Documentation fixes. (#1811)

Update documentation text and links.
Fix spelling errors.
Other minor adjustments where appropriate, such as remove whitespaces and format code.
This commit is contained in:
TommyC81
2022-10-23 18:45:40 +04:00
committed by GitHub
parent 81818705df
commit 7455c63716
32 changed files with 197 additions and 198 deletions

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@@ -57,8 +57,8 @@
-- --
-- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). -- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).
-- --
-- The MOOSE framework leverages the @{Detection} classes to perform the EWR detection. -- The MOOSE framework leverages the @{Functional.Detection} classes to perform the EWR detection.
-- Several types of @{Detection} classes exist, and the most common characteristics of these classes is that they: -- Several types of @{Functional.Detection} classes exist, and the most common characteristics of these classes is that they:
-- --
-- * Perform detections from multiple FACs as one co-operating entity. -- * Perform detections from multiple FACs as one co-operating entity.
-- * Communicate with a Head Quarters, which consolidates each detection. -- * Communicate with a Head Quarters, which consolidates each detection.

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@@ -102,7 +102,7 @@
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. -- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL. -- while a new AI is targeted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
-- --
@@ -264,7 +264,7 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self -- @return #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -287,7 +287,7 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
end end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol. --- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol. -- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group. -- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_A2A_PATROL Fsm The FSM. -- @param #AI_A2A_PATROL Fsm The FSM.
@@ -302,7 +302,7 @@ function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.

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@@ -374,7 +374,7 @@ end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR. -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self -- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. -- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
@@ -409,7 +409,7 @@ end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR self -- @param #AI_AIR self
-- @return #AI_AIR self -- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
@@ -598,8 +598,7 @@ end
function AI_AIR:onafterRTB( AIGroup, From, Event, To ) function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
if AIGroup and AIGroup:IsAlive() then
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" ) self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )

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@@ -244,7 +244,7 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @return #AI_AIR_PATROL self -- @return #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -280,7 +280,7 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.

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@@ -41,7 +41,7 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader. --- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
-- --
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions. -- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! -- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to: -- The purpose of the class is to:
-- --

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@@ -135,15 +135,15 @@
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. -- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE. -- while a new AI is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
-- --
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE -- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
-- --
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
-- --
-- === -- ===
-- --
@@ -582,7 +582,7 @@ end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. -- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
@@ -613,13 +613,13 @@ function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
return self return self
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To ) function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self:F2() self:F2()
@@ -701,7 +701,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable. -- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable. -- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable ) function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -710,7 +710,7 @@ function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.

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@@ -140,7 +140,7 @@ do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
-- --
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction. -- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed. -- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered. -- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
-- --

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@@ -47,7 +47,7 @@ do -- CARGO_GROUP
--- CARGO_GROUP constructor. --- CARGO_GROUP constructor.
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object. -- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects. -- It will "ungroup" the group object within the sim, and will create a @{Core.Set} of individual Unit objects.
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo. -- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set. -- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.

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@@ -51,7 +51,7 @@
-- * PLAYERS -- * PLAYERS
-- * CARGOS -- * CARGOS
-- --
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor. -- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- --
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission. -- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required. -- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.

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@@ -35,7 +35,7 @@
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services: -- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
-- --
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database. -- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority. -- * SET_ derived classes: These are subsets of the global _DATABASE object (an instance of @{Core.Database#DATABASE}). These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object. -- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object. -- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object. -- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
@@ -52,7 +52,7 @@
-- --
-- ![Objects](..\Presentations\EVENT\Dia8.JPG) -- ![Objects](..\Presentations\EVENT\Dia8.JPG)
-- --
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class. -- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{Core.Base#BASE} class, @{Wrapper.Unit#UNIT} class and @{Wrapper.Group#GROUP} class.
-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE. -- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
-- --
-- ![Objects](..\Presentations\EVENT\Dia9.JPG) -- ![Objects](..\Presentations\EVENT\Dia9.JPG)

