Applied proper documentation

This commit is contained in:
FlightControl
2016-04-30 07:22:48 +02:00
parent 0990e34fef
commit 6a28902305
11 changed files with 1038 additions and 299 deletions

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@@ -73,6 +73,12 @@
<td class="name" nowrap="nowrap"><a href="#CoalitionObject">CoalitionObject</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#coalition">coalition</a></td>
<td class="summary">
</td>
</tr>
</table>
@@ -88,6 +94,38 @@
<td class="name" nowrap="nowrap"><a href="##(CoalitionObject).getCountry">CoalitionObject:getCountry()</a></td>
<td class="summary">
<p>Returns object country.</p>
</td>
</tr>
</table>
<h2><a id="#(coalition)">Type <code>coalition</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition).side">coalition.side</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(coalition.side)">Type <code>coalition.side</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition.side).BLUE">coalition.side.BLUE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition.side).NEUTRAL">coalition.side.NEUTRAL</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(coalition.side).RED">coalition.side.RED</a></td>
<td class="summary">
</td>
</tr>
</table>
@@ -105,6 +143,20 @@
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(coalition)">#coalition</a></em>
<a id="coalition" >
<strong>coalition</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(DCSCoalitionObject)" >Type <code>DCSCoalitionObject</code></a></h2>
@@ -124,7 +176,7 @@
<h3>Return value</h3>
<p><em><a href="##(coalition.side)">#coalition.side</a>:</em></p>
<p><em><a href="DCSTypes.html##(coalition.side)">DCSTypes#coalition.side</a>:</em></p>
</dd>
@@ -145,11 +197,68 @@
<p><em><a href="##(country.id)">#country.id</a>:</em></p>
</dd>
</dl>
<h2><a id="#(coalition)" >Type <code>coalition</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em><a href="##(coalition.side)">#coalition.side</a></em>
<a id="#(coalition).side" >
<strong>coalition.side</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(coalition.side)" >Type <code>coalition.side</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(coalition.side).BLUE" >
<strong>coalition.side.BLUE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(coalition.side).NEUTRAL" >
<strong>coalition.side.NEUTRAL</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(coalition.side).RED" >
<strong>coalition.side.RED</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(country.id)" >Type <code>country.id</code></a></h2>
</div>

