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Merge pull request #342 from FlightControl-Master/FlightControl
WeaponType for CONTROLLABLE:TaskAttackUnit
This commit is contained in:
commit
86669c9ed8
@ -543,11 +543,12 @@ end
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @param #number Altitude (optional) The altitude from where to attack.
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-- @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.
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-- @param #boolean Visible (optional) not a clue.
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-- @param #number WeaponType (optional) The WeaponType.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } )
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local DCSTask
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local DCSTask
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DCSTask = {
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DCSTask = {
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@ -563,7 +564,8 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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altitude = Altitude or 30,
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altitude = Altitude or 30,
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attackQtyLimit = AttackQty and true or false,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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attackQty = AttackQty,
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},
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weaponType = WeaponType
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}
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}
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}
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self:E( DCSTask )
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self:E( DCSTask )
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170323_1912' )
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env.info( 'Moose Generation Timestamp: 20170323_2044' )
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local base = _G
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local base = _G
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Include = {}
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Include = {}
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@ -14308,11 +14308,12 @@ end
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @param #number Altitude (optional) The altitude from where to attack.
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-- @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.
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-- @param #boolean Visible (optional) not a clue.
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-- @param #number WeaponType (optional) The WeaponType.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } )
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local DCSTask
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local DCSTask
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DCSTask = {
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DCSTask = {
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@ -14328,7 +14329,8 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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altitude = Altitude or 30,
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altitude = Altitude or 30,
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attackQtyLimit = AttackQty and true or false,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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attackQty = AttackQty,
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},
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weaponType = WeaponType
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}
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}
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}
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self:E( DCSTask )
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self:E( DCSTask )
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170323_1912' )
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env.info( 'Moose Generation Timestamp: 20170323_2044' )
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local base = _G
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local base = _G
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Include = {}
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Include = {}
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@ -14308,11 +14308,12 @@ end
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @param #number Altitude (optional) The altitude from where to attack.
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-- @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.
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-- @param #boolean Visible (optional) not a clue.
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-- @param #number WeaponType (optional) The WeaponType.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
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function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
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self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } )
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local DCSTask
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local DCSTask
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DCSTask = {
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DCSTask = {
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@ -14328,7 +14329,8 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
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altitude = Altitude or 30,
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altitude = Altitude or 30,
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attackQtyLimit = AttackQty and true or false,
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attackQtyLimit = AttackQty and true or false,
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attackQty = AttackQty,
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attackQty = AttackQty,
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},
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weaponType = WeaponType
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}
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}
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}
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self:E( DCSTask )
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self:E( DCSTask )
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@ -920,6 +920,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
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<p> This table contains the targets detected during patrol.</p>
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</dd>
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</dd>
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</dl>
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</dl>
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<dl class="function">
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<dl class="function">
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@ -529,7 +529,7 @@ A speed can be given in km/h.</p>
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</td>
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</td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType)</a></td>
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<td class="summary">
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<td class="summary">
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<p>(AIR) Attack the Unit.</p>
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<p>(AIR) Attack the Unit.</p>
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</td>
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</td>
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@ -2135,7 +2135,7 @@ The DCS task structure.</p>
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<dt>
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<dt>
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<a id="#(CONTROLLABLE).TaskAttackUnit" >
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<a id="#(CONTROLLABLE).TaskAttackUnit" >
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<strong>CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible)</strong>
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<strong>CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType)</strong>
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</a>
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</a>
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</dt>
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</dt>
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<dd>
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<dd>
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@ -2176,24 +2176,20 @@ The UNIT.</p>
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</li>
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</li>
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<li>
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<li>
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<p><code><em>#boolean AttackQtyLimit </em></code>:
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<p><code><em>#number Altitude </em></code>:
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(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>
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(optional) The altitude from where to attack.</p>
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</li>
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</li>
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<li>