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@@ -47,9 +47,9 @@
-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with: -- Each of these FSM implementation classes start either with:
-- --
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- --
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. -- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
-- --
@@ -64,7 +64,7 @@
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s. -- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s. -- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. -- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here -- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process. -- for multiple objects or the position of the state machine in the process.
-- --
-- === -- ===
@@ -119,9 +119,9 @@ do -- FSM
-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with: -- Each of these FSM implementation classes start either with:
-- --
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- --
-- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG) -- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG)
-- --
@@ -1382,7 +1382,7 @@ do -- FSM_SET
-- @field Core.Set#SET_BASE Set -- @field Core.Set#SET_BASE Set
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here --- FSM_SET class models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process. -- for multiple objects or the position of the state machine in the process.
-- --
-- === -- ===

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@@ -1624,7 +1624,7 @@ do -- SET_GROUP
return false return false
end end
--- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{GROUP} of the @{SET_GROUP} is in @{Core.Zone} --- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise. -- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
@@ -1649,8 +1649,8 @@ do -- SET_GROUP
return false return false
end end
--- Iterate the SET_GROUP and return true if at least one @{GROUP} of the @{SET_GROUP} is partly in @{Core.Zone}. --- Iterate the SET_GROUP and return true if at least one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is partly in @{Core.Zone}.
-- Will return false if a @{GROUP} is fully in the @{Core.Zone} -- Will return false if a @{Wrapper.Group#GROUP} is fully in the @{Core.Zone}
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise. -- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
@@ -1683,7 +1683,7 @@ do -- SET_GROUP
end end
end end
--- Iterate the SET_GROUP and return true if no @{GROUP} of the @{SET_GROUP} is in @{Core.Zone} --- Iterate the SET_GROUP and return true if no @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
-- This could also be achieved with `not SET_GROUP:AnyPartlyInZone(Zone)`, but it's easier for the -- This could also be achieved with `not SET_GROUP:AnyPartlyInZone(Zone)`, but it's easier for the
-- mission designer to add a dedicated method -- mission designer to add a dedicated method
-- @param #SET_GROUP self -- @param #SET_GROUP self
@@ -2574,7 +2574,7 @@ do -- SET_UNIT
return UnitTypes return UnitTypes
end end
--- Returns a comma separated string of the unit types with a count in the @{Set}. --- Returns a comma separated string of the unit types with a count in the @{Core.Set}.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #string The unit types string -- @return #string The unit types string
function SET_UNIT:GetUnitTypesText() function SET_UNIT:GetUnitTypesText()
@@ -2746,7 +2746,7 @@ do -- SET_UNIT
end end
--- Returns if the @{Set} has targets having a radar (of a given type). --- Returns if the @{Core.Set} has targets having a radar (of a given type).
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @param DCS#Unit.RadarType RadarType -- @param DCS#Unit.RadarType RadarType
-- @return #number The amount of radars in the Set with the given type -- @return #number The amount of radars in the Set with the given type
@@ -2771,7 +2771,7 @@ do -- SET_UNIT
return RadarCount return RadarCount
end end
--- Returns if the @{Set} has targets that can be SEADed. --- Returns if the @{Core.Set} has targets that can be SEADed.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #number The amount of SEADable units in the Set -- @return #number The amount of SEADable units in the Set
function SET_UNIT:HasSEAD() function SET_UNIT:HasSEAD()
@@ -2795,7 +2795,7 @@ do -- SET_UNIT
return SEADCount return SEADCount
end end
--- Returns if the @{Set} has ground targets. --- Returns if the @{Core.Set} has ground targets.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #number The amount of ground targets in the Set. -- @return #number The amount of ground targets in the Set.
function SET_UNIT:HasGroundUnits() function SET_UNIT:HasGroundUnits()
@@ -2812,7 +2812,7 @@ do -- SET_UNIT
return GroundUnitCount return GroundUnitCount
end end
--- Returns if the @{Set} has air targets. --- Returns if the @{Core.Set} has air targets.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #number The amount of air targets in the Set. -- @return #number The amount of air targets in the Set.
function SET_UNIT:HasAirUnits() function SET_UNIT:HasAirUnits()
@@ -2829,7 +2829,7 @@ do -- SET_UNIT
return AirUnitCount return AirUnitCount
end end
--- Returns if the @{Set} has friendly ground units. --- Returns if the @{Core.Set} has friendly ground units.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #number The amount of ground targets in the Set. -- @return #number The amount of ground targets in the Set.
function SET_UNIT:HasFriendlyUnits( FriendlyCoalition ) function SET_UNIT:HasFriendlyUnits( FriendlyCoalition )
@@ -3514,7 +3514,7 @@ do -- SET_STATIC
return StaticTypes return StaticTypes
end end
--- Returns a comma separated string of the unit types with a count in the @{Set}. --- Returns a comma separated string of the unit types with a count in the @{Core.Set}.
-- @param #SET_STATIC self -- @param #SET_STATIC self
-- @return #string The unit types string -- @return #string The unit types string
function SET_STATIC:GetStaticTypesText() function SET_STATIC:GetStaticTypesText()

