, Duration, LaserCode)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -305,6 +353,12 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MenuLaseOn">DESIGNATE:MenuLaseOn(Index, Duration)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MenuLaserCodes">DESIGNATE.MenuLaserCodes</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -413,6 +467,12 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).Recces">DESIGNATE.Recces</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).RemoveMenuLaserCode">DESIGNATE:RemoveMenuLaserCode(LaserCode)</a></td>
<td class="summary">
<p>Removes a specific lase code from the designate lase menu.</p>
</td>
</tr>
<tr>
@ -422,7 +482,7 @@ each detected set of potential targets can be lased or smoked...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetAutoLase">DESIGNATE:SetAutoLase(AutoLase)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetAutoLase">DESIGNATE:SetAutoLase(AutoLase, Message)</a></td>
<td class="summary">
<p>Set auto lase.</p>
</td>
@ -431,6 +491,12 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetDesignateMenu">DESIGNATE:SetDesignateMenu()</a></td>
<td class="summary">
<p>Sets the Designate Menu.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetDesignateName">DESIGNATE:SetDesignateName(DesignateName)</a></td>
<td class="summary">
<p>Set the name of the designation.</p>
</td>
</tr>
<tr>
@ -449,6 +515,30 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetMaximumDesignations">DESIGNATE:SetMaximumDesignations(MaximumDesignations)</a></td>
<td class="summary">
<p>Set the maximum amount of designations.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetMaximumDistanceAirDesignation">DESIGNATE:SetMaximumDistanceAirDesignation(MaximumDistanceAirDesignation)</a></td>
<td class="summary">
<p>Set the maximum air designation distance.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetMaximumDistanceDesignations">DESIGNATE:SetMaximumDistanceDesignations(MaximumDistanceDesignations)</a></td>
<td class="summary">
<p>Set the overall maximum distance when designations can be accepted.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetMaximumDistanceGroundDesignation">DESIGNATE:SetMaximumDistanceGroundDesignation(MaximumDistanceGroundDesignation)</a></td>
<td class="summary">
<p>Set the maximum ground designation distance.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).SetMaximumMarkings">DESIGNATE:SetMaximumMarkings(MaximumMarkings)</a></td>
<td class="summary">
<p>Set the maximum amount of markings FACs will do, per designated target group.</p>
</td>
</tr>
<tr>
@ -542,13 +632,13 @@ each detected set of potential targets can be lased or smoked...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).onafterLaseOn">DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).onafterLaseOn">DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration, LaserCode)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).onafterLasing">DESIGNATE:onafterLasing(From, Event, To, Index, Duration)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).onafterLasing">DESIGNATE:onafterLasing(From, Event, To, Index, Duration, LaserCodeRequested)</a></td>
<td class="summary">
</td>
@ -685,7 +775,7 @@ Using the menu system, the player can "forget" a designation, so that gradually
<h2>4. Laser codes</h2>
<h3>4.1 Set possible laser codes</h3>
<h3>4.1. Set possible laser codes</h3>
<p>An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
The laser code is communicated by the Recce when it is lasing a larget.
@ -705,10 +795,19 @@ One laser code can be given or an sequence of laser codes through an table...</p
<p>The above sets a collection of possible laser codes that can be assigned. <strong>Note the { } notation!</strong></p>
<h3>4.2 Auto generate laser codes</h3>
<h3>4.2. Auto generate laser codes</h3>
<p>Use the method <a href="##(DESIGNATE).GenerateLaserCodes">DESIGNATE.GenerateLaserCodes</a>() to generate all possible laser codes. Logic implemented and advised by Ciribob!</p>
<h3>4.3. Add specific lase codes to the lase menu</h3>
<p>Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
The SU-25T needs targets to be lased using laser code 1113.
The A-10A needs targets to be lased using laser code 1680.</p>
<p>The method <a href="##(DESIGNATE).AddMenuLaserCode">DESIGNATE.AddMenuLaserCode</a>() to allow a player to lase a target using a specific laser code.
Remove such a lase menu option using <a href="##(DESIGNATE).RemoveMenuLaserCode">DESIGNATE.RemoveMenuLaserCode</a>().</p>
<h2>5. Autolase to automatically lase detected targets.</h2>
<p>DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
@ -766,6 +865,47 @@ Use the method <a href="##(DESIGNATE).SetMission">DESIGNATE.SetMission</a>() to
<dl class="function">
<dt>
<a id="#(DESIGNATE).AddMenuLaserCode" >
<strong>DESIGNATE:AddMenuLaserCode(LaserCode, MenuText)</strong>
</a>
</dt>
<dd>
<p>Add a specific lase code to the designate lase menu to lase targets with a specific laser code.</p>
<p>The MenuText will appear in the lase menu.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number LaserCode </em></code>:
The specific laser code to be added to the lase menu.</p>
</li>
<li>
<p><code><em>#string MenuText </em></code>:
The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code> RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" )
RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" )
</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).AttackSet" >
<strong>DESIGNATE.AttackSet</strong>
@ -780,7 +920,6 @@ Use the method <a href="##(DESIGNATE).SetMission">DESIGNATE.SetMission</a>() to
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).AutoLase" >
<strong>DESIGNATE.AutoLase</strong>
</a>
@ -821,6 +960,19 @@ Use the method <a href="##(DESIGNATE).SetMission">DESIGNATE.SetMission</a>() to
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).DesignateName" >
<strong>DESIGNATE.DesignateName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1000,6 +1152,20 @@ function below will use the range 1-7 just in case</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).MarkScheduler" >