View File

@@ -68,7 +68,70 @@
<p>Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.</p>
<p>Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s).</p>
<p>Mission designers can use the DATABASE class to build sets of units belonging to certain:</p>
<ul>
<li>coalitions</li>
<li>categories</li>
<li>countries</li>
<li>unit types</li>
<li>starting with certain prefix strings.</li>
</ul>
<p> Note that this is an initial filter set. More to follow, like zones etc.</p>
<h1>DATABASE construction methods:</h1>
<p>Create a new DATABASE object with the <a href="##(DATABASE).New">DATABASE.New</a> method:</p>
<ul>
<li><a href="##(DATABASE).New">DATABASE.New</a>: Creates a new DATABASE object.</li>
</ul>
<h1>DATABASE filter criteria: </h1>
<p>You can set filter criteria to define the set of units within the database.
Filter criteria are defined by:</p>
<ul>
<li><a href="##(DATABASE).FilterCoalitions">DATABASE.FilterCoalitions</a>: Builds the DATABASE with the units belonging to the coalition(s).</li>
<li><a href="##(DATABASE).FilterCategories">DATABASE.FilterCategories</a>: Builds the DATABASE with the units belonging to the category(ies).</li>
<li><a href="##(DATABASE).FilterTypes">DATABASE.FilterTypes</a>: Builds the DATABASE with the units belonging to the unit type(s).</li>
<li><a href="##(DATABASE).FilterCountries">DATABASE.FilterCountries</a>: Builds the DATABASE with the units belonging to the country(ies).</li>
<li><a href="##(DATABASE).FilterUnitPrefixes">DATABASE.FilterUnitPrefixes</a>: Builds the DATABASE with the units starting with the same prefix string(s).</li>
</ul>
<p>Once the filter criteria have been set for the DATABASE, you can start filtering using:</p>
<ul>
<li><a href="##(DATABASE).FilterStart">DATABASE.FilterStart</a>: Starts the filtering of the units within the database.</li>
</ul>
<p>Planned filter criteria within development are (so these are not yet available):</p>
<ul>
<li><a href="##(DATABASE).FilterGroupPrefixes">DATABASE.FilterGroupPrefixes</a>: Builds the DATABASE with the groups of the units starting with the same prefix string(s).</li>
<li><a href="##(DATABASE).FilterZones">DATABASE.FilterZones</a>: Builds the DATABASE with the units within a <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</li>
</ul>
<h1>DATABASE iterators:</h1>
<p>Once the filters have been defined and the DATABASE has been built, you can iterate the database with the available iterator methods.
The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
The following iterator methods are currently available within the DATABASE:</p>
<ul>
<li><a href="##(DATABASE).ForEachAliveUnit">DATABASE.ForEachAliveUnit</a>: Calls a function for each alive unit it finds within the DATABASE.</li>
</ul>
<p>Planned iterators methods in development are (so these are not yet available):</p>
<ul>
<li><a href="##(DATABASE).ForEachUnit">DATABASE.ForEachUnit</a>: Calls a function for each unit contained within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachGroup">DATABASE.ForEachGroup</a>: Calls a function for each group contained within the DATABASE.</li>
<li><a href="##(DATABASE).ForEachUnitInZone">DATABASE.ForEachUnitInZone</a>: Calls a function for each unit within a certain zone contained within the DATABASE.
</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
@@ -76,19 +139,13 @@
<td class="name" nowrap="nowrap"><a href="#DATABASE">DATABASE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#_Database">_Database</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(DATABASE)">Type <code>DATABASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ActivePlayers">DATABASE.ActivePlayers</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AlivePlayers">DATABASE.AlivePlayers</a></td>
<td class="summary">
</td>
@@ -109,6 +166,90 @@
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClientsByName">DATABASE.ClientsByName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSGroups">DATABASE.DCSGroups</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSGroupsAlive">DATABASE.DCSGroupsAlive</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSUnits">DATABASE.DCSUnits</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSUnitsAlive">DATABASE.DCSUnitsAlive</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Filter">DATABASE.Filter</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCategory">DATABASE:FilterCategory(Categories)</a></td>
<td class="summary">
<p>Builds a set of units out of categories.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCoalition">DATABASE:FilterCoalition(Coalitions)</a></td>
<td class="summary">
<p>Builds a set of units of coalitons.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCountries">DATABASE:FilterCountries(Countries)</a></td>
<td class="summary">
<p>Builds a set of units of defined countries.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterGroupPrefix">DATABASE:FilterGroupPrefix(Prefixes)</a></td>
<td class="summary">
<p>Builds a set of units of defined group prefixes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterMeta">DATABASE.FilterMeta</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterStart">DATABASE:FilterStart()</a></td>
<td class="summary">
<p>Starts the filtering.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterType">DATABASE:FilterType(Types)</a></td>
<td class="summary">
<p>Builds a set of units of defined unit types.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterUnitPrefix">DATABASE:FilterUnitPrefix(Prefixes)</a></td>
<td class="summary">
<p>Builds a set of units of defined unit prefixes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachAliveUnit">DATABASE:ForEachAliveUnit(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> unit, providing the Unit and optional parameters.</p>
</td>
</tr>
<tr>
@@ -132,13 +273,19 @@
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).New">DATABASE:New()</a></td>
<td class="summary">
<p>Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.</p>
<p>Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Players">DATABASE.Players</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ScanEnvironment">DATABASE:ScanEnvironment()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -157,12 +304,42 @@
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Statics">DATABASE.Statics</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).TraceDatabase">DATABASE:TraceDatabase()</a></td>
