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Merge branch 'master' into issue437
This commit is contained in:
@@ -121,6 +121,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<h2><a id="#(AI_DESIGNATE)">Type <code>AI_DESIGNATE</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Designating">AI_DESIGNATE.Designating</a></td>
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||||
<td class="summary">
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||||
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||||
</td>
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||||
</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Detect">AI_DESIGNATE:Detect()</a></td>
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<td class="summary">
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<p>Detect Trigger for AI_DESIGNATE</p>
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@@ -136,6 +142,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).GroupSet">AI_DESIGNATE.GroupSet</a></td>
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<td class="summary">
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|
||||
</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Illuminate">AI_DESIGNATE:Illuminate()</a></td>
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<td class="summary">
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<p>Illuminate Trigger for AI_DESIGNATE</p>
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</td>
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</tr>
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<tr>
|
||||
@@ -160,6 +172,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).LaserCodesUsed">AI_DESIGNATE.LaserCodesUsed</a></td>
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||||
<td class="summary">
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||||
|
||||
</td>
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||||
</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuIlluminate">AI_DESIGNATE:MenuIlluminate(AttackGroup, Index)</a></td>
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||||
<td class="summary">
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||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -175,7 +193,7 @@ each detected set of potential targets can be lased or smoked...</p>
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</td>
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</tr>
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<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuSmoke">AI_DESIGNATE:MenuSmoke(AttackGroup, Index)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuSmoke">AI_DESIGNATE:MenuSmoke(AttackGroup, Index, Color)</a></td>
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<td class="summary">
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||||
|
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</td>
|
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@@ -190,6 +208,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).OnAfterDetect">AI_DESIGNATE:OnAfterDetect(From, Event, To)</a></td>
|
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<td class="summary">
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<p>Detect Handler OnAfter for AI_DESIGNATE</p>
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</td>
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</tr>
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<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).OnAfterIlluminate">AI_DESIGNATE:OnAfterIlluminate(From, Event, To)</a></td>
|
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<td class="summary">
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<p>Illuminate Handler OnAfter for AI_DESIGNATE</p>
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</td>
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</tr>
|
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<tr>
|
||||
@@ -220,6 +244,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).OnBeforeDetect">AI_DESIGNATE:OnBeforeDetect(From, Event, To)</a></td>
|
||||
<td class="summary">
|
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<p>Detect Handler OnBefore for AI_DESIGNATE</p>
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</td>
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</tr>
|
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<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).OnBeforeIlluminate">AI_DESIGNATE:OnBeforeIlluminate(From, Event, To)</a></td>
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<td class="summary">
|
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<p>Illuminate Handler OnBefore for AI_DESIGNATE</p>
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</td>
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</tr>
|
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<tr>
|
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@@ -292,6 +322,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).__Detect">AI_DESIGNATE:__Detect(Delay)</a></td>
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<td class="summary">
|
||||
<p>Detect Asynchronous Trigger for AI_DESIGNATE</p>
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</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).__Illuminate">AI_DESIGNATE:__Illuminate(Delay)</a></td>
|
||||
<td class="summary">
|
||||
<p>Illuminate Asynchronous Trigger for AI_DESIGNATE</p>
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||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -322,6 +358,18 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterDetect">AI_DESIGNATE:onafterDetect()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterDone">AI_DESIGNATE:onafterDone(From, Event, To, Index)</a></td>
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||||
<td class="summary">
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||||
<p>Done</p>
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||||
</td>
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||||
</tr>
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||||
<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterIlluminate">AI_DESIGNATE:onafterIlluminate(From, Event, To, AttackGroup, Index)</a></td>
|
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<td class="summary">
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<p>Illuminating</p>
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</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -343,7 +391,7 @@ each detected set of potential targets can be lased or smoked...</p>
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</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterSmoke">AI_DESIGNATE:onafterSmoke(From, Event, To, AttackGroup, Index)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).onafterSmoke">AI_DESIGNATE:onafterSmoke(From, Event, To, AttackGroup, Index, Color)</a></td>
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||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@@ -370,24 +418,67 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
|
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<p>The Recce group is detecting as part of the DETECTION_ class continuously targets.
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Once targets have been detected, they will be reported. The AI_DESIGNATE object will fire the <strong>Detect</strong> event in this case!