<strong>DESIGNATE.MarkScheduler</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1014,6 +1180,62 @@ function below will use the range 1-7 just in case</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).MaximumDistanceAirDesignation" >
<strong>DESIGNATE.MaximumDistanceAirDesignation</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).MaximumDistanceDesignations" >
<strong>DESIGNATE.MaximumDistanceDesignations</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).MaximumDistanceGroundDesignation" >
<strong>DESIGNATE.MaximumDistanceGroundDesignation</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).MaximumMarkings" >
<strong>DESIGNATE.MaximumMarkings</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1121,6 +1343,37 @@ function below will use the range 1-7 just in case</p>
<dl class="function">
<dt>
<a id="#(DESIGNATE).MenuLaseCode" >
<strong>DESIGNATE:MenuLaseCode(Index, Duration, LaserCode)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
<li>
<p><code><em> Duration </em></code>: </p>
</li>
<li>
<p><code><em> LaserCode </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).MenuLaseOff" >
<strong>DESIGNATE:MenuLaseOff(Index, Duration)</strong>
</a>
@ -1168,6 +1421,23 @@ function below will use the range 1-7 just in case</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DESIGNATE).MenuLaserCodes" >
<strong>DESIGNATE.MenuLaserCodes</strong>
</a>
</dt>
<dd>
<p> This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.</p>
</dd>
</dl>
<dl class="function">
@ -1710,6 +1980,37 @@ The Attack collection of GROUP objects to designate and report for.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).RemoveMenuLaserCode" >
<strong>DESIGNATE:RemoveMenuLaserCode(LaserCode)</strong>
</a>
</dt>
<dd>
<p>Removes a specific lase code from the designate lase menu.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number LaserCode </em></code>:
The specific laser code that was set to be added to the lase menu.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code> RecceDesignation:RemoveMenuLaserCode( 1113 )
</code></pre>
</dd>
</dl>
<dl class="function">
@ -1753,7 +2054,7 @@ The time in seconds the report should be visible.</p>
<dt>
<a id="#(DESIGNATE).SetAutoLase" >
<strong>DESIGNATE:SetAutoLase(AutoLase)</strong>
<strong>DESIGNATE:SetAutoLase(AutoLase, Message)</strong>
</a>
</dt>
<dd>
@ -1763,11 +2064,18 @@ The time in seconds the report should be visible.</p>
<p>Auto lase will start lasing targets immediately when these are in range.</p>
<h3>Parameter</h3>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#boolean AutoLase </em></code>: </p>
<p><code><em>#boolean AutoLase </em></code>:
(optional) true sets autolase on, false off. Default is off.</p>
</li>
<li>
<p><code><em>#boolean Message </em></code>:
(optional) true is send message, false or nil won't send a message. Default is no message sent.</p>
</li>
</ul>
@ -1794,6 +2102,36 @@ The time in seconds the report should be visible.</p>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).SetDesignateName" >
<strong>DESIGNATE:SetDesignateName(DesignateName)</strong>
</a>
</dt>
<dd>
<p>Set the name of the designation.</p>
<p>The name will appear in the menu.
This method can be used to control different designations for different plane types.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string DesignateName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -1882,6 +2220,114 @@ number> LaserCodes</p>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).SetMaximumDistanceAirDesignation" >
<strong>DESIGNATE:SetMaximumDistanceAirDesignation(MaximumDistanceAirDesignation)</strong>
</a>
</dt>
<dd>
<p>Set the maximum air designation distance.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number MaximumDistanceAirDesignation </em></code>:
Maximum air designation distance in meters.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).SetMaximumDistanceDesignations" >
<strong>DESIGNATE:SetMaximumDistanceDesignations(MaximumDistanceDesignations)</strong>
</a>
</dt>
<dd>
<p>Set the overall maximum distance when designations can be accepted.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number MaximumDistanceDesignations </em></code>:
Maximum distance in meters to accept designations.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).SetMaximumDistanceGroundDesignation" >
<strong>DESIGNATE:SetMaximumDistanceGroundDesignation(MaximumDistanceGroundDesignation)</strong>
</a>
</dt>
<dd>
<p>Set the maximum ground designation distance.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number MaximumDistanceGroundDesignation </em></code>:
Maximum ground designation distance in meters.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DESIGNATE).SetMaximumMarkings" >
<strong>DESIGNATE:SetMaximumMarkings(MaximumMarkings)</strong>
</a>
</dt>
<dd>
<p>Set the maximum amount of markings FACs will do, per designated target group.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number MaximumMarkings </em></code>:
Maximum markings FACs will do, per designated target group.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DESIGNATE)">#DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -2251,7 +2697,7 @@ The MISSION object.</p>
<dt>
<a id="#(DESIGNATE).onafterLaseOn" >
<strong>DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration)</strong>
<strong>DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration, LaserCode)</strong>
</a>
</dt>
<dd>
@ -2284,6 +2730,11 @@ The MISSION object.</p>
<p><code><em> Duration </em></code>: </p>
</li>
<li>
<p><code><em> LaserCode </em></code>: </p>
</li>
</ul>
</dd>
@ -2292,7 +2743,7 @@ The MISSION object.</p>
<dt>
<a id="#(DESIGNATE).onafterLasing" >
<strong>DESIGNATE:onafterLasing(From, Event, To, Index, Duration)</strong>
<strong>DESIGNATE:onafterLasing(From, Event, To, Index, Duration, LaserCodeRequested)</strong>
</a>
</dt>
<dd>
@ -2325,6 +2776,11 @@ The MISSION object.</p>
<p><code><em> Duration </em></code>: </p>
</li>
<li>
<p><code><em> LaserCodeRequested </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>