<td class="summary">
<p>Traces the current database contents in the log ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).Units">DATABASE.Units</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnBirth">DATABASE:_EventOnBirth(Event)</a></td>
<td class="summary">
<p>Handles the OnBirth event for the alive units set.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnDeadOrCrash">DATABASE:_EventOnDeadOrCrash(Event)</a></td>
<td class="summary">
<p>Handles the OnDead or OnCrash event for alive units set.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._IsAliveDCSUnit">DATABASE:_IsAliveDCSUnit(DCSUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE)._IsIncludeDCSUnit">DATABASE:_IsIncludeDCSUnit(DCSUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -186,20 +363,6 @@
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Database.html##(DATABASE)">Database#DATABASE</a></em>
<a id="_Database" >
<strong>_Database</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Database)" >Type <code>Database</code></a></h2>
@@ -213,8 +376,8 @@
<dt>
<em></em>
<a id="#(DATABASE).ActivePlayers" >
<strong>DATABASE.ActivePlayers</strong>
<a id="#(DATABASE).AlivePlayers" >
<strong>DATABASE.AlivePlayers</strong>
</a>
</dt>
<dd>
@@ -263,6 +426,320 @@
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).DCSGroups" >
<strong>DATABASE.DCSGroups</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).DCSGroupsAlive" >
<strong>DATABASE.DCSGroupsAlive</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).DCSUnits" >
<strong>DATABASE.DCSUnits</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).DCSUnitsAlive" >
<strong>DATABASE.DCSUnitsAlive</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).Filter" >
<strong>DATABASE.Filter</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterCategory" >
<strong>DATABASE:FilterCategory(Categories)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units out of categories.</p>
<p>Possible current categories are plane, helicopter, ground, ship.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Categories </em></code>:
Can take the following values: "plane", "helicopter", "ground", "ship".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterCoalition" >
<strong>DATABASE:FilterCoalition(Coalitions)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of coalitons.</p>
<p>Possible current coalitions are red, blue and neutral.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Coalitions </em></code>:
Can take the following values: "red", "blue", "neutral".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterCountries" >
<strong>DATABASE:FilterCountries(Countries)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined countries.</p>
<p>Possible current countries are those known within DCS world.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Countries </em></code>:
Can take those country strings known within DCS world.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterGroupPrefix" >
<strong>DATABASE:FilterGroupPrefix(Prefixes)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined group prefixes.</p>
<p>All the units starting with the given group prefixes will be included within the set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Prefixes </em></code>:
The prefix of which the group name where the unit belongs to starts with.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).FilterMeta" >
<strong>DATABASE.FilterMeta</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterStart" >
<strong>DATABASE:FilterStart()</strong>
</a>
</dt>
<dd>
<p>Starts the filtering.</p>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterType" >
<strong>DATABASE:FilterType(Types)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined unit types.</p>
<p>Possible current types are those types known within DCS world.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Types </em></code>:
Can take those type strings known within DCS world.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FilterUnitPrefix" >
<strong>DATABASE:FilterUnitPrefix(Prefixes)</strong>
</a>
</dt>
<dd>
<p>Builds a set of units of defined unit prefixes.</p>
<p>All the units starting with the given prefixes will be included within the set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Prefixes </em></code>:
The prefix of which the unit name starts with.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).ForEachAliveUnit" >
<strong>DATABASE:ForEachAliveUnit(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> unit, providing the Unit and optional parameters.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.</p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
@@ -323,12 +800,12 @@
</dt>
<dd>
<p>Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.</p>
<p>Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em></p>
<p>DATABASE</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
@@ -348,6 +825,19 @@ DBObject = DATABASE:New()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).ScanEnvironment" >
<strong>DATABASE:ScanEnvironment()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@@ -414,6 +904,27 @@ This method is used by the SPAWN class.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).TraceDatabase" >
<strong>DATABASE:TraceDatabase()</strong>
</a>
</dt>
<dd>
<p>Traces the current database contents in the log ...</p>
<p>(for debug reasons).</p>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
@@ -428,6 +939,100 @@ This method is used by the SPAWN class.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE)._EventOnBirth" >
<strong>DATABASE:_EventOnBirth(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the OnBirth event for the alive units set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE)._EventOnDeadOrCrash" >
<strong>DATABASE:_EventOnDeadOrCrash(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the OnDead or OnCrash event for alive units set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE)._IsAliveDCSUnit" >
<strong>DATABASE:_IsAliveDCSUnit(DCSUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="DCSUnit.html##(Unit)">DCSUnit#Unit</a> DCSUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE)._IsIncludeDCSUnit" >
<strong>DATABASE:_IsIncludeDCSUnit(DCSUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="DCSUnit.html##(Unit)">DCSUnit#Unit</a> DCSUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">