View File

@@ -206,7 +206,7 @@
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad. -- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
-- --
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object. -- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup. -- You can use the @{Wrapper.Group#GROUP} object to do further actions with the DCSGroup.
-- --
-- ### **Scheduled** spawning methods -- ### **Scheduled** spawning methods
-- --
@@ -765,7 +765,7 @@ end
--- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius. --- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius. -- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{Wrapper.Unit#UNIT}s position within the group between a given outer and inner radius.
-- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned. -- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
-- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned. -- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
-- @return #SPAWN -- @return #SPAWN
@@ -1159,7 +1159,7 @@ do -- Delay methods
end -- Delay methods end -- Delay methods
--- Will spawn a group based on the internal index. --- Will spawn a group based on the internal index.
-- Note: Uses @{DATABASE} module defined in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:Spawn() function SPAWN:Spawn()
@@ -1174,7 +1174,7 @@ function SPAWN:Spawn()
end end
--- Will re-spawn a group based on a given index. --- Will re-spawn a group based on a given index.
-- Note: Uses @{DATABASE} module defined in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnIndex The index of the group to be spawned. -- @param #string SpawnIndex The index of the group to be spawned.
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
@@ -1222,7 +1222,7 @@ function SPAWN:SetSpawnIndex( SpawnIndex )
end end
--- Will spawn a group with a specified index number. --- Will spawn a group with a specified index number.
-- Uses @{DATABASE} global object defined in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnIndex The index of the group to be spawned. -- @param #string SpawnIndex The index of the group to be spawned.
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
@@ -2937,7 +2937,7 @@ function SPAWN:_GetGroupCountryID( SpawnPrefix )
end end
--- Gets the Group Template from the ME environment definition. --- Gets the Group Template from the ME environment definition.
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnTemplatePrefix -- @param #string SpawnTemplatePrefix
-- @return @SPAWN self -- @return @SPAWN self

View File

@@ -48,7 +48,7 @@
-- --
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG) -- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
-- --
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets. -- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used. -- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit. -- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document. -- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
@@ -276,7 +276,7 @@ do -- DESIGNATE
-- # 7. Designate Menu Location for a Mission -- # 7. Designate Menu Location for a Mission
-- --
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. -- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function. -- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
-- --
-- # 8. Status Report -- # 8. Status Report
-- --