View File

@ -190,12 +190,6 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CalculateIntercept">DETECTION_AREAS:CalculateIntercept(DetectedItem)</a></td>
<td class="summary">
<p>Calculate the optimal intercept point of the DetectedItem.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CalculateThreatLevelA2G">DETECTION_AREAS:CalculateThreatLevelA2G(DetectedItem)</a></td>
<td class="summary">
<p>Calculate the maxium A2G threat level of the DetectedItem.</p>
</td>
</tr>
<tr>
@ -262,18 +256,6 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetChangeText">DETECTION_AREAS:GetChangeText(DetectedItem)</a></td>
<td class="summary">
<p>Make text documenting the changes of the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetDetectedItemCoordinate">DETECTION_AREAS:GetDetectedItemCoordinate(Index)</a></td>
<td class="summary">
<p>Get the detected item coordinate.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).GetTreatLevelA2G">DETECTION_AREAS:GetTreatLevelA2G(DetectedItem)</a></td>
<td class="summary">
<p>Returns the A2G threat level of the units in the DetectedItem</p>
</td>
</tr>
<tr>
@ -583,6 +565,12 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItemID">DETECTION_BASE:GetDetectedItemID(Index)</a></td>
<td class="summary">
<p>Get a detected ItemID using a given numeric index.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedItemThreatLevel">DETECTION_BASE:GetDetectedItemThreatLevel(Index)</a></td>
<td class="summary">
<p>Get the detected item coordinate.</p>
</td>
</tr>
<tr>
@ -613,6 +601,12 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetDetectedSet">DETECTION_BASE:GetDetectedSet(Index)</a></td>
<td class="summary">
<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_BASE).GetDetectedUnitTypeName">DETECTION_BASE:GetDetectedUnitTypeName(DetectedUnit)</a></td>
<td class="summary">
<p>Gets a detected unit type name, taking into account the detection results.</p>
</td>
</tr>
<tr>
@ -643,12 +637,6 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).GetPlayersNearBy">DETECTION_BASE:GetPlayersNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Returns friendly units nearby the FAC units ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).HasDetectedItemLOS">DETECTION_BASE:HasDetectedItemLOS(Index)</a></td>
<td class="summary">
<p>Has the detected item LOS (Line Of Sight) with one of the Recce?</p>
</td>
</tr>
<tr>
@ -865,6 +853,18 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetAlphaAngleProbability">DETECTION_BASE:SetAlphaAngleProbability(AlphaAngleProbability)</a></td>
<td class="summary">
<p>Upon a <strong>visual</strong> detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetDetectedItemCoordinate">DETECTION_BASE:SetDetectedItemCoordinate(The, Coordinate, DetectedItemUnit, DetectedItem)</a></td>
<td class="summary">
<p>Set the detected item coordinate.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).SetDetectedItemThreatLevel">DETECTION_BASE:SetDetectedItemThreatLevel(The, DetectedItem)</a></td>
<td class="summary">
<p>Set the detected item threatlevel.</p>
</td>
</tr>
<tr>
@ -995,6 +995,18 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Changes">DETECTION_BASE.DetectedItem.Changes</a></td>
<td class="summary">
<p>A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Coordinate">DETECTION_BASE.DetectedItem.Coordinate</a></td>
<td class="summary">
<p>The last known coordinate of the DetectedItem.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).DistanceRecce">DETECTION_BASE.DetectedItem.DistanceRecce</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1013,12 +1025,6 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).InterceptCoord">DETECTION_BASE.DetectedItem.InterceptCoord</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).MaxThreatLevelA2G">DETECTION_BASE.DetectedItem.MaxThreatLevelA2G</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1031,6 +1037,12 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).Set">DETECTION_BASE.DetectedItem.Set</a></td>
<td class="summary">
<p>-- The Set of Units in the detected area.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).ThreatLevel">DETECTION_BASE.DetectedItem.ThreatLevel</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1147,12 +1159,6 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).GetChangeText">DETECTION_TYPES:GetChangeText(DetectedItem)</a></td>
<td class="summary">
<p>Make text documenting the changes of the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).GetDetectedItemCoordinate">DETECTION_TYPES:GetDetectedItemCoordinate(DetectedTypeName)</a></td>
<td class="summary">
<p>Get the detected item coordinate.</p>
</td>
</tr>
<tr>
@ -1235,12 +1241,6 @@ The different values of Unit.Category can be:</p>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).GetChangeText">DETECTION_UNITS:GetChangeText(DetectedItem)</a></td>
<td class="summary">
<p>Make text documenting the changes of the detected zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).GetDetectedItemCoordinate">DETECTION_UNITS:GetDetectedItemCoordinate(Index)</a></td>
<td class="summary">
<p>Get the detected item coordinate.</p>
</td>
</tr>
<tr>
@ -1571,8 +1571,6 @@ a DetectedItem. The default range is 6000 meters. For air detections, it is advi
</dl>
<h2><a id="#(Detection)" >Type <code>Detection</code></a></h2>
<h2><a id="#(Core.Point)" >Type <code>Core.Point</code></a></h2>
<h2><a id="#(DETECTION_AREAS)" >Type <code>DETECTION_AREAS</code></a></h2>
<p> # 4) DETECTION_AREAS class, extends <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a></p>
@ -1646,27 +1644,6 @@ self</p>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).CalculateThreatLevelA2G" >
<strong>DETECTION_AREAS:CalculateThreatLevelA2G(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Calculate the maxium A2G threat level of the DetectedItem.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
