WeaponType added in AttackUnit

--- WeaponType is added
This commit is contained in:
FlightControl
2017-03-23 20:44:56 +01:00
parent 6f1070cb72
commit 7f43e958df
10 changed files with 74 additions and 156 deletions

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@@ -920,6 +920,9 @@ 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">

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@@ -529,7 +529,7 @@ A speed can be given in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType)</a></td>
<td class="summary">
<p>(AIR) Attack the Unit.</p>
</td>
@@ -2135,7 +2135,7 @@ The DCS task structure.</p>
<dt>
<a id="#(CONTROLLABLE).TaskAttackUnit" >
<strong>CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible)</strong>
<strong>CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType)</strong>
</a>
</dt>
<dd>
@@ -2176,24 +2176,20 @@ The UNIT.</p>
</li>
<li>
<p><code><em>#boolean AttackQtyLimit </em></code>:
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
<p><code><em>#number Altitude </em></code>:
(optional) The altitude from where to attack.</p>
</li>
<li>
<p><code><em>#boolean ControllableAttack </em></code>:
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.</p>
<p><code><em>#boolean Visible </em></code>:
(optional) not a clue.</p>
</li>
<li>
<p><code><em> Altitude </em></code>: </p>
</li>
<li>
<p><code><em> Visible </em></code>: </p>
<p><code><em>#number WeaponType </em></code>:
(optional) The WeaponType.</p>
</li>
</ul>

View File

@@ -2238,7 +2238,7 @@ self</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

View File

@@ -1555,7 +1555,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em>#string</em>
<em></em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@@ -1854,6 +1854,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM).current" >
<strong>FSM.current</strong>
</a>

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@@ -191,7 +191,6 @@ on defined intervals (currently every minute).</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(MOVEMENT).AliveUnits" >
<strong>MOVEMENT.AliveUnits</strong>
</a>
@@ -200,9 +199,6 @@ on defined intervals (currently every minute).</p>
<p> Contains the counter how many units are currently alive</p>
</dd>
</dl>
<dl class="function">