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As part of the reporting, the following happens:</p>
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<p>Targets can be:</p>
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<ul>
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<li>A message is sent to each GROUP of the Attack SET_GROUP, containing the threat level and the target composition.</li>
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<li>A menu is created and updated for each GROUP of the Attack SET_GROUP, containing the the treat level and the target composition.</li>
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<li><strong>Lased</strong> for a period of time.</li>
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||||
<li><strong>Smoked</strong>. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)</li>
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||||
<li><strong>Illuminated</strong> through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.</li>
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||||
</ul>
|
||||
|
||||
<p>One of the players in one of the Attack GROUPs, can then select a Target Set by selecting one of the menu options.
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||||
Each menu option has two modes: </p>
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||||
<p>The following terminology is being used throughout this document:</p>
|
||||
|
||||
<ul>
|
||||
<li>If the Target Set is not being designated, then the Designate menu for the target Set will provide options to Lase or Smoke the targets.</li>
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||||
<li>If the Target Set is being designated, then the Designate menu will provide an option to cancel the designation.</li>
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||||
<li>The <strong>DesignateObject</strong> is the object of the AI_DESIGNATE class, which is this class explained in the document.</li>
|
||||
<li>The <strong>DetectionObject</strong> is the object of a DETECTION_ class (DETECTION<em>TYPES, DETECTION</em>AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into <em>DetectionItems</em>.</li>
|
||||
<li><strong>DetectionItems</strong> is the list of detected target groupings by the <em>DetectionObject</em>. Each <em>DetectionItem</em> contains a <em>TargetSet</em>.</li>
|
||||
<li><strong>DetectionItem</strong> is one element of the <em>DetectionItems</em> list, and contains a <em>TargetSet</em>.</li>
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||||
<li>The <strong>TargetSet</strong> is a SET_UNITS collection of <em>Targets</em>, that have been detected by the <em>DetectionObject</em>.</li>
|
||||
<li>A <strong>Target</strong> is a detected UNIT object by the <em>DetectionObject</em>.</li>
|
||||
<li>A <strong>Threat Level</strong> is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.</li>
|
||||
<li>The <strong>RecceSet</strong> is a SET_GROUP collection that contains the <strong>RecceGroups</strong>.</li>
|
||||
<li>A <strong>RecceGroup</strong> is a GROUP object containing the <strong>Recces</strong>.</li>
|
||||
<li>A <strong>Recce</strong> is a UNIT object executing the reconnaissance as part the <em>DetectionObject</em>. A Recce can be of any UNIT type.</li>
|
||||
<li>An <strong>AttackGroup</strong> is a GROUP object that contain <em>Players</em>.</li>
|
||||
<li>A <strong>Player</strong> is an active CLIENT object containing a human player.</li>
|
||||
<li>A <strong>Designate Menu</strong> is the menu that is dynamically created during the designation process for each <em>AttackGroup</em>.</li>
|
||||
</ul>
|
||||
|
||||
<p>In this way, the AI can assist players to designate ground targets for a coordinated attack!</p>
|
||||
<p>The <em>RecceSet</em> is continuously detecting for potential <em>Targets</em>, executing its task as part of the <em>DetectionObject</em>.
|
||||
Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trigger the <strong>Detect Event</strong>.</p>
|
||||
|
||||
<p>As part of the Detect Event, the <em>DetectionItems</em> list is used by the <em>DesignateObject</em> to provide the <em>Players</em> with:</p>
|
||||
|
||||
<ul>
|
||||
<li>The <em>RecceGroups</em> are reporting to each <em>AttackGroup</em>, sending <strong>Messages</strong> containing the <em>Threat Level</em> and the <em>TargetSet</em> composition.</li>
|
||||
<li><strong>Menu options</strong> are created and updated for each <em>AttackGroup</em>, containing the <em>Threat Level</em> and the <em>TargetSet</em> composition.</li>
|
||||
</ul>
|
||||
|
||||
<p>A <em>Player</em> can then select an action from the <em>Designate Menu</em>. </p>
|
||||
|
||||
<p><strong>Note that each selected action will be executed for a <em>TargetSet</em>, thus the <em>Target</em> grouping done by the <em>DetectionObject</em>.</strong></p>
|
||||
|
||||
<p>Each <strong>Menu Option</strong> in the <em>Designate Menu</em> has two modes: </p>
|
||||
|
||||
<ol>
|
||||
<li>If the <em>TargetSet</em> <strong>is not being designated</strong>, then the <strong>Designate Menu</strong> option for the target Set will provide options to <strong>Lase</strong> or <strong>Smoke</strong> the targets.</li>
|
||||