@ -1911,62 +1888,6 @@ The Changes text</p>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).GetDetectedItemCoordinate" >
<strong>DETECTION_AREAS:GetDetectedItemCoordinate(Index)</strong>
</a>
</dt>
<dd>
<p>Get the detected item coordinate.</p>
<p>In this case, the coordinate is the center of the zone of the area, not the center unit!
So if units move, the retrieved coordinate can be different from the units positions.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em>
The coordinate.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).GetTreatLevelA2G" >
<strong>DETECTION_AREAS:GetTreatLevelA2G(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Returns the A2G threat level of the units in the DetectedItem</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
a scale from 0 to 10. </p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_AREAS).NearestFAC" >
<strong>DETECTION_AREAS:NearestFAC(DetectedItem)</strong>
</a>
@ -2943,7 +2864,7 @@ DetectedItemID</p>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
@ -2983,6 +2904,32 @@ DetectedItemID</p>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItemThreatLevel" >
<strong>DETECTION_BASE:GetDetectedItemThreatLevel(Index)</strong>
</a>
</dt>
<dd>
<p>Get the detected item coordinate.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
ThreatLevel</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedItemZone" >
<strong>DETECTION_BASE:GetDetectedItemZone(Index)</strong>
</a>
@ -3097,6 +3044,32 @@ DetectedSet</p>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectedUnitTypeName" >
<strong>DETECTION_BASE:GetDetectedUnitTypeName(DetectedUnit)</strong>
</a>
</dt>
<dd>
<p>Gets a detected unit type name, taking into account the detection results.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> DetectedUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The type name</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).GetDetectionSetGroup" >
<strong>DETECTION_BASE:GetDetectionSetGroup()</strong>
</a>
@ -3219,32 +3192,6 @@ The distance. </p>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).HasDetectedItemLOS" >
<strong>DETECTION_BASE:HasDetectedItemLOS(Index)</strong>
</a>
</dt>
<dd>
<p>Has the detected item LOS (Line Of Sight) with one of the Recce?</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true is LOS, false if no LOS.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).IdentifyDetectedObject" >
<strong>DETECTION_BASE:IdentifyDetectedObject(DetectedObject)</strong>
</a>
@ -4250,6 +4197,82 @@ The probability factor.</p>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetDetectedItemCoordinate" >
<strong>DETECTION_BASE:SetDetectedItemCoordinate(The, Coordinate, DetectedItemUnit, DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Set the detected item coordinate.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> The </em></code>:
DetectedItem to set the coordinate at.</p>
</li>
<li>
<p><code><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a> Coordinate </em></code>:
The coordinate to set the last know detected position at.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> DetectedItemUnit </em></code>:
The unit to set the heading and altitude from.</p>
</li>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_BASE).SetDetectedItemThreatLevel" >
<strong>DETECTION_BASE:SetDetectedItemThreatLevel(The, DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Set the detected item threatlevel.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="##(DETECTION_BASE.DetectedItem)">#DETECTION_BASE.DetectedItem</a> The </em></code>:
DetectedItem to calculate the threatlevel for.</p>
</li>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -4775,6 +4798,34 @@ The To State string.</p>
<p>A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a></em>
<a id="#(DETECTION_BASE.DetectedItem).Coordinate" >
<strong>DETECTION_BASE.DetectedItem.Coordinate</strong>
</a>
</dt>
<dd>
<p>The last known coordinate of the DetectedItem.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE.DetectedItem).DistanceRecce" >
<strong>DETECTION_BASE.DetectedItem.DistanceRecce</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -4817,20 +4868,6 @@ The To State string.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE.DetectedItem).MaxThreatLevelA2G" >
<strong>DETECTION_BASE.DetectedItem.MaxThreatLevelA2G</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -4859,6 +4896,20 @@ The To State string.</p>
<p>-- The Set of Units in the detected area.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DETECTION_BASE.DetectedItem).ThreatLevel" >
<strong>DETECTION_BASE.DetectedItem.ThreatLevel</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -5219,32 +5270,6 @@ The Changes text</p>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).GetDetectedItemCoordinate" >
<strong>DETECTION_TYPES:GetDetectedItemCoordinate(DetectedTypeName)</strong>
</a>
</dt>
<dd>
<p>Get the detected item coordinate.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedTypeName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(Core.Point)">#Core.Point</a>:</em>
COORDINATE</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_TYPES).New" >
<strong>DETECTION_TYPES:New(DetectionSetGroup)</strong>
</a>
@ -5523,32 +5548,6 @@ The group to generate the report for.</p>
<p><em>#string:</em>
The Changes text</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_UNITS).GetDetectedItemCoordinate" >
<strong>DETECTION_UNITS:GetDetectedItemCoordinate(Index)</strong>
</a>
</dt>
<dd>
<p>Get the detected item coordinate.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Index </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>:</em></p>
</dd>
</dl>
<dl class="function">

