diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index 624905f95..24f62dcbd 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -15,7 +15,7 @@ -- * A **State** defines a moment in the process. -- * An **Event** describes an action, that can be triggered both internally as externally in the FSM. An Event can be triggered Embedded or Delayed over time. -- --- ![Test Image](Presentations\FSM\Dia1.jpg) +-- ![Test Image](..\Presentations\FSM\Dia1.jpg) -- -- An FSM transitions in **4 moments** when an Event is being handled. -- Each moment can be catched by handling methods defined by the mission designer, @@ -27,7 +27,7 @@ -- -- ** The OnLeave and OnBefore transition methods may return false to cancel the transition.** -- --- ![Test Image](.\Presentations\FSM\Dia3.jpg) +-- ![Test Image](..\Presentations\FSM\Dia3.jpg) -- -- The FSM creates for each Event **two Event trigger methods**. -- There are two modes how Events can be triggered, which is **embedded** and **delayed**: @@ -35,7 +35,7 @@ -- * The method **FSM:Event()** triggers an Event that will be processed **embedded** or **immediately**. -- * The method **FSM:__Event( seconds )** triggers an Event that will be processed **delayed** over time, waiting x seconds. -- --- ![Test Image](.\Presentations\FSM\Dia4.jpg) +-- ![Test Image](..\Presentations\FSM\Dia4.jpg) -- -- 1.1) Define the FSM Rules -- ------------------------- diff --git a/docs/Documentation/Fsm.html b/docs/Documentation/Fsm.html index a699eb8b1..41b3a958e 100644 --- a/docs/Documentation/Fsm.html +++ b/docs/Documentation/Fsm.html @@ -89,7 +89,7 @@ It is a fantastic development, this module.

  • An Event describes an action, that can be triggered both internally as externally in the FSM. An Event can be triggered Embedded or Delayed over time.
  • -

    Test Image

    +

    Test Image

    An FSM transitions in 4 moments when an Event is being handled.
    Each moment can be catched by handling methods defined by the mission designer,
    @@ -103,7 +103,7 @@ These methods define the flow of the FSM process; because in those methods the F

    * The OnLeave and OnBefore transition methods may return false to cancel the transition.*

    -

    Test Image

    +

    Test Image

    The FSM creates for each Event two Event trigger methods.
    There are two modes how Events can be triggered, which is embedded and delayed:

    @@ -113,7 +113,7 @@ There are two modes how Events can be triggered, which is embeddedThe method FSM:__Event( seconds ) triggers an Event that will be processed delayed over time, waiting x seconds. -

    Test Image

    +

    Test Image

    1.1) Define the FSM Rules

    diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index 972a423fb..6d06e2aaa 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -1692,9 +1692,6 @@ The group that was spawned. You can use this group for further actions.

    - -

    Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

    -
    @@ -2169,7 +2166,7 @@ when nothing was spawned.

    - #number + SPAWN.SpawnMaxGroups @@ -2186,7 +2183,7 @@ when nothing was spawned.

    - #number + SPAWN.SpawnMaxUnitsAlive @@ -2489,7 +2486,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) -

    When the first Spawn executes, all the Groups need to be made visible before start.

    +

    Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.