<li>If the Target Set <strong>is being designated</strong>, then the <strong>Designate Menu</strong> option will provide an option to stop or cancel the designation.</li>
|
||||
</ol>
|
||||
|
||||
<p>While designating, the <em>RecceGroups</em> will report any change in <em>TargetSet</em> composition or <em>Target</em> presence.</p>
|
||||
|
||||
<p>The following logic is executed when a <em>TargetSet</em> is selected to be <em>lased</em> from the <em>Designation Menu</em>:</p>
|
||||
|
||||
<ul>
|
||||
<li>The <em>RecceSet</em> is searched for any <em>Recce</em> that is within <em>designation distance</em> from a <em>Target</em> in the <em>TargetSet</em> that is currently not being designated.</li>
|
||||
<li>If there is a <em>Recce</em> found that is currently no designating a target, and is within designation distance from the <em>Target</em>, then that <em>Target</em> will be designated.</li>
|
||||
<li>During designation, any <em>Recce</em> that does not have Line of Sight (LOS) and is not within disignation distance from the <em>Target</em>, will stop designating the <em>Target</em>, and a report is given.</li>
|
||||
<li>When a <em>Recce</em> is designating a <em>Target</em>, and that <em>Target</em> is destroyed, then the <em>Recce</em> will stop designating the <em>Target</em>, and will report the event.</li>
|
||||
<li>When a <em>Recce</em> is designating a <em>Target</em>, and that <em>Recce</em> is destroyed, then the <em>Recce</em> will be removed from the <em>RecceSet</em> and designation will stop without reporting.</li>
|
||||
<li>When all <em>RecceGroups</em> are destroyed from the <em>RecceSet</em>, then the DesignationObject will stop functioning, and nothing will be reported.</li>
|
||||
</ul>
|
||||
|
||||
<p>In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!</p>
|
||||
|
||||
<p>Have FUN!</p>
|
||||
|
||||
@@ -449,6 +540,20 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).Designating" >
|
||||
<strong>AI_DESIGNATE.Designating</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).Detect" >
|
||||
<strong>AI_DESIGNATE:Detect()</strong>
|
||||
</a>
|
||||
@@ -485,6 +590,19 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).Illuminate" >
|
||||
<strong>AI_DESIGNATE:Illuminate()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Illuminate Trigger for AI_DESIGNATE</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -538,6 +656,32 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuIlluminate" >
|
||||
<strong>AI_DESIGNATE:MenuIlluminate(AttackGroup, Index)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -606,7 +750,7 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuSmoke" >
|
||||
<strong>AI_DESIGNATE:MenuSmoke(AttackGroup, Index)</strong>
|
||||
<strong>AI_DESIGNATE:MenuSmoke(AttackGroup, Index, Color)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -624,6 +768,11 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Color </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
@@ -697,6 +846,37 @@ The set of groups to designate for.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).OnAfterIlluminate" >
|
||||
<strong>AI_DESIGNATE:OnAfterIlluminate(From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Illuminate Handler OnAfter for AI_DESIGNATE</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).OnAfterLaseOff" >
|
||||
<strong>AI_DESIGNATE:OnAfterLaseOff(From, Event, To)</strong>
|
||||
</a>
|
||||
@@ -852,6 +1032,42 @@ The set of groups to designate for.</p>
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).OnBeforeIlluminate" >
|
||||
<strong>AI_DESIGNATE:OnBeforeIlluminate(From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Illuminate Handler OnBefore for AI_DESIGNATE</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1147,6 +1363,27 @@ number> LaserCodes</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).__Illuminate" >
|
||||
<strong>AI_DESIGNATE:__Illuminate(Delay)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Illuminate Asynchronous Trigger for AI_DESIGNATE</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Delay </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).__LaseOff" >
|
||||
<strong>AI_DESIGNATE:__LaseOff(Delay)</strong>
|
||||
</a>
|
||||
@@ -1244,6 +1481,93 @@ number> LaserCodes</p>
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterDone" >
|
||||
<strong>AI_DESIGNATE:onafterDone(From, Event, To, Index)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Done</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterIlluminate" >
|
||||
<strong>AI_DESIGNATE:onafterIlluminate(From, Event, To, AttackGroup, Index)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Illuminating</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1398,7 +1722,7 @@ number> LaserCodes</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).onafterSmoke" >
|
||||
<strong>AI_DESIGNATE:onafterSmoke(From, Event, To, AttackGroup, Index)</strong>
|
||||
<strong>AI_DESIGNATE:onafterSmoke(From, Event, To, AttackGroup, Index, Color)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -1431,6 +1755,11 @@ number> LaserCodes</p>
|
||||
|
||||