View File

@ -1598,7 +1598,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<em>#string</em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@ -1897,7 +1897,6 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM).current" >
<strong>FSM.current</strong>
</a>

View File

@ -194,6 +194,7 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
<hr/>
<p>The MENU<em>COMMAND</em>BASE class defines the main MENU class where other MENU COMMAND_
classes are derived from, in order to set commands.</p>
</td>
</tr>
<tr>
@ -369,6 +370,24 @@ classes are derived from, in order to set commands.</p>
<td class="name" nowrap="nowrap"><a href="##(MENU_COMMAND_BASE).New">MENU_COMMAND_BASE.New(#, self, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)</a></td>
<td class="summary">
<p>Constructor</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MENU_COMMAND_BASE).SetCommandMenuArguments">MENU_COMMAND_BASE.SetCommandMenuArguments(#, self, CommandMenuArguments)</a></td>
<td class="summary">
<p>This sets the new command arguments of a menu,
so that if a menu is regenerated, or if command arguments change,
that the arguments set for the menu are loosely coupled with the menu itself!!!
If the arguments change, no new menu needs to be generated if the menu text is the same!!!</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MENU_COMMAND_BASE).SetCommandMenuFunction">MENU_COMMAND_BASE.SetCommandMenuFunction(#, self, CommandMenuFunction)</a></td>
<td class="summary">
<p>This sets the new command function of a menu,
so that if a menu is regenerated, or if command function changes,
that the function set for the menu is loosely coupled with the menu itself!!!
If the function changes, no new menu needs to be generated if the menu text is the same!!!</p>
</td>
</tr>
</table>
@ -729,6 +748,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde
<p>The MENU<em>COMMAND</em>BASE class defines the main MENU class where other MENU COMMAND_
classes are derived from, in order to set commands.</p>
</dd>
</dl>
<dl class="function">
@ -1452,6 +1472,86 @@ ENU<em>COMMAND</em>BASE</p>
<p><em><a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MENU_COMMAND_BASE).SetCommandMenuArguments" >
<strong>MENU_COMMAND_BASE.SetCommandMenuArguments(#, self, CommandMenuArguments)</strong>
</a>
</dt>
<dd>
<p>This sets the new command arguments of a menu,
so that if a menu is regenerated, or if command arguments change,
that the arguments set for the menu are loosely coupled with the menu itself!!!
If the arguments change, no new menu needs to be generated if the menu text is the same!!!</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> # </em></code>:
ENU<em>COMMAND</em>BASE</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
<li>
<p><code><em> CommandMenuArguments </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MENU_COMMAND_BASE).SetCommandMenuFunction" >
<strong>MENU_COMMAND_BASE.SetCommandMenuFunction(#, self, CommandMenuFunction)</strong>
</a>
</dt>
<dd>
<p>This sets the new command function of a menu,
so that if a menu is regenerated, or if command function changes,
that the function set for the menu is loosely coupled with the menu itself!!!
If the function changes, no new menu needs to be generated if the menu text is the same!!!</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> # </em></code>:
ENU<em>COMMAND</em>BASE</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
<li>
<p><code><em> CommandMenuFunction </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a>:</em></p>
</dd>
</dl>

View File

@ -544,7 +544,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportSummary">MISSION:ReportSummary()</a></td>
<td class="name" nowrap="nowrap"><a href="##(MISSION).ReportSummary">MISSION:ReportSummary(ReportGroup)</a></td>
<td class="summary">
<p>Create a summary report of the Mission (one line).</p>
</td>
@ -2489,13 +2489,21 @@ self</p>
<dt>
<a id="#(MISSION).ReportSummary" >
<strong>MISSION:ReportSummary()</strong>
<strong>MISSION:ReportSummary(ReportGroup)</strong>
</a>
</dt>
<dd>
<p>Create a summary report of the Mission (one line).</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> ReportGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>

View File

@ -416,9 +416,15 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COORDINATE).ToStringLL">COORDINATE:ToStringLL(Settings)</a></td>
<td class="name" nowrap="nowrap"><a href="##(COORDINATE).ToStringLLDDM">COORDINATE:ToStringLLDDM(Settings)</a></td>
<td class="summary">
<p>Provides a Lat Lon string</p>
<p>Provides a Lat Lon string in Degree Decimal Minute format.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COORDINATE).ToStringLLDMS">COORDINATE:ToStringLLDMS(Settings)</a></td>
<td class="summary">
<p>Provides a Lat Lon string in Degree Minute Second format.</p>
</td>
</tr>
<tr>
@ -2111,13 +2117,13 @@ The coordinate Text in the configured coordinate system.</p>
<dl class="function">
<dt>
<a id="#(COORDINATE).ToStringLL" >
<strong>COORDINATE:ToStringLL(Settings)</strong>
<a id="#(COORDINATE).ToStringLLDDM" >
<strong>COORDINATE:ToStringLLDDM(Settings)</strong>
</a>
</dt>
<dd>
<p>Provides a Lat Lon string</p>
<p>Provides a Lat Lon string in Degree Decimal Minute format.</p>
<h3>Parameter</h3>
<ul>
@ -2131,7 +2137,34 @@ The coordinate Text in the configured coordinate system.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The LL Text</p>
The LL DDM Text</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COORDINATE).ToStringLLDMS" >
<strong>COORDINATE:ToStringLLDMS(Settings)</strong>
</a>
</dt>
<dd>
<p>Provides a Lat Lon string in Degree Minute Second format.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Settings.html##(SETTINGS)">Core.Settings#SETTINGS</a> Settings </em></code>:
(optional) Settings</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The LL DMS Text</p>
</dd>
</dl>
@ -2829,7 +2862,6 @@ The y coordinate.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(POINT_VEC2).z" >
<strong>POINT_VEC2.z</strong>
</a>

View File

@ -416,7 +416,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).Smoke">POSITIONABLE:Smoke(SmokeColor, Range)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).Smoke">POSITIONABLE:Smoke(SmokeColor, Range, AddHeight)</a></td>
<td class="summary">
<p>Smoke the POSITIONABLE.</p>
</td>
@ -1738,7 +1738,7 @@ self</p>
<dt>
<a id="#(POSITIONABLE).Smoke" >
<strong>POSITIONABLE:Smoke(SmokeColor, Range)</strong>
<strong>POSITIONABLE:Smoke(SmokeColor, Range, AddHeight)</strong>
</a>
</dt>
<dd>
@ -1749,12 +1749,20 @@ self</p>
<ul>
<li>
<p><code><em> SmokeColor </em></code>: </p>
<p><code><em><a href="Utilities.Utils.html##(SMOKECOLOR)">Utilities.Utils#SMOKECOLOR</a> SmokeColor </em></code>:
The color to smoke to positionable.</p>
</li>
<li>
<p><code><em> Range </em></code>: </p>
<p><code><em>#number Range </em></code>:
The range in meters to randomize the smoking around the positionable.</p>
</li>
<li>
<p><code><em>#number AddHeight </em></code>:
The height in meters to add to the altitude of the positionable.</p>
</li>
</ul>
@ -1828,6 +1836,7 @@ self</p>
<dl class="function">
<dt>
<em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a></em>
<a id="#(POSITIONABLE).Spot" >
<strong>POSITIONABLE.Spot</strong>
</a>

