From 6bd4442d849f8d1290adbb90be8dc43536bf66ee Mon Sep 17 00:00:00 2001
From: FlightControl
Date: Wed, 4 Jan 2017 10:40:58 +0100
Subject: [PATCH] FSM Documentation
---
Moose Development/Moose/Core/Fsm.lua | 6 +++---
docs/Documentation/Fsm.html | 6 +++---
docs/Documentation/Spawn.html | 9 +++------
3 files changed, 9 insertions(+), 12 deletions(-)
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.
--
--- 
+-- 
--
-- 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.**
--
--- 
+-- 
--
-- 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.
--
--- 
+-- 
--
-- 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.
-
+
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.*
- 
+ 
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.
- 
+ 
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.