diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index c4263c1f2..808fb28ec 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -543,11 +543,12 @@ end -- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #boolean AttackQtyLimit (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. --- @param #boolean ControllableAttack (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. +-- @param #number Altitude (optional) The altitude from where to attack. +-- @param #boolean Visible (optional) not a clue. +-- @param #number WeaponType (optional) The WeaponType. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. -function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack ) - self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } ) +function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType ) + self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } ) local DCSTask DCSTask = { @@ -563,7 +564,8 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att altitude = Altitude or 30, attackQtyLimit = AttackQty and true or false, attackQty = AttackQty, - }, + weaponType = WeaponType + } } self:E( DCSTask ) diff --git a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua index ca958bdf5..6585e8bab 100644 --- a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua +++ b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170323_1912' ) +env.info( 'Moose Generation Timestamp: 20170323_2044' ) local base = _G Include = {} @@ -14308,11 +14308,12 @@ end -- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #boolean AttackQtyLimit (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. --- @param #boolean ControllableAttack (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. +-- @param #number Altitude (optional) The altitude from where to attack. +-- @param #boolean Visible (optional) not a clue. +-- @param #number WeaponType (optional) The WeaponType. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. -function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack ) - self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } ) +function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType ) + self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } ) local DCSTask DCSTask = { @@ -14328,7 +14329,8 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att altitude = Altitude or 30, attackQtyLimit = AttackQty and true or false, attackQty = AttackQty, - }, + weaponType = WeaponType + } } self:E( DCSTask ) diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index ca958bdf5..6585e8bab 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170323_1912' ) +env.info( 'Moose Generation Timestamp: 20170323_2044' ) local base = _G Include = {} @@ -14308,11 +14308,12 @@ end -- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. -- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. -- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #boolean AttackQtyLimit (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. --- @param #boolean ControllableAttack (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. +-- @param #number Altitude (optional) The altitude from where to attack. +-- @param #boolean Visible (optional) not a clue. +-- @param #number WeaponType (optional) The WeaponType. -- @return Dcs.DCSTasking.Task#Task The DCS task structure. -function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack ) - self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } ) +function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType ) + self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } ) local DCSTask DCSTask = { @@ -14328,7 +14329,8 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att altitude = Altitude or 30, attackQtyLimit = AttackQty and true or false, attackQty = AttackQty, - }, + weaponType = WeaponType + } } self:E( DCSTask ) diff --git a/docs/Documentation/AI_Patrol.html b/docs/Documentation/AI_Patrol.html index e54ea6cf5..7d6d6d9a7 100644 --- a/docs/Documentation/AI_Patrol.html +++ b/docs/Documentation/AI_Patrol.html @@ -920,6 +920,9 @@ Use the method AIPATROLZONE.M + +

This table contains the targets detected during patrol.

+
diff --git a/docs/Documentation/Controllable.html b/docs/Documentation/Controllable.html index 5c1ba178a..fa850fb75 100644 --- a/docs/Documentation/Controllable.html +++ b/docs/Documentation/Controllable.html @@ -529,7 +529,7 @@ A speed can be given in km/h.

-
CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible) + CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType)

(AIR) Attack the Unit.

@@ -2135,7 +2135,7 @@ The DCS task structure.

-CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible) +CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType)
@@ -2176,24 +2176,20 @@ The UNIT.

  • -

    #boolean AttackQtyLimit : -(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.

    +

    #number Altitude : +(optional) The altitude from where to attack.

  • -

    #boolean ControllableAttack : -(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.

    +

    #boolean Visible : +(optional) not a clue.

  • -

    Altitude :

    - -
  • -
  • - -

    Visible :

    +

    #number WeaponType : +(optional) The WeaponType.

  • diff --git a/docs/Documentation/Detection.html b/docs/Documentation/Detection.html index 64ac45ee0..dba431606 100644 --- a/docs/Documentation/Detection.html +++ b/docs/Documentation/Detection.html @@ -2238,7 +2238,7 @@ self

    - + #number DETECTION_BASE.DetectionInterval diff --git a/docs/Documentation/Fsm.html b/docs/Documentation/Fsm.html index f62491c1d..02ff1ee96 100644 --- a/docs/Documentation/Fsm.html +++ b/docs/Documentation/Fsm.html @@ -1555,7 +1555,7 @@ A string defining the start state.

    - #string + FSM._StartState @@ -1854,6 +1854,7 @@ A string defining the start state.

    + FSM.current diff --git a/docs/Documentation/MOVEMENT.html b/docs/Documentation/MOVEMENT.html index 53e309a7e..2ec03bdbd 100644 --- a/docs/Documentation/MOVEMENT.html +++ b/docs/Documentation/MOVEMENT.html @@ -191,7 +191,6 @@ on defined intervals (currently every minute).

    - #number MOVEMENT.AliveUnits @@ -200,9 +199,6 @@ on defined intervals (currently every minute).

    - -

    Contains the counter how many units are currently alive

    -
    diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index f90276a23..4a25605f0 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -770,18 +770,6 @@ and any spaces before and after the resulting name are removed.

    SPAWN:_GetGroupCountryID(SpawnPrefix)

    Gets the CountryID of the Group with the given SpawnPrefix

    - - - - SPAWN:_GetGroupFromDCSUnit(DCSUnit) - -

    Return the group within the SpawnGroups collection with input a DCSUnit.

    - - - - SPAWN:_GetGroupIndexFromDCSUnit(DCSUnit) - -

    Get the group index from a DCSUnit.

    @@ -791,7 +779,7 @@ and any spaces before and after the resulting name are removed.