View File

@ -172,6 +172,12 @@
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Clear">SCHEDULER:Clear()</a></td>
<td class="summary">
<p>Clears all pending schedules.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).MasterObject">SCHEDULER.MasterObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -414,6 +420,20 @@ The schedule will stop after <strong>300</strong> seconds.</p>
<p>Clears all pending schedules.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SCHEDULER).MasterObject" >
<strong>SCHEDULER.MasterObject</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -4567,6 +4567,11 @@ self</p>
<p>Calculate the maxium A2G threat level of the SET_UNIT.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The maximum threatlevel</p>
</dd>
</dl>
<dl class="function">

View File

@ -172,15 +172,9 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).GetLL_Accuracy">SETTINGS:GetLL_Accuracy()</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).GetLL_DDM_Accuracy">SETTINGS:GetLL_DDM_Accuracy()</a></td>
<td class="summary">
<p>Gets the SETTINGS LL accuracy.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).GetLL_DMS">SETTINGS:GetLL_DMS()</a></td>
<td class="summary">
<p>Gets the SETTINGS LL DMS.</p>
</td>
</tr>
<tr>
@ -202,9 +196,15 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).IsA2A_LL">SETTINGS:IsA2A_LL()</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).IsA2A_LL_DDM">SETTINGS:IsA2A_LL_DDM()</a></td>
<td class="summary">
<p>Is LL</p>
<p>Is LL DDM</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).IsA2A_LL_DMS">SETTINGS:IsA2A_LL_DMS()</a></td>
<td class="summary">
<p>Is LL DMS</p>
</td>
</tr>
<tr>
@ -220,9 +220,15 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).IsA2G_LL">SETTINGS:IsA2G_LL()</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).IsA2G_LL_DDM">SETTINGS:IsA2G_LL_DDM()</a></td>
<td class="summary">
<p>Is LL</p>
<p>Is LL DDM</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).IsA2G_LL_DMS">SETTINGS:IsA2G_LL_DMS()</a></td>
<td class="summary">
<p>Is LL DMS</p>
</td>
</tr>
<tr>
@ -274,13 +280,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).MenuGroupLL_AccuracySystem">SETTINGS:MenuGroupLL_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).MenuGroupLL_DMSSystem">SETTINGS:MenuGroupLL_DMSSystem(PlayerUnit, PlayerGroup, PlayerName, LL_DMS)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).MenuGroupLL_DDM_AccuracySystem">SETTINGS:MenuGroupLL_DDM_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy)</a></td>
<td class="summary">
</td>
@ -298,13 +298,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).MenuLL_Accuracy">SETTINGS:MenuLL_Accuracy(MenuGroup, RootMenu, LL_Accuracy)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).MenuLL_DMS">SETTINGS:MenuLL_DMS(MenuGroup, RootMenu, LL_DMS)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).MenuLL_DDM_Accuracy">SETTINGS:MenuLL_DDM_Accuracy(MenuGroup, RootMenu, LL_Accuracy)</a></td>
<td class="summary">
</td>
@ -358,9 +352,15 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetA2A_LL">SETTINGS:SetA2A_LL()</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetA2A_LL_DDM">SETTINGS:SetA2A_LL_DDM()</a></td>
<td class="summary">
<p>Sets A2A LL</p>
<p>Sets A2A LL DDM</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetA2A_LL_DMS">SETTINGS:SetA2A_LL_DMS()</a></td>
<td class="summary">
<p>Sets A2A LL DMS</p>
</td>
</tr>
<tr>
@ -376,9 +376,15 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetA2G_LL">SETTINGS:SetA2G_LL()</a></td>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetA2G_LL_DDM">SETTINGS:SetA2G_LL_DDM()</a></td>
<td class="summary">
<p>Sets A2G LL</p>
<p>Sets A2G LL DDM</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetA2G_LL_DMS">SETTINGS:SetA2G_LL_DMS()</a></td>
<td class="summary">
<p>Sets A2G LL DMS</p>
</td>
</tr>
<tr>
@ -397,12 +403,6 @@
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetLL_Accuracy">SETTINGS:SetLL_Accuracy(LL_Accuracy)</a></td>
<td class="summary">
<p>Sets the SETTINGS LL accuracy.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SETTINGS).SetLL_DMS">SETTINGS:SetLL_DMS(LL_DMS)</a></td>
<td class="summary">
<p>Sets the SETTINGS LL DMS.</p>
</td>
</tr>
<tr>
@ -544,8 +544,8 @@
<dl class="function">
<dt>
<a id="#(SETTINGS).GetLL_Accuracy" >
<strong>SETTINGS:GetLL_Accuracy()</strong>
<a id="#(SETTINGS).GetLL_DDM_Accuracy" >
<strong>SETTINGS:GetLL_DDM_Accuracy()</strong>
</a>
</dt>
<dd>
@ -557,24 +557,6 @@
<p><em>#number:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).GetLL_DMS" >
<strong>SETTINGS:GetLL_DMS()</strong>
</a>
</dt>
<dd>
<p>Gets the SETTINGS LL DMS.</p>
<h3>Return value</h3>
<p><em>#number:</em></p>
</dd>
</dl>
<dl class="function">
@ -634,18 +616,36 @@ true if BULLS</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).IsA2A_LL" >
<strong>SETTINGS:IsA2A_LL()</strong>
<a id="#(SETTINGS).IsA2A_LL_DDM" >
<strong>SETTINGS:IsA2A_LL_DDM()</strong>
</a>
</dt>
<dd>
<p>Is LL</p>
<p>Is LL DDM</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if LL</p>
true if LL DDM</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).IsA2A_LL_DMS" >
<strong>SETTINGS:IsA2A_LL_DMS()</strong>