<p><code><em> Index </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Color </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -951,6 +951,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -95,7 +95,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Cargo</code></h1>
|
||||
|
||||
<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>(R2.1) Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
|
||||
|
||||
|
||||
@@ -136,7 +136,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CARGO">CARGO</a></td>
|
||||
<td class="summary">
|
||||
<h1>CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
<h1>(R2.1) CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<p>The CARGO class defines the core functions that defines a cargo object within MOOSE.</p>
|
||||
</td>
|
||||
@@ -217,7 +217,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CARGO).GetName">CARGO:GetName()</a></td>
|
||||
<td class="summary">
|
||||
<p>Get the name of the Cargo.</p>
|
||||
<p>(R2.1) Get the name of the Cargo.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -283,7 +283,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CARGO).New">CARGO:New(Type, Name, Weight, NearRadius)</a></td>
|
||||
<td class="summary">
|
||||
<p>CARGO Constructor.</p>
|
||||
<p>(R2.1) CARGO Constructor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -721,7 +721,7 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
<h1>(R2.1) CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<p>The CARGO class defines the core functions that defines a cargo object within MOOSE.</p>
|
||||
|
||||
@@ -970,7 +970,7 @@ The radius when the cargo will board the Carrier (to avoid collision).</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the name of the Cargo.</p>
|
||||
<p>(R2.1) Get the name of the Cargo.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -1186,7 +1186,7 @@ The Carrier that will hold the cargo.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>CARGO Constructor.</p>
|
||||
<p>(R2.1) CARGO Constructor.</p>
|
||||
|
||||
|
||||
<p>This class is an abstract class and should not be instantiated.</p>
|
||||
|
||||
@@ -2300,7 +2300,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
|
||||
@@ -1622,7 +1622,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#string</em>
|
||||
<a id="#(FSM)._StartState" >
|
||||
<strong>FSM._StartState</strong>
|
||||
</a>
|
||||
@@ -1921,7 +1921,6 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@@ -484,6 +484,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3:IlluminationBomb()</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates an illumination bomb at the point.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).IsLOS">POINT_VEC3:IsLOS(ToPointVec3)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -1445,7 +1451,6 @@ The new calculated POINT_VEC2.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(POINT_VEC2).z" >
|
||||
<strong>POINT_VEC2.z</strong>
|
||||
</a>
|
||||
@@ -2140,6 +2145,32 @@ The z coodinate.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).IsLOS" >
|
||||
<strong>POINT_VEC3:IsLOS(ToPointVec3)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(POINT_VEC3)">#POINT_VEC3</a> ToPointVec3 </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true If the ToPointVec3 has LOS with the PointVec3, otherwise false.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POINT_VEC3).IsMetric" >
|
||||
<strong>POINT_VEC3:IsMetric()</strong>
|
||||
</a>
|
||||
|
||||
@@ -162,7 +162,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetBeacon">POSITIONABLE:GetBeacon()</a></td>
|
||||
<td class="summary">
|
||||
<p>Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
<p>(R2.1) Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -198,7 +198,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetRadio">POSITIONABLE:GetRadio()</a></td>
|
||||
<td class="summary">
|
||||
<p>Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
<p>(R2.1) Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -246,19 +246,19 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).IsLasing">POSITIONABLE:IsLasing()</a></td>
|
||||
<td class="summary">
|
||||
<p>Check if the POSITIONABLE is lasing a target</p>
|
||||
<p>(R2.1) Check if the POSITIONABLE is lasing a target</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).LaseOff">POSITIONABLE:LaseOff(Target)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).LaseOff">POSITIONABLE:LaseOff()</a></td>
|
||||
<td class="summary">
|
||||
<p>Stop Lasing a POSITIONABLE</p>
|
||||
<p>(R2.1) Stop Lasing a POSITIONABLE</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).LaseUnit">POSITIONABLE:LaseUnit(Target, LaserCode, Duration)</a></td>
|
||||
<td class="summary">
|
||||
<p>Start Lasing a POSITIONABLE</p>
|
||||
<p>(R2.1) Start Lasing a POSITIONABLE</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -415,7 +415,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
<p>(R2.1) Create a <a href="Radio.html##(BEACON)">Radio#BEACON</a>, to allow this POSITIONABLE to broadcast beacon signals</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -584,7 +584,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
<p>(R2.1) Create a <a href="Radio.html##(RADIO)">Radio#RADIO</a>, to allow radio transmission for this POSITIONABLE.</p>
|
||||
|
||||
|
||||
<p>Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message</p>