    - SPAWN:_GetPrefixFromDCSUnit(DCSUnit) + SPAWN:_GetPrefixFromGroup(DCSUnit, SpawnGroup)

    Return the prefix of a SpawnUnit.

    @@ -815,31 +803,31 @@ and any spaces before and after the resulting name are removed.

    - SPAWN:_OnBirth(Event) + SPAWN:_OnBirth(EventData) - SPAWN:_OnDeadOrCrash(Event) + SPAWN:_OnDeadOrCrash(EventData) - SPAWN:_OnEngineShutDown(event) + SPAWN:_OnEngineShutDown(EventData)

    Will detect AIR Units shutting down their engines ...

    - SPAWN:_OnLand(event) + SPAWN:_OnLand(EventData)

    Will detect AIR Units landing...

    - SPAWN:_OnTakeOff(event) + SPAWN:_OnTakeOff(EventData)

    Will detect AIR Units taking off...

    @@ -2327,6 +2315,9 @@ when nothing was spawned.

    + +

    Overwrite unit names by default with group name.

    +
    @@ -2341,6 +2332,9 @@ when nothing was spawned.

    + +

    By default, no InitLimit

    +
    @@ -2376,7 +2370,7 @@ when nothing was spawned.

    - + #number SPAWN.SpawnMaxGroups @@ -2393,7 +2387,7 @@ when nothing was spawned.

    - + #number SPAWN.SpawnMaxUnitsAlive @@ -2711,7 +2705,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
    - + #boolean SPAWN.SpawnUnControlled @@ -2866,84 +2860,6 @@ The group that was spawned. You can use this group for further actions.

    - -SPAWN:_GetGroupFromDCSUnit(DCSUnit) - -
    -
    - -

    Return the group within the SpawnGroups collection with input a DCSUnit.

    - -

    Parameter

    - -

    Return values

    -
      -
    1. - -

      Wrapper.Group#GROUP: -The Group

      - -
    2. -
    3. - -

      #nil: -Nothing found

      - -
    4. -
    -
    -
    -
    -
    - - -SPAWN:_GetGroupIndexFromDCSUnit(DCSUnit) - -
    -
    - -

    Get the group index from a DCSUnit.

    - - -

    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.

    - -

    Parameter

    - -

    Return values

    -
      -
    1. - -

      #string: -The prefix

      - -
    2. -
    3. - -

      #nil: -Nothing found

      - -
    4. -
    -
    -
    -
    -
    - SPAWN:_GetLastIndex() @@ -2957,8 +2873,8 @@ Nothing found

    - -SPAWN:_GetPrefixFromDCSUnit(DCSUnit) + +SPAWN:_GetPrefixFromGroup(DCSUnit, SpawnGroup)
    @@ -2969,13 +2885,18 @@ Nothing found

    The method will search for a #-mark, and will return the text before the #-mark. It will return nil of no prefix was found.

    -

    Parameter

    +

    Parameters

    Return values

    @@ -3073,7 +2994,7 @@ Nothing found

    -SPAWN:_OnBirth(Event) +SPAWN:_OnBirth(EventData)
    @@ -3084,7 +3005,7 @@ Nothing found

    @@ -3094,7 +3015,7 @@ Nothing found

    -SPAWN:_OnDeadOrCrash(Event) +SPAWN:_OnDeadOrCrash(EventData)
    @@ -3105,7 +3026,7 @@ Nothing found

    @@ -3115,7 +3036,7 @@ Nothing found

    -SPAWN:_OnEngineShutDown(event) +SPAWN:_OnEngineShutDown(EventData)
    @@ -3130,7 +3051,7 @@ But only when the Unit was registered to have landed.

    @@ -3140,7 +3061,7 @@ But only when the Unit was registered to have landed.

    -SPAWN:_OnLand(event) +SPAWN:_OnLand(EventData)
    @@ -3155,7 +3076,7 @@ This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.

  • -

    event :

    +

    Core.Event#EVENTDATA EventData :

  • @@ -3165,7 +3086,7 @@ This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.

    -SPAWN:_OnTakeOff(event) +SPAWN:_OnTakeOff(EventData)
    @@ -3180,7 +3101,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

  • -

    event :

    +

    Core.Event#EVENTDATA EventData :

  • diff --git a/docs/Documentation/Task_A2G_Dispatcher.html b/docs/Documentation/Task_A2G_Dispatcher.html index 96bc84a59..d3f800748 100644 --- a/docs/Documentation/Task_A2G_Dispatcher.html +++ b/docs/Documentation/Task_A2G_Dispatcher.html @@ -178,7 +178,7 @@ Find a summary below describing for which situation a task type is created:

    - TASK_A2G_DISPATCHER:New(The, SetGroup, Detection, Mission) + TASK_A2G_DISPATCHER:New(Mission, SetGroup, Detection)

    TASKA2GDISPATCHER constructor.

    @@ -403,7 +403,7 @@ If there are no targets to be set.

    -TASK_A2G_DISPATCHER:New(The, SetGroup, Detection, Mission) +TASK_A2G_DISPATCHER:New(Mission, SetGroup, Detection)
    @@ -414,8 +414,8 @@ If there are no targets to be set.

    • -

      Tasking.Mission#MISSION The : -mission for which the task dispatching is done.

      +

      Tasking.Mission#MISSION Mission : +The mission for which the task dispatching is done.

    • @@ -429,11 +429,6 @@ The set of groups that can join the tasks within the mission.

      Functional.Detection#DETECTION_BASE Detection : The detection results that are used to dynamically assign new tasks to human players.

      -
    • -
    • - -

      Mission :

      -

    Return value