</a>
</dt>
<dd>
<p>Is LL DMS</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if LL DMS</p>
</dd>
</dl>
@ -688,18 +688,36 @@ true if BRA</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).IsA2G_LL" >
<strong>SETTINGS:IsA2G_LL()</strong>
<a id="#(SETTINGS).IsA2G_LL_DDM" >
<strong>SETTINGS:IsA2G_LL_DDM()</strong>
</a>
</dt>
<dd>
<p>Is LL</p>
<p>Is LL DDM</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if LL</p>
true if LL DDM</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).IsA2G_LL_DMS" >
<strong>SETTINGS:IsA2G_LL_DMS()</strong>
</a>
</dt>
<dd>
<p>Is LL DMS</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if LL DMS</p>
</dd>
</dl>
@ -874,8 +892,8 @@ true if metric.</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).MenuGroupLL_AccuracySystem" >
<strong>SETTINGS:MenuGroupLL_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy)</strong>
<a id="#(SETTINGS).MenuGroupLL_DDM_AccuracySystem" >
<strong>SETTINGS:MenuGroupLL_DDM_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy)</strong>
</a>
</dt>
<dd>
@ -910,42 +928,6 @@ true if metric.</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).MenuGroupLL_DMSSystem" >
<strong>SETTINGS:MenuGroupLL_DMSSystem(PlayerUnit, PlayerGroup, PlayerName, LL_DMS)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> PlayerUnit </em></code>: </p>
</li>
<li>
<p><code><em> PlayerGroup </em></code>: </p>
</li>
<li>
<p><code><em> PlayerName </em></code>: </p>
</li>
<li>
<p><code><em> LL_DMS </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).MenuGroupMGRS_AccuracySystem" >
<strong>SETTINGS:MenuGroupMGRS_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy)</strong>
</a>
@ -1018,8 +1000,8 @@ true if metric.</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).MenuLL_Accuracy" >
<strong>SETTINGS:MenuLL_Accuracy(MenuGroup, RootMenu, LL_Accuracy)</strong>
<a id="#(SETTINGS).MenuLL_DDM_Accuracy" >
<strong>SETTINGS:MenuLL_DDM_Accuracy(MenuGroup, RootMenu, LL_Accuracy)</strong>
</a>
</dt>
<dd>
@ -1049,37 +1031,6 @@ true if metric.</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).MenuLL_DMS" >
<strong>SETTINGS:MenuLL_DMS(MenuGroup, RootMenu, LL_DMS)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> MenuGroup </em></code>: </p>
</li>
<li>
<p><code><em> RootMenu </em></code>: </p>
</li>
<li>
<p><code><em> LL_DMS </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).MenuMGRS_Accuracy" >
<strong>SETTINGS:MenuMGRS_Accuracy(MenuGroup, RootMenu, MGRS_Accuracy)</strong>
</a>
@ -1263,13 +1214,31 @@ true if metric.</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).SetA2A_LL" >
<strong>SETTINGS:SetA2A_LL()</strong>
<a id="#(SETTINGS).SetA2A_LL_DDM" >
<strong>SETTINGS:SetA2A_LL_DDM()</strong>
</a>
</dt>
<dd>
<p>Sets A2A LL</p>
<p>Sets A2A LL DDM</p>
<h3>Return value</h3>
<p><em><a href="##(SETTINGS)">#SETTINGS</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).SetA2A_LL_DMS" >
<strong>SETTINGS:SetA2A_LL_DMS()</strong>
</a>
</dt>
<dd>
<p>Sets A2A LL DMS</p>
<h3>Return value</h3>
@ -1317,13 +1286,31 @@ true if metric.</p>
<dl class="function">
<dt>
<a id="#(SETTINGS).SetA2G_LL" >
<strong>SETTINGS:SetA2G_LL()</strong>
<a id="#(SETTINGS).SetA2G_LL_DDM" >
<strong>SETTINGS:SetA2G_LL_DDM()</strong>
</a>
</dt>
<dd>
<p>Sets A2G LL</p>
<p>Sets A2G LL DDM</p>
<h3>Return value</h3>
<p><em><a href="##(SETTINGS)">#SETTINGS</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).SetA2G_LL_DMS" >
<strong>SETTINGS:SetA2G_LL_DMS()</strong>
</a>
</dt>
<dd>
<p>Sets A2G LL DMS</p>
<h3>Return value</h3>
@ -1387,32 +1374,6 @@ true if metric.</p>
<p><em><a href="##(SETTINGS)">#SETTINGS</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SETTINGS).SetLL_DMS" >
<strong>SETTINGS:SetLL_DMS(LL_DMS)</strong>
</a>
</dt>
<dd>
<p>Sets the SETTINGS LL DMS.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number LL_DMS </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SETTINGS)">#SETTINGS</a>:</em></p>
</dd>
</dl>
<dl class="function">

View File

@ -822,12 +822,6 @@ 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>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -2200,9 +2194,6 @@ 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">
@ -2755,9 +2746,6 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2793,7 +2781,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2810,7 +2798,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@ -3138,7 +3126,7 @@ 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>
@ -3742,20 +3730,6 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>

View File

@ -436,6 +436,7 @@ ptional) The name of the new static.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong>
</a>

View File

@ -765,7 +765,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).ScheduleID" >
<strong>SPOT.ScheduleID</strong>
</a>
@ -779,7 +778,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotIR" >
<strong>SPOT.SpotIR</strong>
</a>
@ -793,7 +791,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotLaser" >
<strong>SPOT.SpotLaser</strong>
</a>
@ -807,7 +804,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).Target" >
<strong>SPOT.Target</strong>
</a>