|
||||
@@ -816,7 +816,7 @@ The POSITIONABLE is not existing or alive. </p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Check if the POSITIONABLE is lasing a target</p>
|
||||
<p>(R2.1) Check if the POSITIONABLE is lasing a target</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -829,21 +829,13 @@ true if it is lasing a target</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).LaseOff" >
|
||||
<strong>POSITIONABLE:LaseOff(Target)</strong>
|
||||
<strong>POSITIONABLE:LaseOff()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Stop Lasing a POSITIONABLE</p>
|
||||
<p>(R2.1) Stop Lasing a POSITIONABLE</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(POSITIONABLE)">#POSITIONABLE</a> Target </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(POSITIONABLE)">#POSITIONABLE</a>:</em></p>
|
||||
@@ -860,7 +852,7 @@ true if it is lasing a target</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Start Lasing a POSITIONABLE</p>
|
||||
<p>(R2.1) Start Lasing a POSITIONABLE</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
|
||||
@@ -170,7 +170,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SET_CARGO">SET_CARGO</a></td>
|
||||
<td class="summary">
|
||||
<h1>SET_CARGO class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
<h1>(R2.1) SET_CARGO class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
|
||||
<p>Mission designers can use the <a href="Set.html##(SET_CARGO)">Set#SET_CARGO</a> class to build sets of cargos optionally belonging to certain:</p>
|
||||
|
||||
@@ -520,97 +520,97 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).AddCargosByName">SET_CARGO:AddCargosByName(AddCargoNames)</a></td>
|
||||
<td class="summary">
|
||||
<p>Add CARGOs to SET_CARGO.</p>
|
||||
<p>(R2.1) Add CARGOs to SET_CARGO.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).AddInDatabase">SET_CARGO:AddInDatabase(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
|
||||
<p>(R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterCoalitions">SET_CARGO:FilterCoalitions(Coalitions)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of cargos of coalitions.</p>
|
||||
<p>(R2.1) Builds a set of cargos of coalitions.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterCountries">SET_CARGO:FilterCountries(Countries)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of cargos of defined countries.</p>
|
||||
<p>(R2.1) Builds a set of cargos of defined countries.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterPrefixes">SET_CARGO:FilterPrefixes(Prefixes)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of cargos of defined cargo prefixes.</p>
|
||||
<p>(R2.1) Builds a set of cargos of defined cargo prefixes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterStart">SET_CARGO:FilterStart()</a></td>
|
||||
<td class="summary">
|
||||
<p>Starts the filtering.</p>
|
||||
<p>(R2.1) Starts the filtering.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterTypes">SET_CARGO:FilterTypes(Types)</a></td>
|
||||
<td class="summary">
|
||||
<p>Builds a set of cargos of defined cargo types.</p>
|
||||
<p>(R2.1) Builds a set of cargos of defined cargo types.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FindCargo">SET_CARGO:FindCargo(CargoName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds a Cargo based on the Cargo Name.</p>
|
||||
<p>(R2.1) Finds a Cargo based on the Cargo Name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FindInDatabase">SET_CARGO:FindInDatabase(Event)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the Database to check on any event that Object exists in the Database.</p>
|
||||
<p>(R2.1) Handles the Database to check on any event that Object exists in the Database.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FindNearestCargoFromPointVec2">SET_CARGO:FindNearestCargoFromPointVec2(PointVec2)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_CARGO while identifying the nearest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
<p>(R2.1) Iterate the SET_CARGO while identifying the nearest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).ForEachCargo">SET_CARGO:ForEachCargo(IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.</p>
|
||||
<p>(R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).IsIncludeObject">SET_CARGO:IsIncludeObject(MCargo)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>(R2.1) </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).New">SET_CARGO:New()</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.</p>
|
||||
<p>(R2.1) Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).OnEventDeleteCargo">SET_CARGO:OnEventDeleteCargo(EventData)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the OnDead or OnCrash event for alive units set.</p>
|
||||
<p>(R2.1) Handles the OnDead or OnCrash event for alive units set.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).OnEventNewCargo">SET_CARGO:OnEventNewCargo(EventData)</a></td>
|
||||
<td class="summary">
|
||||
<p>Handles the OnEventNewCargo event for the Set.</p>
|
||||
<p>(R2.1) Handles the OnEventNewCargo event for the Set.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).RemoveCargosByName">SET_CARGO:RemoveCargosByName(RemoveCargoNames)</a></td>
|
||||
