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https://github.com/FlightControl-Master/MOOSE.git
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Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts: # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/SPA - Spawning/SPA-010 - Spawn Demo/SPA-010 - Spawn Demo.miz # Moose Test Missions/SPA - Spawning/SPA-011 - Ground Ops - Simple Spawning/SPA-011 - Ground Ops - Simple Spawning.miz # Moose Test Missions/SPA - Spawning/SPA-012 - Ground Ops - Multiple Spawns/SPA-012 - Ground Ops - Multiple Spawns.miz # Moose Test Missions/SPA - Spawning/SPA-013 - Ground Ops - Scheduled Spawns/SPA-013 - Ground Ops - Scheduled Spawns.miz # Moose Test Missions/SPA - Spawning/SPA-014 - Ground Ops - Scheduled Spawns Limited/SPA-014 - Ground Ops - Scheduled Spawns Limited.miz # Moose Test Missions/SPA - Spawning/SPA-015 - Ground Ops - Randomize Route/SPA-015 - Ground Ops - Randomize Route.miz # Moose Test Missions/SPA - Spawning/SPA-016 - Ground Ops - Randomize Zones/SPA-016 - Ground Ops - Randomize Zones.miz # Moose Test Missions/SPA - Spawning/SPA-017 - Ground Ops - Set AI inactive while spawning/SPA-017 - Ground Ops - Set AI inactive while spawning.miz # Moose Test Missions/SPA - Spawning/SPA-018 - Ground Ops - Randomize Templates/SPA-018 - Ground Ops - Randomize Templates.miz # Moose Test Missions/SPA - Spawning/SPA-100 - CleanUp Inactive Units/SPA-100 - CleanUp Inactive Units.miz # Moose Test Missions/SPA - Spawning/SPA-110 - Limit Spawning/SPA-110 - Limit Spawning.miz # Moose Test Missions/SPA - Spawning/SPA-121 - Air Ops - Scheduled Spawns with Repeat on Landing with Limit/SPA-121 - Air Ops - Scheduled Spawns with Repeat on Landing with Limit.miz # Moose Test Missions/SPA - Spawning/SPA-130 - Uncontrolled Spawning/SPA-130 - Uncontrolled Spawning.miz # Moose Test Missions/SPA - Spawning/SPA-200 - Randomize Unit Types/SPA-200 - Randomize Unit Types.miz # Moose Test Missions/SPA - Spawning/SPA-220 - Randomize Zones/SPA-220 - Randomize Zones.miz # Moose Test Missions/SPA - Spawning/SPA-310 - Spawn at Static position/SPA-310 - Spawn at Static position.miz # Moose Test Missions/SPA - Spawning/SPA-320 - Spawn at Unit position/SPA-320 - Spawn at Unit position.miz # Moose Test Missions/SPA - Spawning/SPA-330 - Spawn at Vec2 position/SPA-330 - Spawn at Vec2 position.miz # Moose Test Missions/SPA - Spawning/SPA-340 - Spawn at Vec3 position/SPA-340 - Spawn at Vec3 position.miz # Moose Test Missions/ZON - Zones/ZON-100 - Normal Zone/ZON-100 - Normal Zone.miz # docs/Documentation/Zone.html
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@@ -50,6 +50,7 @@
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<li><a href="Process_JTAC.html">Process_JTAC</a></li>
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<li><a href="Process_Pickup.html">Process_Pickup</a></li>
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<li><a href="Route.html">Route</a></li>
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<li><a href="Scenery.html">Scenery</a></li>
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<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
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<li><a href="Scheduler.html">Scheduler</a></li>
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<li><a href="Scoring.html">Scoring</a></li>
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@@ -82,6 +83,7 @@
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In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.</p>
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<h2>1.1) POINT_VEC3 constructor</h2>
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<p>A new POINT_VEC3 instance can be created with:</p>
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<ul>
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@@ -89,6 +91,43 @@ In order to keep the credibility of the the author, I want to emphasize that the
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<li><a href="Point.html##(POINT_VEC3).NewFromVec3">Point#POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
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</ul>
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<h2>1.2) Smoke, flare, explode, illuminate</h2>
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<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
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<h3>1.2.1) Smoke</h3>
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<ul>
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<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
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<li><a href="##(POINT_VEC3).SmokeBlue">POINT_VEC3.SmokeBlue</a>(): To smoke the point in blue.</li>
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<li><a href="##(POINT_VEC3).SmokeRed">POINT_VEC3.SmokeRed</a>(): To smoke the point in red.</li>
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<li><a href="##(POINT_VEC3).SmokeOrange">POINT_VEC3.SmokeOrange</a>(): To smoke the point in orange.</li>
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<li><a href="##(POINT_VEC3).SmokeWhite">POINT_VEC3.SmokeWhite</a>(): To smoke the point in white.</li>
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<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
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</ul>
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<h3>1.2.2) Flare</h3>
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<ul>
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<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