View File

@@ -770,18 +770,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._GetGroupCountryID">SPAWN:_GetGroupCountryID(SpawnPrefix)</a></td>
<td class="summary">
<p>Gets the CountryID of the Group with the given SpawnPrefix</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._GetGroupFromDCSUnit">SPAWN:_GetGroupFromDCSUnit(DCSUnit)</a></td>
<td class="summary">
<p>Return the group within the SpawnGroups collection with input a DCSUnit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._GetGroupIndexFromDCSUnit">SPAWN:_GetGroupIndexFromDCSUnit(DCSUnit)</a></td>
<td class="summary">
<p>Get the group index from a DCSUnit.</p>
</td>
</tr>
<tr>
@@ -791,7 +779,7 @@ and any spaces before and after the resulting name are removed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._GetPrefixFromDCSUnit">SPAWN:_GetPrefixFromDCSUnit(DCSUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._GetPrefixFromGroup">SPAWN:_GetPrefixFromGroup(DCSUnit, SpawnGroup)</a></td>
<td class="summary">
<p>Return the prefix of a SpawnUnit.</p>
</td>
@@ -815,31 +803,31 @@ and any spaces before and after the resulting name are removed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnBirth">SPAWN:_OnBirth(Event)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnBirth">SPAWN:_OnBirth(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnDeadOrCrash">SPAWN:_OnDeadOrCrash(Event)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnDeadOrCrash">SPAWN:_OnDeadOrCrash(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnEngineShutDown">SPAWN:_OnEngineShutDown(event)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnEngineShutDown">SPAWN:_OnEngineShutDown(EventData)</a></td>
<td class="summary">
<p>Will detect AIR Units shutting down their engines ...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnLand">SPAWN:_OnLand(event)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnLand">SPAWN:_OnLand(EventData)</a></td>
<td class="summary">
<p>Will detect AIR Units landing...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnTakeOff">SPAWN:_OnTakeOff(event)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._OnTakeOff">SPAWN:_OnTakeOff(EventData)</a></td>
<td class="summary">
<p>Will detect AIR Units taking off...</p>
</td>
@@ -2327,6 +2315,9 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd>
</dl>
<dl class="function">
@@ -2341,6 +2332,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@@ -2376,7 +2370,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@@ -2393,7 +2387,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@@ -2711,7 +2705,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<dl class="function">
<dt>
<em></em>
<em>#boolean</em>
<a id="#(SPAWN).SpawnUnControlled" >
<strong>SPAWN.SpawnUnControlled</strong>
</a>
@@ -2866,84 +2860,6 @@ The group that was spawned. You can use this group for further actions.</p>
<dl class="function">
<dt>
<a id="#(SPAWN)._GetGroupFromDCSUnit" >
<strong>SPAWN:_GetGroupFromDCSUnit(DCSUnit)</strong>
</a>
</dt>
<dd>
<p>Return the group within the SpawnGroups collection with input a DCSUnit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> DCSUnit </em></code>:
The <a href="DCSUnit.html">DCSUnit</a> to be searched.</p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a>:</em>
The Group</p>
</li>
<li>
<p><em>#nil:</em>
Nothing found</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SPAWN)._GetGroupIndexFromDCSUnit" >
<strong>SPAWN:_GetGroupIndexFromDCSUnit(DCSUnit)</strong>
</a>
</dt>
<dd>
<p>Get the group index from a DCSUnit.</p>
<p>The method will search for a #-mark, and will return the index behind the #-mark of the DCSUnit.
It will return nil of no prefix was found.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Unit.html##(Unit)">Dcs.DCSWrapper.Unit#Unit</a> DCSUnit </em></code>:
The <a href="DCSUnit.html">DCSUnit</a> to be searched.</p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The prefix</p>
</li>
<li>
<p><em>#nil:</em>
Nothing found</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SPAWN)._GetLastIndex" >
<strong>SPAWN:_GetLastIndex()</strong>
</a>
@@ -2957,8 +2873,8 @@ Nothing found</p>
<dl class="function">
<dt>
<a id="#(SPAWN)._GetPrefixFromDCSUnit" >
<strong>SPAWN:_GetPrefixFromDCSUnit(DCSUnit)</strong>
<a id="#(SPAWN)._GetPrefixFromGroup" >
<strong>SPAWN:_GetPrefixFromGroup(DCSUnit, SpawnGroup)</strong>
</a>
</dt>
<dd>
@@ -2969,13 +2885,18 @@ Nothing found</p>
<p>The method will search for a #-mark, and will return the text before the #-mark.
It will return nil of no prefix was found.</p>
<h3>Parameter</h3>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Unit.html##(UNIT)">Dcs.DCSWrapper.Unit#UNIT</a> DCSUnit </em></code>:
The <a href="DCSUnit.html">DCSUnit</a> to be searched.</p>
</li>
<li>
<p><code><em> SpawnGroup </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
@@ -3073,7 +2994,7 @@ Nothing found</p>
<dt>
<a id="#(SPAWN)._OnBirth" >
<strong>SPAWN:_OnBirth(Event)</strong>
<strong>SPAWN:_OnBirth(EventData)</strong>
</a>
</dt>
<dd>
@@ -3084,7 +3005,7 @@ Nothing found</p>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
@@ -3094,7 +3015,7 @@ Nothing found</p>
<dt>
<a id="#(SPAWN)._OnDeadOrCrash" >
<strong>SPAWN:_OnDeadOrCrash(Event)</strong>
<strong>SPAWN:_OnDeadOrCrash(EventData)</strong>
</a>
</dt>
<dd>
@@ -3105,7 +3026,7 @@ Nothing found</p>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
@@ -3115,7 +3036,7 @@ Nothing found</p>
<dt>
<a id="#(SPAWN)._OnEngineShutDown" >
<strong>SPAWN:_OnEngineShutDown(event)</strong>
<strong>SPAWN:_OnEngineShutDown(EventData)</strong>
</a>
</dt>
<dd>
@@ -3130,7 +3051,7 @@ But only when the Unit was registered to have landed.</p>
<ul>
<li>
<p><code><em> event </em></code>: </p>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
@@ -3140,7 +3061,7 @@ But only when the Unit was registered to have landed.</p>
<dt>
<a id="#(SPAWN)._OnLand" >
<strong>SPAWN:_OnLand(event)</strong>
<strong>SPAWN:_OnLand(EventData)</strong>
</a>
</dt>
<dd>
@@ -3155,7 +3076,7 @@ This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.</p
<ul>
<li>
<p><code><em> event </em></code>: </p>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
@@ -3165,7 +3086,7 @@ This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.</p
<dt>
<a id="#(SPAWN)._OnTakeOff" >
<strong>SPAWN:_OnTakeOff(event)</strong>
<strong>SPAWN:_OnTakeOff(EventData)</strong>
</a>
</dt>
<dd>
@@ -3180,7 +3101,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
<ul>
<li>
<p><code><em> event </em></code>: </p>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>

View File

@@ -178,7 +178,7 @@ Find a summary below describing for which situation a task type is created:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).New">TASK_A2G_DISPATCHER:New(The, SetGroup, Detection, Mission)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).New">TASK_A2G_DISPATCHER:New(Mission, SetGroup, Detection)</a></td>
<td class="summary">
<p>TASK<em>A2G</em>DISPATCHER constructor.</p>
</td>
@@ -403,7 +403,7 @@ If there are no targets to be set.</p>
<dt>
<a id="#(TASK_A2G_DISPATCHER).New" >
<strong>TASK_A2G_DISPATCHER:New(The, SetGroup, Detection, Mission)</strong>
<strong>TASK_A2G_DISPATCHER:New(Mission, SetGroup, Detection)</strong>
</a>
</dt>
<dd>
@@ -414,8 +414,8 @@ If there are no targets to be set.</p>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> The </em></code>:
mission for which the task dispatching is done.</p>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>:
The mission for which the task dispatching is done.</p>
</li>
<li>
@@ -429,11 +429,6 @@ The set of groups that can join the tasks within the mission.</p>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
The detection results that are used to dynamically assign new tasks to human players.</p>
</li>
<li>
<p><code><em> Mission </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>