<td class="summary">
|
||||
<p>Remove CARGOs from SET_CARGO.</p>
|
||||
<p>(R2.1) Remove CARGOs from SET_CARGO.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -1143,7 +1143,7 @@ You can set the <strong>"yield interval"</strong>, and the <strong>"time interva
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>SET_CARGO class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
<h1>(R2.1) SET_CARGO class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
|
||||
|
||||
<p>Mission designers can use the <a href="Set.html##(SET_CARGO)">Set#SET_CARGO</a> class to build sets of cargos optionally belonging to certain:</p>
|
||||
|
||||
@@ -2513,7 +2513,7 @@ The Object found.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Add CARGOs to SET_CARGO.</p>
|
||||
<p>(R2.1) Add CARGOs to SET_CARGO.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2540,7 +2540,7 @@ A single name or an array of CARGO names.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
|
||||
<p>(R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
|
||||
|
||||
|
||||
<p>This is required, because sometimes the <em>DATABASE birth event gets called later than the SET</em>BASE birth event!</p>
|
||||
@@ -2579,7 +2579,7 @@ The CARGO</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of cargos of coalitions.</p>
|
||||
<p>(R2.1) Builds a set of cargos of coalitions.</p>
|
||||
|
||||
|
||||
<p>Possible current coalitions are red, blue and neutral.</p>
|
||||
@@ -2609,7 +2609,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of cargos of defined countries.</p>
|
||||
<p>(R2.1) Builds a set of cargos of defined countries.</p>
|
||||
|
||||
|
||||
<p>Possible current countries are those known within DCS world.</p>
|
||||
@@ -2639,7 +2639,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of cargos of defined cargo prefixes.</p>
|
||||
<p>(R2.1) Builds a set of cargos of defined cargo prefixes.</p>
|
||||
|
||||
|
||||
<p>All the cargos starting with the given prefixes will be included within the set.</p>
|
||||
@@ -2669,7 +2669,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Starts the filtering.</p>
|
||||
<p>(R2.1) Starts the filtering.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -2687,7 +2687,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of cargos of defined cargo types.</p>
|
||||
<p>(R2.1) Builds a set of cargos of defined cargo types.</p>
|
||||
|
||||
|
||||
<p>Possible current types are those types known within DCS world.</p>
|
||||
@@ -2717,7 +2717,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Finds a Cargo based on the Cargo Name.</p>
|
||||
<p>(R2.1) Finds a Cargo based on the Cargo Name.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2743,7 +2743,7 @@ The found Cargo.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the Database to check on any event that Object exists in the Database.</p>
|
||||
<p>(R2.1) Handles the Database to check on any event that Object exists in the Database.</p>
|
||||
|
||||
|
||||
<p>This is required, because sometimes the <em>DATABASE event gets called later than the SET</em>BASE event or vise versa!</p>
|
||||
@@ -2782,7 +2782,7 @@ The CARGO</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Iterate the SET_CARGO while identifying the nearest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
<p>(R2.1) Iterate the SET_CARGO while identifying the nearest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2809,7 +2809,7 @@ The closest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a>.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.</p>
|
||||
<p>(R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -2841,7 +2841,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<p>(R2.1) </p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2867,7 +2867,7 @@ self</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.</p>
|
||||
<p>(R2.1) Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
@@ -2889,7 +2889,7 @@ DatabaseSet = SET_CARGO:New()</code></pre>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnDead or OnCrash event for alive units set.</p>
|
||||
<p>(R2.1) Handles the OnDead or OnCrash event for alive units set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2910,7 +2910,7 @@ DatabaseSet = SET_CARGO:New()</code></pre>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnEventNewCargo event for the Set.</p>
|
||||
<p>(R2.1) Handles the OnEventNewCargo event for the Set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
@@ -2931,7 +2931,7 @@ DatabaseSet = SET_CARGO:New()</code></pre>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Remove CARGOs from SET_CARGO.</p>
|
||||
<p>(R2.1) Remove CARGOs from SET_CARGO.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
@@ -2572,9 +2572,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Overwrite unit names by default with group name.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -95,7 +95,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>SpawnStatic</code></h1>
|
||||
|
||||
<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
<p>(R2.1) <strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
|
||||
|
||||
<p>
|
||||