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<li><a href="##(POINT_VEC3).FlareRed">POINT_VEC3.FlareRed</a>(): To flare the point in red.</li>
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<li><a href="##(POINT_VEC3).FlareYellow">POINT_VEC3.FlareYellow</a>(): To flare the point in yellow.</li>
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<li><a href="##(POINT_VEC3).FlareWhite">POINT_VEC3.FlareWhite</a>(): To flare the point in white.</li>
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<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
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</ul>
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<h3>1.2.3) Explode</h3>
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<ul>
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<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
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</ul>
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<h3>1.2.4) Illuminate</h3>
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<ul>
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<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
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</ul>
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<h1>2) <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
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<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.</p>
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@@ -114,6 +153,9 @@ In order to keep the credibility of the the author, I want to emphasize that the
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<p>Hereby the change log:</p>
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<p>2017-03-03: POINT_VEC3:<strong>Explosion( ExplosionIntensity )</strong> added. <br/>
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2017-03-03: POINT_VEC3:<strong>IlluminationBomb()</strong> added. </p>
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<p>2017-02-18: POINT_VEC3:<strong>NewFromVec2( Vec2, LandHeightAdd )</strong> added.</p>
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<p>2016-08-12: POINT_VEC3:<strong>Translate( Distance, Angle )</strong> added.</p>
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@@ -251,6 +293,12 @@ In order to keep the credibility of the the author, I want to emphasize that the
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<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).ClassName">POINT_VEC3.ClassName</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="##(POINT_VEC3).Explosion">POINT_VEC3:Explosion(ExplosionIntensity)</a></td>
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<td class="summary">
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<p>Creates an explosion at the point of a certain intensity.</p>
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</td>
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</tr>
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<tr>
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@@ -383,6 +431,12 @@ In order to keep the credibility of the the author, I want to emphasize that the
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<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetZ">POINT_VEC3:GetZ()</a></td>
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<td class="summary">
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<p>Return the z coordinate of the POINT_VEC3.</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="##(POINT_VEC3).IlluminationBomb">POINT_VEC3:IlluminationBomb()</a></td>
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<td class="summary">
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<p>Creates an illumination bomb at the point.</p>
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</td>
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</tr>
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<tr>
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@@ -998,6 +1052,27 @@ The new calculated POINT_VEC2.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(POINT_VEC3).Explosion" >
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<strong>POINT_VEC3:Explosion(ExplosionIntensity)</strong>
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</a>
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</dt>
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<dd>
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<p>Creates an explosion at the point of a certain intensity.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em>#number ExplosionIntensity </em></code>: </p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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@@ -1536,6 +1611,19 @@ The z coodinate.</p>
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<dl class="function">
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<dt>
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<a id="#(POINT_VEC3).IlluminationBomb" >
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<strong>POINT_VEC3:IlluminationBomb()</strong>
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</a>
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</dt>
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<dd>
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<p>Creates an illumination bomb at the point.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(POINT_VEC3).IsMetric" >
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<strong>POINT_VEC3:IsMetric()</strong>
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</a>
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