View File

@@ -1835,6 +1835,7 @@ self</p>
<dl class="function">
<dt>
<em></em>
<a id="#(ESCORT).ReportTargetsScheduler" >
<strong>ESCORT.ReportTargetsScheduler</strong>
</a>

View File

@@ -73,12 +73,6 @@
<td class="name" nowrap="nowrap"><a href="#EVENT">EVENT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#_EVENTDISPATCHER">_EVENTDISPATCHER</a></td>
<td class="summary">
<p>Declare the event dispatcher based on the EVENT class</p>
</td>
</tr>
</table>
@@ -389,20 +383,6 @@
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(EVENT)">#EVENT</a></em>
<a id="_EVENTDISPATCHER" >
<strong>_EVENTDISPATCHER</strong>
</a>
</dt>
<dd>
<p>Declare the event dispatcher based on the EVENT class</p>
</dd>
</dl>
<h2><a id="#(Event)" >Type <code>Event</code></a></h2>

View File

@@ -89,52 +89,58 @@ Groups will follow the following naming structure when spawned at run-time:</p>
<p>Some additional notes that need to be remembered:</p>
<ul>
<li><p>Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the <a href="##(SPAWN)">#SPAWN</a> module.</p></li>
<li><p>It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.</p></li>
<li><p>When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.</p></li>
<li><h2>SPAWN object construction methods:</h2>
<p>Create a new SPAWN object with the <a href="##(SPAWN).New">SPAWN.New</a> or the <a href="##(SPAWN).NewWithAlias">SPAWN.NewWithAlias</a> methods:</p></li>
<li><p><a href="##(SPAWN).New">SPAWN.New</a>: Creates a new SPAWN object taking the name of the group that functions as the Template.</p></li>
<li>Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the <a href="##(SPAWN)">#SPAWN</a> module.</li>
<li>It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.</li>
<li>When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.</li>
</ul>
<h1>SPAWN construction methods:</h1>
<p>Create a new SPAWN object with the <a href="##(SPAWN).New">SPAWN.New</a> or the <a href="##(SPAWN).NewWithAlias">SPAWN.NewWithAlias</a> methods:</p>
<ul>
<li><a href="##(SPAWN).New">SPAWN.New</a>: Creates a new SPAWN object taking the name of the group that functions as the Template.</li>
</ul>
<p>It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.</p>
<ol>
<li><h2>SPAWN object initialization methods: </h2>
<p>A spawn object will behave differently based on the usage of initialization methods: </p></li>
<li><p><a href="##(SPAWN).Limit">SPAWN.Limit</a>: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.</p></li>
<li><p><a href="##(SPAWN).RandomizeRoute">SPAWN.RandomizeRoute</a>: Randomize the routes of spawned groups.</p></li>
<li><p><a href="##(SPAWN).RandomizeTemplate">SPAWN.RandomizeTemplate</a>: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </p></li>
<li><p><a href="##(SPAWN).Uncontrolled">SPAWN.Uncontrolled</a>: Spawn plane groups uncontrolled.</p></li>
<li><p><a href="##(SPAWN).Array">SPAWN.Array</a>: Make groups visible before they are actually activated, and order these groups like a batallion in an array.</p></li>
<li><p><a href="##(SPAWN).Repeat">SPAWN.Repeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).RepeatOnLanding">SPAWN.RepeatOnLanding</a> and <a href="##(SPAWN).RepeatOnEngineShutDown">SPAWN.RepeatOnEngineShutDown</a>.</p></li>
<li><h2>SPAWN object spawning methods:</h2>
<p>Groups can be spawned at different times and methods:</p></li>
<li><p><a href="##(SPAWN).Spawn">SPAWN.Spawn</a>: Spawn one new group based on the last spawned index.</p></li>
<li><p><a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a>: Re-spawn a group based on a given index.</p></li>