@@ -169,25 +169,25 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).NewFromStatic">SPAWNSTATIC:NewFromStatic(SpawnTemplatePrefix, CountryID)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).NewFromType">SPAWNSTATIC:NewFromType(SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).SpawnFromPointVec2">SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, (, NewName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWNSTATIC).SpawnFromZone">SPAWNSTATIC:SpawnFromZone(Zone, Heading, (, NewName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -288,7 +288,7 @@ By default, spawned <a href="Static.html">Static</a>s will follow a naming conve
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> defined in the ME.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -320,7 +320,7 @@ is the name of the Group in the ME that defines the Template. Each new group wi
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
<p>(R2.1) Creates the main object to spawn a <a href="Static.html">Static</a> based on a type name.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -362,7 +362,7 @@ is the name of the type.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a POINT_VEC2.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
@@ -406,7 +406,7 @@ ptional) The name of the new static.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
<p>(R2.1) Creates a new <a href="Static.html">Static</a> from a <a href="Zone.html">Zone</a>.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
|
||||
@@ -138,9 +138,27 @@
|
||||
<h2><a id="#(SPOT)">Type <code>SPOT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).IsLasing">SPOT:IsLasing()</a></td>
|
||||
<td class="summary">
|
||||
<p>Check if the SPOT is lasing</p>
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).Destroyed">SPOT:Destroyed()</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Trigger for SPOT</p>
|
||||
>>>>>>> master
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).LaseOff">SPOT:LaseOff()</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Trigger for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).LaseOn">SPOT:LaseOn()</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOn Trigger for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -174,6 +192,15 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnAfterDestroyed">SPOT:OnAfterDestroyed(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Handler OnAfter for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
>>>>>>> master
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnAfterLaseOff">SPOT:OnAfterLaseOff(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Handler OnAfter for SPOT</p>
|
||||
@@ -186,6 +213,15 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnBeforeDestroyed">SPOT:OnBeforeDestroyed(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Handler OnBefore for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
>>>>>>> master
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).OnBeforeLaseOff">SPOT:OnBeforeLaseOff(From, Event, To)</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Handler OnBefore for SPOT</p>
|
||||
@@ -216,7 +252,13 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).Spot">SPOT.Spot</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).SpotIR">SPOT.SpotIR</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).SpotLaser">SPOT.SpotLaser</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@@ -228,6 +270,15 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).__Destroyed">SPOT:__Destroyed(Delay)</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroyed Asynchronous Trigger for SPOT</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
>>>>>>> master
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPOT).__LaseOff">SPOT:__LaseOff(Delay)</a></td>
|
||||
<td class="summary">
|
||||
<p>LaseOff Asynchronous Trigger for SPOT</p>
|
||||
@@ -281,18 +332,53 @@
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<a id="#(SPOT).IsLasing" >
|
||||
<strong>SPOT:IsLasing()</strong>
|
||||
=======
|
||||
<a id="#(SPOT).Destroyed" >
|
||||
<strong>SPOT:Destroyed()</strong>
|
||||
>>>>>>> master
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<p>Check if the SPOT is lasing</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if it is lasing</p>
|
||||
=======
|
||||
<p>Destroyed Trigger for SPOT</p>
|
||||
>>>>>>> master
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPOT).LaseOff" >
|
||||
<strong>SPOT:LaseOff()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>LaseOff Trigger for SPOT</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPOT).LaseOn" >
|
||||
<strong>SPOT:LaseOn()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>LaseOn Trigger for SPOT</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@@ -389,6 +475,40 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<a id="#(SPOT).OnAfterDestroyed" >
|
||||
<strong>SPOT:OnAfterDestroyed(From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Destroyed Handler OnAfter for SPOT</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
>>>>>>> master
|
||||
<a id="#(SPOT).OnAfterLaseOff" >
|
||||
<strong>SPOT:OnAfterLaseOff(From, Event, To)</strong>
|
||||
</a>
|
||||
@@ -451,6 +571,45 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<a id="#(SPOT).OnBeforeDestroyed" >
|
||||