View File

@@ -40,7 +40,7 @@
do -- DETECTION_BASE do -- DETECTION_BASE
--- @type DETECTION_BASE --- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected. -- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects. -- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified. -- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
@@ -318,7 +318,7 @@ do -- DETECTION_BASE
--- DETECTION constructor. --- DETECTION constructor.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units. -- @param Core.Set#SET_GROUP DetectionSet The @{Core.Set} of @{Wrapper.Group}s that is used to detect the units.
-- @return #DETECTION_BASE self -- @return #DETECTION_BASE self
function DETECTION_BASE:New( DetectionSet ) function DETECTION_BASE:New( DetectionSet )
@@ -1982,7 +1982,7 @@ do -- DETECTION_UNITS
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
-- --
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also. -- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
-- --
-- @field #DETECTION_UNITS -- @field #DETECTION_UNITS
@@ -1993,7 +1993,7 @@ do -- DETECTION_UNITS
--- DETECTION_UNITS constructor. --- DETECTION_UNITS constructor.
-- @param Functional.Detection#DETECTION_UNITS self -- @param Functional.Detection#DETECTION_UNITS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @return Functional.Detection#DETECTION_UNITS self -- @return Functional.Detection#DETECTION_UNITS self
function DETECTION_UNITS:New( DetectionSetGroup ) function DETECTION_UNITS:New( DetectionSetGroup )
@@ -2237,7 +2237,7 @@ do -- DETECTION_TYPES
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. -- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also. -- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
-- --
-- @field #DETECTION_TYPES -- @field #DETECTION_TYPES
@@ -2248,7 +2248,7 @@ do -- DETECTION_TYPES
--- DETECTION_TYPES constructor. --- DETECTION_TYPES constructor.
-- @param Functional.Detection#DETECTION_TYPES self -- @param Functional.Detection#DETECTION_TYPES self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Recce role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Recce role.
-- @return Functional.Detection#DETECTION_TYPES self -- @return Functional.Detection#DETECTION_TYPES self
function DETECTION_TYPES:New( DetectionSetGroup ) function DETECTION_TYPES:New( DetectionSetGroup )
@@ -2477,7 +2477,7 @@ do -- DETECTION_AREAS
--- DETECTION_AREAS constructor. --- DETECTION_AREAS constructor.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return #DETECTION_AREAS -- @return #DETECTION_AREAS
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange ) function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
@@ -2498,7 +2498,7 @@ do -- DETECTION_AREAS
--- Retrieve set of detected zones. --- Retrieve set of detected zones.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected. -- @return Core.Set#SET_ZONE The @{Core.Set} of ZONE_UNIT objects detected.
function DETECTION_AREAS:GetDetectionZones() function DETECTION_AREAS:GetDetectionZones()
local zoneset = SET_ZONE:New() local zoneset = SET_ZONE:New()
for _ID,_Item in pairs (self.DetectedItems) do for _ID,_Item in pairs (self.DetectedItems) do

View File

@@ -48,7 +48,7 @@ do -- DETECTION_ZONES
--- DETECTION_ZONES constructor. --- DETECTION_ZONES constructor.
-- @param #DETECTION_ZONES self -- @param #DETECTION_ZONES self
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS. -- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection. -- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
-- @return #DETECTION_ZONES -- @return #DETECTION_ZONES
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition ) function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )

View File

@@ -28,14 +28,14 @@
-- * **Messages Off**: Disable all messages. -- * **Messages Off**: Disable all messages.
-- * **Tracking**: Menu to configure missile tracking messages. -- * **Tracking**: Menu to configure missile tracking messages.
-- * **To All**: Shows missile tracking messages to all players. -- * **To All**: Shows missile tracking messages to all players.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at. -- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
-- * **Tracking On**: Show missile tracking messages. -- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages. -- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second. -- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second. -- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages. -- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players. -- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at. -- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
-- * **Hits On**: Show missile hit alert messages. -- * **Hits On**: Show missile hit alert messages.
-- * **Hits Off**: Disable missile hit alert messages. -- * **Hits Off**: Disable missile hit alert messages.
-- * **Launches On**: Show missile launch messages. -- * **Launches On**: Show missile launch messages.
@@ -88,7 +88,7 @@
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods: -- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
-- --
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF. -- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you. -- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF. -- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds. -- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you. -- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
@@ -256,7 +256,7 @@ function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
return self return self
end end
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you. --- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- @param #MISSILETRAINER self -- @param #MISSILETRAINER self
-- @param #boolean TrackingToAll true or false -- @param #boolean TrackingToAll true or false
-- @return #MISSILETRAINER self -- @return #MISSILETRAINER self

View File

@@ -36,10 +36,10 @@ function MOVEMENT:New( MovePrefixes, MoveMaximum )
else else
self.MovePrefixes = { MovePrefixes } self.MovePrefixes = { MovePrefixes }
end end
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart. self.MoveCount = 0 -- The internal counter of the amount of Moving the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move... self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move.
self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.AliveUnits = 0 -- Contains the counter how many units are currently alive.
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not. self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self:HandleEvent( EVENTS.Birth ) self:HandleEvent( EVENTS.Birth )
@@ -67,7 +67,7 @@ function MOVEMENT:ScheduleStop()
end end
--- Captures the birth events when new Units were spawned. --- Captures the birth events when new Units were spawned.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. -- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
-- @param #MOVEMENT self -- @param #MOVEMENT self
-- @param Core.Event#EVENTDATA self -- @param Core.Event#EVENTDATA self
function MOVEMENT:OnEventBirth( EventData ) function MOVEMENT:OnEventBirth( EventData )
@@ -93,7 +93,7 @@ function MOVEMENT:OnEventBirth( EventData )
end end
--- Captures the Dead or Crash events when Units crash or are destroyed. --- Captures the Dead or Crash events when Units crash or are destroyed.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. -- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
function MOVEMENT:OnDeadOrCrash( Event ) function MOVEMENT:OnDeadOrCrash( Event )
self:F( { Event } ) self:F( { Event } )

