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.
(AIR) Attack 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.
Contains the counter how many units are currently alive
-Gets the CountryID of the Group with the given SpawnPrefix
-Return the group within the SpawnGroups collection with input a DCSUnit.
-Get the group index from a DCSUnit.
Return the prefix of a SpawnUnit.
Will detect AIR Units shutting down their engines ...
Will detect AIR Units landing...
Will detect AIR Units taking off...
Overwrite unit names by default with group name.
+By default, no InitLimit
+Return the group within the SpawnGroups collection with input a DCSUnit.
- -Dcs.DCSWrapper.Unit#Unit DCSUnit :
-The DCSUnit to be searched.
Wrapper.Group#GROUP: -The Group
- -#nil: -Nothing found
- -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.
- -Dcs.DCSWrapper.Unit#Unit DCSUnit :
-The DCSUnit to be searched.
#string: -The prefix
- -#nil: -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.
-Dcs.DCSWrapper.Unit#UNIT DCSUnit :
The DCSUnit to be searched.
SpawnGroup :
Core.Event#EVENTDATA Event :
Core.Event#EVENTDATA EventData :
Core.Event#EVENTDATA Event :
Core.Event#EVENTDATA EventData :
event :
Core.Event#EVENTDATA EventData :
event :
Core.Event#EVENTDATA EventData :
event :
Core.Event#EVENTDATA EventData :
TASKA2GDISPATCHER constructor.
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.
Functional.Detection#DETECTION_BASE Detection :
The detection results that are used to dynamically assign new tasks to human players.
Mission :