<li><p><a href="##(SPAWN).SpawnScheduled">SPAWN.SpawnScheduled</a>: Spawn groups at scheduled but randomized intervals. You can use <a href="##(SPAWN).SpawnScheduleStart">SPAWN.SpawnScheduleStart</a> and <a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a> to start and stop the schedule respectively.</p></li>
<li><p><a href="##(SPAWN).SpawnFromUnit">SPAWN.SpawnFromUnit</a>: Spawn a new group taking the position of a <a href="UNIT.html">UNIT</a>.</p></li>
<li><p><a href="##(SPAWN).SpawnInZone">SPAWN.SpawnInZone</a>: Spawn a new group in a <a href="ZONE.html">ZONE</a>.</p></li>
</ol>
<h1>SPAWN initialization methods: </h1>
<p>A spawn object will behave differently based on the usage of initialization methods: </p>
<ul>
<li><a href="##(SPAWN).Limit">SPAWN.Limit</a>: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.</li>
<li><a href="##(SPAWN).RandomizeRoute">SPAWN.RandomizeRoute</a>: Randomize the routes of spawned groups.</li>
<li><a href="##(SPAWN).RandomizeTemplate">SPAWN.RandomizeTemplate</a>: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </li>
<li><a href="##(SPAWN).Uncontrolled">SPAWN.Uncontrolled</a>: Spawn plane groups uncontrolled.</li>
<li><a href="##(SPAWN).Array">SPAWN.Array</a>: Make groups visible before they are actually activated, and order these groups like a batallion in an array.</li>
<li><a href="##(SPAWN).Repeat">SPAWN.Repeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).RepeatOnLanding">SPAWN.RepeatOnLanding</a> and <a href="##(SPAWN).RepeatOnEngineShutDown">SPAWN.RepeatOnEngineShutDown</a>.</li>
</ul>
<h1>SPAWN spawning methods:</h1>
<p>Groups can be spawned at different times and methods:</p>
<ul>
<li><a href="##(SPAWN).Spawn">SPAWN.Spawn</a>: Spawn one new group based on the last spawned index.</li>
<li><a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a>: Re-spawn a group based on a given index.</li>
<li><a href="##(SPAWN).SpawnScheduled">SPAWN.SpawnScheduled</a>: Spawn groups at scheduled but randomized intervals. You can use <a href="##(SPAWN).SpawnScheduleStart">SPAWN.SpawnScheduleStart</a> and <a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a> to start and stop the schedule respectively.</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>
</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.
You can use the <a href="GROUP.html">GROUP</a> object to do further actions with the DCSGroup.</p>
<ol>
<li>SPAWN object cleaning:
<hr/>
Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
and it may occur that no new groups are or can be spawned as limits are reached.
To prevent this, a <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> initialization method has been defined that will silently monitor the status of each spawned group.
Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
This models AI that has succesfully returned to their airbase, to restart their combat activities.
Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</li>
</ol>
<h1>SPAWN object cleaning:</h1>
<p>Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
and it may occur that no new groups are or can be spawned as limits are reached.
To prevent this, a <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> initialization method has been defined that will silently monitor the status of each spawned group.
Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
This models AI that has succesfully returned to their airbase, to restart their combat activities.
Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
<h2>Global(s)</h2>
@@ -2052,7 +2058,7 @@ Nothing found</p>
<p> TODO Need to delete this... _Database does this now ...</p>
<p> TODO Need to delete this... _DATABASE does this now ...</p>
<h3>Parameter</h3>
<ul>