View File

@@ -301,7 +301,7 @@
-- BASE:TraceLevel(1) -- BASE:TraceLevel(1)
-- BASE:TraceClass("RANGE") -- BASE:TraceClass("RANGE")
-- --
-- To get even more output you can increase the trace level to 2 or even 3, c.f. @{BASE} for more details. -- To get even more output you can increase the trace level to 2 or even 3, c.f. @{Core.Base#BASE} for more details.
-- --
-- The function @{#RANGE.DebugON}() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone. -- The function @{#RANGE.DebugON}() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone.
-- --

View File

@@ -22,37 +22,37 @@ _DATABASE:_RegisterAirbases()
--- Check if os etc is available. --- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:") BASE:I("Checking de-sanitization of os, io and lfs:")
local __na=false local __na = false
if os then if os then
BASE:I("- os available") BASE:I("- os available")
else else
BASE:I("- os NOT available! Some functions may not work.") BASE:I("- os NOT available! Some functions may not work.")
__na=true __na = true
end end
if io then if io then
BASE:I("- io available") BASE:I("- io available")
else else
BASE:I("- io NOT available! Some functions may not work.") BASE:I("- io NOT available! Some functions may not work.")
__na=true __na = true
end end
if lfs then if lfs then
BASE:I("- lfs available") BASE:I("- lfs available")
else else
BASE:I("- lfs NOT available! Some functions may not work.") BASE:I("- lfs NOT available! Some functions may not work.")
__na=true __na = true
end end
if __na then if __na then
BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)") BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)")
end end
BASE.ServerName="Unknown" BASE.ServerName = "Unknown"
if lfs and loadfile then if lfs and loadfile then
local serverfile=lfs.writedir() .. 'Config/serverSettings.lua' local serverfile = lfs.writedir() .. 'Config/serverSettings.lua'
if UTILS.FileExists(serverfile) then if UTILS.FileExists(serverfile) then
loadfile(serverfile)() loadfile(serverfile)()
if cfg and cfg.name then if cfg and cfg.name then
BASE.ServerName=cfg.name BASE.ServerName = cfg.name
end end
end end
BASE.ServerName=BASE.ServerName or "Unknown" BASE.ServerName = BASE.ServerName or "Unknown"
BASE:I("Server Name: "..tostring(BASE.ServerName)) BASE:I("Server Name: " .. tostring(BASE.ServerName))
end end

View File

@@ -342,7 +342,7 @@ do -- DETECTION_REPORTING
return self return self
end end
--- Creates a string of the detected items in a @{Detection}. --- Creates a string of the detected items in a @{Functional.Detection} object.
-- @param #DETECTION_MANAGER self -- @param #DETECTION_MANAGER self
-- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object. -- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object.
-- @return #DETECTION_MANAGER self -- @return #DETECTION_MANAGER self