<strong>SPOT:OnBeforeDestroyed(From, Event, To)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Destroyed Handler OnBefore for SPOT</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string From </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string To </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
>>>>>>> master
|
||||
<a id="#(SPOT).OnBeforeLaseOff" >
|
||||
<strong>SPOT:OnBeforeLaseOff(From, Event, To)</strong>
|
||||
</a>
|
||||
@@ -571,8 +730,26 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
<a id="#(SPOT).Spot" >
|
||||
<strong>SPOT.Spot</strong>
|
||||
=======
|
||||
<a id="#(SPOT).SpotIR" >
|
||||
<strong>SPOT.SpotIR</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SPOT).SpotLaser" >
|
||||
<strong>SPOT.SpotLaser</strong>
|
||||
>>>>>>> master
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -597,6 +774,30 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<a id="#(SPOT).__Destroyed" >
|
||||
<strong>SPOT:__Destroyed(Delay)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Destroyed Asynchronous Trigger for SPOT</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number Delay </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
>>>>>>> master
|
||||
<a id="#(SPOT).__LaseOff" >
|
||||
<strong>SPOT:__LaseOff(Delay)</strong>
|
||||
</a>
|
||||
|
||||
@@ -300,6 +300,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsAlive">UNIT:IsAlive()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns if the Unit is alive.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsDetected">UNIT:IsDetected(TargetUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Returns if a unit is detecting the TargetUnit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -318,6 +324,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsInZone">UNIT:IsInZone(Zone)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns true if the unit is within a <a href="Zone.html">Zone</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(UNIT).IsLOS">UNIT:IsLOS(TargetUnit)</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) Returns if a unit has Line of Sight (LOS) with the TargetUnit.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -498,13 +510,22 @@ If you want to obtain the complete <strong>3D position</strong> including ori<72>
|
||||
|
||||
<p>The UNIT class contains methods to test the location or proximity against zones or other objects.</p>
|
||||
|
||||
<h3>Zones</h3>
|
||||
<h3>Zones range</h3>
|
||||
|
||||
<p>To test whether the Unit is within a <strong>zone</strong>, use the <a href="##(UNIT).IsInZone">UNIT.IsInZone</a>() or the <a href="##(UNIT).IsNotInZone">UNIT.IsNotInZone</a>() methods. Any zone can be tested on, but the zone must be derived from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>. </p>
|
||||
|
||||
<h3>Units</h3>
|
||||
<h3>Unit range</h3>
|
||||
|
||||
<ul>
|
||||
<li>Test if another DCS Unit is within a given radius of the current DCS Unit, use the <a href="##(UNIT).OtherUnitInRadius">UNIT.OtherUnitInRadius</a>() method.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Test Line of Sight</h2>
|
||||
|
||||
<ul>
|
||||
<li>Use the <a href="##(UNIT).IsLOS">UNIT.IsLOS</a>() method to check if the given unit is within line of sight.</li>
|
||||
</ul>
|
||||
|
||||
<p>Test if another DCS Unit is within a given radius of the current DCS Unit, use the <a href="##(UNIT).OtherUnitInRadius">UNIT.OtherUnitInRadius</a>() method.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -1278,6 +1299,32 @@ if the Unit is not existing or is not alive. </p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).IsDetected" >
|
||||
<strong>UNIT:IsDetected(TargetUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Returns if a unit is detecting the TargetUnit.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(UNIT)">#UNIT</a> TargetUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true If the TargetUnit is detected by the unit, otherwise false.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).IsFriendly" >
|
||||
<strong>UNIT:IsFriendly(FriendlyCoalition)</strong>
|
||||
</a>
|
||||
@@ -1352,6 +1399,32 @@ Returns true if the unit is within the <a href="Zone.html##(ZONE_BASE)">Zone#ZON
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).IsLOS" >
|
||||
<strong>UNIT:IsLOS(TargetUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>(R2.1) Returns if a unit has Line of Sight (LOS) with the TargetUnit.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="##(UNIT)">#UNIT</a> TargetUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true If the TargetUnit has LOS with the unit, otherwise false.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(UNIT).IsNotInZone" >
|
||||
<strong>UNIT:IsNotInZone(Zone)</strong>
|
||||
</a>
|
||||
|
||||
@@ -202,7 +202,7 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>(R2.1) Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -499,7 +499,7 @@ and creates a CSV file logging the scoring events and results for use at team or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="SpawnStatic.html">SpawnStatic</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
<p>(R2.1) <strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
Reference in New Issue
Block a user