View File

@ -183,6 +183,18 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).CrashGroup">TASK:CrashGroup(PlayerUnit, PlayerGroup)</a></td>
<td class="summary">
<p>A PlayerUnit crashed in a Task.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).DetectedItemIndex">TASK.DetectedItemIndex</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).Detection">TASK.Detection</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -516,7 +528,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).ReportSummary">TASK:ReportSummary()</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).ReportSummary">TASK:ReportSummary(ReportGroup)</a></td>
<td class="summary">
<p>Create a summary report of the Task.</p>
</td>
@ -537,6 +549,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK).SetBriefing">TASK:SetBriefing(TaskBriefing)</a></td>
<td class="summary">
<p>Sets a <a href="Task.html">Task</a> briefing.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).SetDetection">TASK:SetDetection(Detection, DetectedItemIndex)</a></td>
<td class="summary">
<p>Set detection of a task</p>
</td>
</tr>
<tr>
@ -1156,6 +1174,34 @@ The CLIENT or UNIT of the Player aborting the Task.</p>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK).DetectedItemIndex" >
<strong>TASK.DetectedItemIndex</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK).Detection" >
<strong>TASK.Detection</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -2344,7 +2390,7 @@ self</p>
<dt>
<a id="#(TASK).ReportSummary" >
<strong>TASK:ReportSummary()</strong>
<strong>TASK:ReportSummary(ReportGroup)</strong>
</a>
</dt>
<dd>
@ -2354,6 +2400,14 @@ self</p>
<p>List the Task Name and Status</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> ReportGroup </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em></p>
@ -2429,6 +2483,37 @@ self</p>
<p><em><a href="##(TASK)">#TASK</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).SetDetection" >
<strong>TASK:SetDetection(Detection, DetectedItemIndex)</strong>
</a>
</dt>
<dd>
<p>Set detection of a task</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Function.Detection.html##(DETECTION_BASE)">Function.Detection#DETECTION_BASE</a> Detection </em></code>: </p>
</li>
<li>
<p><code><em>#number DetectedItemIndex </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK)">#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">

View File

@ -274,6 +274,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).TargetSetUnit">TASK_A2A_ENGAGE.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).UpdateTaskInfo">TASK_A2A_ENGAGE:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -320,6 +326,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).TargetSetUnit">TASK_A2A_INTERCEPT.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).UpdateTaskInfo">TASK_A2A_INTERCEPT:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -366,6 +378,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).TargetSetUnit">TASK_A2A_SWEEP.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).UpdateTaskInfo">TASK_A2A_SWEEP:UpdateTaskInfo()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1069,6 +1087,19 @@ The score in points.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).UpdateTaskInfo" >
<strong>TASK_A2A_ENGAGE:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1309,6 +1340,19 @@ The score in points.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).UpdateTaskInfo" >
<strong>TASK_A2A_INTERCEPT:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1549,6 +1593,19 @@ The score in points.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).UpdateTaskInfo" >
<strong>TASK_A2A_SWEEP:UpdateTaskInfo()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -199,6 +199,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).ProcessDetected">TASK_A2A_DISPATCHER:ProcessDetected(Detection)</a></td>
<td class="summary">
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).RemoveTask">TASK_A2A_DISPATCHER:RemoveTask(TaskIndex)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -760,6 +766,27 @@ Return true if you want the task assigning to continue... false will cancel the
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).RemoveTask" >
<strong>TASK_A2A_DISPATCHER:RemoveTask(TaskIndex)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> TaskIndex </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).SetEngageRadius" >
<strong>TASK_A2A_DISPATCHER:SetEngageRadius(EngageRadius)</strong>
</a>

View File

@ -183,6 +183,12 @@
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).ProcessDetected">TASK_A2G_DISPATCHER:ProcessDetected(Detection)</a></td>
<td class="summary">
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).RemoveTask">TASK_A2G_DISPATCHER:RemoveTask(TaskIndex)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -542,6 +548,27 @@ The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detectio
<p><em>#boolean:</em>
Return true if you want the task assigning to continue... false will cancel the loop.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).RemoveTask" >
<strong>TASK_A2G_DISPATCHER:RemoveTask(TaskIndex)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> TaskIndex </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">

View File

@ -552,7 +552,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function">
<dt>
<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em>
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
<a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong>
</a>
@ -631,7 +631,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(TASK_CARGO).CargoLimit" >
<strong>TASK_CARGO.CargoLimit</strong>
</a>

View File

@ -386,6 +386,12 @@
<h2><a id="#(ZONE_GROUP)">Type <code>ZONE_GROUP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_GROUP).GetRandomPointVec2">ZONE_GROUP:GetRandomPointVec2(inner, outer)</a></td>
<td class="summary">
<p>Returns a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object reflecting a random 2D location within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_GROUP).GetRandomVec2">ZONE_GROUP:GetRandomVec2()</a></td>
<td class="summary">
<p>Returns a random location within the zone of the <a href="Group.html">Group</a>.</p>
@ -1425,6 +1431,39 @@ The smoke color.</p>
<dl class="function">
<dt>
<a id="#(ZONE_GROUP).GetRandomPointVec2" >
<strong>ZONE_GROUP:GetRandomPointVec2(inner, outer)</strong>
</a>
</dt>
<dd>
<p>Returns a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object reflecting a random 2D location within the zone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number inner </em></code>:
(optional) Minimal distance from the center of the zone. Default is 0.</p>
</li>
<li>
<p><code><em>#number outer </em></code>:
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object reflecting the random 3D location within the zone.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_GROUP).GetRandomVec2" >
<strong>ZONE_GROUP:GetRandomVec2()</strong>
</a>