View File

@@ -543,7 +543,7 @@ end
do -- Group Assignment do -- Group Assignment
--- Returns if the @{Mission} is assigned to the Group. --- Returns if the @{Tasking.Mission} is assigned to the Group.
-- @param #MISSION self -- @param #MISSION self
-- @param Wrapper.Group#GROUP MissionGroup -- @param Wrapper.Group#GROUP MissionGroup
-- @return #boolean -- @return #boolean
@@ -561,7 +561,7 @@ do -- Group Assignment
end end
--- Set @{Wrapper.Group} assigned to the @{Mission}. --- Set @{Wrapper.Group} assigned to the @{Tasking.Mission}.
-- @param #MISSION self -- @param #MISSION self
-- @param Wrapper.Group#GROUP MissionGroup -- @param Wrapper.Group#GROUP MissionGroup
-- @return #MISSION -- @return #MISSION
@@ -576,7 +576,7 @@ do -- Group Assignment
return self return self
end end
--- Clear the @{Wrapper.Group} assignment from the @{Mission}. --- Clear the @{Wrapper.Group} assignment from the @{Tasking.Mission}.
-- @param #MISSION self -- @param #MISSION self
-- @param Wrapper.Group#GROUP MissionGroup -- @param Wrapper.Group#GROUP MissionGroup
-- @return #MISSION -- @return #MISSION
@@ -667,7 +667,7 @@ end
--- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions. --- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param #string TaskName The Name of the @{Task} within the @{Mission}. -- @param #string TaskName The Name of the @{Task} within the @{Tasking.Mission}.
-- @return Tasking.Task#TASK The Task -- @return Tasking.Task#TASK The Task
-- @return #nil Returns nil if no task was found. -- @return #nil Returns nil if no task was found.
function MISSION:GetTask( TaskName ) function MISSION:GetTask( TaskName )
@@ -677,7 +677,7 @@ function MISSION:GetTask( TaskName )
end end
--- Return the next @{Task} ID to be completed within the @{Mission}. --- Return the next @{Task} ID to be completed within the @{Tasking.Mission}.
-- @param #MISSION self -- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object. -- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added. -- @return Tasking.Task#TASK The task added.
@@ -689,7 +689,7 @@ function MISSION:GetNextTaskID( Task )
end end
--- Register a @{Task} to be completed within the @{Mission}. --- Register a @{Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Task}s registered to be completed. -- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self -- @param #MISSION self
@@ -708,7 +708,7 @@ function MISSION:AddTask( Task )
end end
--- Removes a @{Task} to be completed within the @{Mission}. --- Removes a @{Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Task}s registered to be completed. -- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self -- @param #MISSION self
@@ -733,35 +733,35 @@ function MISSION:RemoveTask( Task )
return nil return nil
end end
--- Is the @{Mission} **COMPLETED**. --- Is the @{Tasking.Mission} **COMPLETED**.
-- @param #MISSION self -- @param #MISSION self
-- @return #boolean -- @return #boolean
function MISSION:IsCOMPLETED() function MISSION:IsCOMPLETED()
return self:Is( "COMPLETED" ) return self:Is( "COMPLETED" )
end end
--- Is the @{Mission} **IDLE**. --- Is the @{Tasking.Mission} **IDLE**.
-- @param #MISSION self -- @param #MISSION self
-- @return #boolean -- @return #boolean
function MISSION:IsIDLE() function MISSION:IsIDLE()
return self:Is( "IDLE" ) return self:Is( "IDLE" )
end end
--- Is the @{Mission} **ENGAGED**. --- Is the @{Tasking.Mission} **ENGAGED**.
-- @param #MISSION self -- @param #MISSION self
-- @return #boolean -- @return #boolean
function MISSION:IsENGAGED() function MISSION:IsENGAGED()
return self:Is( "ENGAGED" ) return self:Is( "ENGAGED" )
end end
--- Is the @{Mission} **FAILED**. --- Is the @{Tasking.Mission} **FAILED**.
-- @param #MISSION self -- @param #MISSION self
-- @return #boolean -- @return #boolean
function MISSION:IsFAILED() function MISSION:IsFAILED()
return self:Is( "FAILED" ) return self:Is( "FAILED" )
end end
--- Is the @{Mission} **HOLD**. --- Is the @{Tasking.Mission} **HOLD**.
-- @param #MISSION self -- @param #MISSION self
-- @return #boolean -- @return #boolean
function MISSION:IsHOLD() function MISSION:IsHOLD()

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@@ -18,7 +18,7 @@ do -- TASK_A2A
-- @field Core.Set#SET_UNIT TargetSetUnit -- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK -- @extends Tasking.Task#TASK
--- Defines Air To Air tasks for a @{Set} of Target Units, --- Defines Air To Air tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --

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@@ -29,7 +29,7 @@ do -- TASK_A2A_DISPATCHER
-- @type TASK_A2A_DISPATCHER -- @type TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER -- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups. --- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups.
-- --
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG) -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
-- --

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@@ -18,7 +18,7 @@ do -- TASK_A2G
-- @field Core.Set#SET_UNIT TargetSetUnit -- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK -- @extends Tasking.Task#TASK
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units, --- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --

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@@ -32,17 +32,17 @@ do -- TASK_A2G_DISPATCHER
-- @field Tasking.Mission#MISSION Mission -- @field Tasking.Mission#MISSION Mission
-- @extends Tasking.DetectionManager#DETECTION_MANAGER -- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object. --- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object.
-- --
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system. -- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, -- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**. -- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
-- --
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**. -- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Core.Set} of @{Wrapper.Group}s that will be manned by **Players**.
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}. -- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Core.Set}.
-- --
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation. -- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units. -- The detection object will group the detected targets by its grouping method, and integrates a @{Core.Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
-- We call this the **RecceSet** of the A2G dispatcher. -- We call this the **RecceSet** of the A2G dispatcher.
-- --
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet.. -- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
@@ -108,7 +108,7 @@ do -- TASK_A2G_DISPATCHER
-- --
-- # 1. Player Experience -- # 1. Player Experience
-- --
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}. -- The A2G dispatcher is residing under a @{Tasking.CommandCenter}, which is orchestrating a @{Tasking.Mission}.
-- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**. -- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**.
-- --
-- For example, if there are 2 Command Centers (CC). -- For example, if there are 2 Command Centers (CC).
@@ -384,12 +384,12 @@ do -- TASK_A2G_DISPATCHER
-- --
-- To use the TASK\_A2G\_DISPATCHER class, you need: -- To use the TASK\_A2G\_DISPATCHER class, you need:
-- --
-- - A @{CommandCenter} object. The master communication channel. -- - A @{Tasking.CommandCenter} object. The master communication channel.
-- - A @{Mission} object. Each task belongs to a Mission. -- - A @{Tasking.Mission} object. Each task belongs to a Mission.
-- - A @{Detection} object. There are several detection grouping methods to choose from. -- - A @{Functional.Detection} object. There are several detection grouping methods to choose from.
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher. -- - A @{Tasking.Task_A2G_Dispatcher} object. The master A2G task dispatcher.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object. -- - A @{Core.Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Functional.Detection} object.
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object. -- - A @{Core.Set} of @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Tasking.Task_A2G_Dispatcher} object.
-- --
-- Below an example mission declaration that is defines a Task A2G Dispatcher object. -- Below an example mission declaration that is defines a Task A2G Dispatcher object.
-- --

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@@ -39,7 +39,7 @@
-- --
-- ## AIRBASE reference methods -- ## AIRBASE reference methods
-- --
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object. -- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- This is done at the beginning of the mission (when the mission starts). -- This is done at the beginning of the mission (when the mission starts).
-- --
-- The AIRBASE class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference -- The AIRBASE class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
@@ -51,8 +51,8 @@
-- --
-- The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance: -- The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:
-- --
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object. -- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Airbase object.
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name. -- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Airbase name.
-- --
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil). -- IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
-- --

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@@ -39,11 +39,11 @@
-- * Handles messages to players. -- * Handles messages to players.
-- * Manage the "state" of the DCS Unit. -- * Manage the "state" of the DCS Unit.
-- --
-- Clients are being used by the @{MISSION} class to follow players and register their successes. -- Clients are being used by the @{Tasking.Mission#MISSION} class to follow players and register their successes.
-- --
-- ## CLIENT reference methods -- ## CLIENT reference methods
-- --
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object. -- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- This is done at the beginning of the mission (when the mission starts). -- This is done at the beginning of the mission (when the mission starts).
-- --
-- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
@@ -55,8 +55,8 @@
-- --
-- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance: -- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:
-- --
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object. -- * @{#CLIENT.Find}(): Find a CLIENT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object.
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name. -- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name.
-- --
-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** -- **IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
-- --

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@@ -15,8 +15,8 @@
-- --
-- === -- ===
-- --
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object. -- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class). -- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{Core.Spawn} class).
-- --
-- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the DCS Group or the DCS GroupName. -- using the DCS Group or the DCS GroupName.
@@ -47,8 +47,8 @@
-- --
-- The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance: -- The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
-- --
-- * @{#GROUP.Find}(): Find a GROUP instance from the _DATABASE object using a DCS Group object. -- * @{#GROUP.Find}(): Find a GROUP instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Group object.
-- * @{#GROUP.FindByName}(): Find a GROUP instance from the _DATABASE object using a DCS Group name. -- * @{#GROUP.FindByName}(): Find a GROUP instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Group name.
-- --
-- # 1. Tasking of groups -- # 1. Tasking of groups
-- --
@@ -1676,7 +1676,7 @@ end
-- RESPAWNING -- RESPAWNING
--- Returns the group template from the @{DATABASE} (_DATABASE object). --- Returns the group template from the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- @param #GROUP self -- @param #GROUP self
-- @return #table -- @return #table
function GROUP:GetTemplate() function GROUP:GetTemplate()
@@ -1684,7 +1684,7 @@ function GROUP:GetTemplate()
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) ) return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
end end
--- Returns the group template route.points[] (the waypoints) from the @{DATABASE} (_DATABASE object). --- Returns the group template route.points[] (the waypoints) from the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- @param #GROUP self -- @param #GROUP self
-- @return #table -- @return #table
function GROUP:GetTemplateRoutePoints() function GROUP:GetTemplateRoutePoints()
@@ -2205,7 +2205,7 @@ function GROUP:GetTaskRoute()
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points ) return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
end end
--- Return the route of a group by using the @{Core.Database#DATABASE} class. --- Return the route of a group by using the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- @param #GROUP self -- @param #GROUP self
-- @param #number Begin The route point from where the copy will start. The base route point is 0. -- @param #number Begin The route point from where the copy will start. The base route point is 0.
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0. -- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.

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@@ -725,7 +725,7 @@ function POSITIONABLE:InAir()
return nil return nil
end end
--- Returns the a @{Velocity} object from the POSITIONABLE. --- Returns the @{Core.Velocity} object from the POSITIONABLE.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @return Core.Velocity#VELOCITY Velocity The Velocity object. -- @return Core.Velocity#VELOCITY Velocity The Velocity object.
-- @return #nil The POSITIONABLE is not existing or alive. -- @return #nil The POSITIONABLE is not existing or alive.

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@@ -26,19 +26,19 @@
-- --
-- ## STATIC reference methods -- ## STATIC reference methods
-- --
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object. -- For each DCS Static will have a STATIC wrapper object (instance) within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- This is done at the beginning of the mission (when the mission starts). -- This is done at the beginning of the mission (when the mission starts).
-- --
-- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -- The @{#STATIC} class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the Static Name. -- using the Static Name.
-- --
-- Another thing to know is that STATIC objects do not "contain" the DCS Static object. -- Another thing to know is that STATIC objects do not "contain" the DCS Static object.
-- The STATIc methods will reference the DCS Static object by name when it is needed during API execution. -- The @{#STATIC} methods will reference the DCS Static object by name when it is needed during API execution.
-- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file. -- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
-- --
-- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance: -- The @{#STATIC} class provides the following functions to retrieve quickly the relevant STATIC instance:
-- --
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name. -- * @{#STATIC.FindByName}(): Find a STATIC instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Static name.
-- --
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). -- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
-- --

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@@ -27,8 +27,8 @@
-- @field #string GroupName Name of the group the unit belongs to. -- @field #string GroupName Name of the group the unit belongs to.
-- @extends Wrapper.Controllable#CONTROLLABLE -- @extends Wrapper.Controllable#CONTROLLABLE
--- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _@{DATABASE} object. --- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{SPAWN} class). -- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{Core.Spawn} class).
-- --
-- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference -- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
-- using the DCS Unit or the DCS UnitName. -- using the DCS Unit or the DCS UnitName.
@@ -39,8 +39,8 @@
-- --
-- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance: -- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance:
-- --
-- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object. -- * @{#UNIT.Find}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object.
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name. -- * @{#UNIT.FindByName}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name.
-- --
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). -- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
-- --
@@ -644,7 +644,7 @@ end
-- Need to add here functions to check if radar is on and which object etc. -- Need to add here functions to check if radar is on and which object etc.
--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign. --- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
-- DCS Units spawned with the @{SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name. -- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
-- The spawn sequence number and unit number are contained within the name after the '#' sign. -- The spawn sequence number and unit number are contained within the name after the '#' sign.
-- @param #UNIT self -- @param #UNIT self
-- @return #string The name of the DCS Unit. -- @return #string The name of the DCS Unit.