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<li>
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<p><code><em>#boolean ControllableAttack </em></code>:
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<p><code><em>#boolean Visible </em></code>:
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(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>
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(optional) not a clue.</p>
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</li>
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</li>
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<li>
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<li>
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<p><code><em> Altitude </em></code>: </p>
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<p><code><em>#number WeaponType </em></code>:
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(optional) The WeaponType.</p>
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</li>
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<li>
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<p><code><em> Visible </em></code>: </p>
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</li>
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</li>
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</ul>
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</ul>
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@ -2238,7 +2238,7 @@ self</p>
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<dl class="function">
|
<dl class="function">
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<dt>
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<dt>
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|
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<em></em>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectionInterval" >
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<a id="#(DETECTION_BASE).DetectionInterval" >
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<strong>DETECTION_BASE.DetectionInterval</strong>
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<strong>DETECTION_BASE.DetectionInterval</strong>
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</a>
|
</a>
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@ -1555,7 +1555,7 @@ A string defining the start state.</p>
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<dl class="function">
|
<dl class="function">
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<dt>
|
<dt>
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|
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<em>#string</em>
|
<em></em>
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<a id="#(FSM)._StartState" >
|
<a id="#(FSM)._StartState" >
|
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<strong>FSM._StartState</strong>
|
<strong>FSM._StartState</strong>
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</a>
|
</a>
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@ -1854,6 +1854,7 @@ A string defining the start state.</p>
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<dl class="function">
|
<dl class="function">
|
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<dt>
|
<dt>
|
||||||
|
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||||||
|
<em></em>
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<a id="#(FSM).current" >
|
<a id="#(FSM).current" >
|
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<strong>FSM.current</strong>
|
<strong>FSM.current</strong>
|
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</a>
|
</a>
|
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|
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@ -191,7 +191,6 @@ on defined intervals (currently every minute).</p>
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<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<em>#number</em>
|
|
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<a id="#(MOVEMENT).AliveUnits" >
|
<a id="#(MOVEMENT).AliveUnits" >
|
||||||
<strong>MOVEMENT.AliveUnits</strong>
|
<strong>MOVEMENT.AliveUnits</strong>
|
||||||
</a>
|
</a>
|
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@ -200,9 +199,6 @@ on defined intervals (currently every minute).</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
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<p> Contains the counter how many units are currently alive</p>
|
|
||||||
|
|
||||||
</dd>
|
</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<dl class="function">
|
<dl class="function">
|
||||||
|
|||||||
@ -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="name" nowrap="nowrap"><a href="##(SPAWN)._GetGroupCountryID">SPAWN:_GetGroupCountryID(SpawnPrefix)</a></td>
|
||||||
<td class="summary">
|
<td class="summary">
|
||||||
<p>Gets the CountryID of the Group with the given SpawnPrefix</p>
|
<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>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
@ -791,7 +779,7 @@ and any spaces before and after the resulting name are removed.</p>
|
|||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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">
|
<td class="summary">
|
||||||
<p>Return the prefix of a SpawnUnit.</p>
|
<p>Return the prefix of a SpawnUnit.</p>
|
||||||
</td>
|
</td>
|
||||||
@ -815,31 +803,31 @@ and any spaces before and after the resulting name are removed.</p>
|
|||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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 class="summary">
|
||||||
|
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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 class="summary">
|
||||||
|
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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">
|
<td class="summary">
|
||||||
<p>Will detect AIR Units shutting down their engines ...</p>
|
<p>Will detect AIR Units shutting down their engines ...</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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">
|
<td class="summary">
|
||||||
<p>Will detect AIR Units landing...</p>
|
<p>Will detect AIR Units landing...</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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">
|
<td class="summary">
|
||||||
<p>Will detect AIR Units taking off...</p>
|
<p>Will detect AIR Units taking off...</p>
|
||||||
</td>
|
</td>
|
||||||
@ -2327,6 +2315,9 @@ when nothing was spawned.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> Overwrite unit names by default with group name.</p>
|
||||||
|
|
||||||
</dd>
|
</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<dl class="function">
|
<dl class="function">
|
||||||
@ -2341,6 +2332,9 @@ when nothing was spawned.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> By default, no InitLimit</p>
|
||||||
|
|
||||||
</dd>
|
</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<dl class="function">
|
<dl class="function">
|
||||||
@ -2376,7 +2370,7 @@ when nothing was spawned.</p>
|
|||||||
<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<em></em>
|
<em>#number</em>
|
||||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||||
</a>
|
</a>
|
||||||
@ -2393,7 +2387,7 @@ when nothing was spawned.</p>
|
|||||||
<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<em></em>
|
<em>#number</em>
|
||||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||||
</a>
|
</a>
|
||||||
@ -2711,7 +2705,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
|||||||
<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<em></em>
|
<em>#boolean</em>
|
||||||
<a id="#(SPAWN).SpawnUnControlled" >
|
<a id="#(SPAWN).SpawnUnControlled" >
|
||||||
<strong>SPAWN.SpawnUnControlled</strong>
|
<strong>SPAWN.SpawnUnControlled</strong>
|
||||||
</a>
|
</a>
|
||||||
@ -2866,84 +2860,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
|||||||
<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<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" >
|
<a id="#(SPAWN)._GetLastIndex" >
|
||||||
<strong>SPAWN:_GetLastIndex()</strong>
|
<strong>SPAWN:_GetLastIndex()</strong>
|
||||||
</a>
|
</a>
|
||||||
@ -2957,8 +2873,8 @@ Nothing found</p>
|
|||||||
<dl class="function">
|
<dl class="function">
|
||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(SPAWN)._GetPrefixFromDCSUnit" >
|
<a id="#(SPAWN)._GetPrefixFromGroup" >
|
||||||
<strong>SPAWN:_GetPrefixFromDCSUnit(DCSUnit)</strong>
|
<strong>SPAWN:_GetPrefixFromGroup(DCSUnit, SpawnGroup)</strong>
|
||||||
</a>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -2969,13 +2885,18 @@ Nothing found</p>
|
|||||||
<p>The method will search for a #-mark, and will return the text before the #-mark.
|
<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>
|
It will return nil of no prefix was found.</p>
|
||||||
|
|
||||||
<h3>Parameter</h3>
|
<h3>Parameters</h3>
|
||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
|
|
||||||
<p><code><em><a href="Dcs.DCSWrapper.Unit.html##(UNIT)">Dcs.DCSWrapper.Unit#UNIT</a> DCSUnit </em></code>:
|
<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>
|
The <a href="DCSUnit.html">DCSUnit</a> to be searched.</p>
|
||||||
|
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
|
||||||
|
<p><code><em> SpawnGroup </em></code>: </p>
|
||||||
|
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<h3>Return values</h3>
|
<h3>Return values</h3>
|
||||||
@ -3073,7 +2994,7 @@ Nothing found</p>
|
|||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(SPAWN)._OnBirth" >
|
<a id="#(SPAWN)._OnBirth" >
|
||||||
<strong>SPAWN:_OnBirth(Event)</strong>
|
<strong>SPAWN:_OnBirth(EventData)</strong>
|
||||||
</a>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -3084,7 +3005,7 @@ Nothing found</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>
|
<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>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -3094,7 +3015,7 @@ Nothing found</p>
|
|||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(SPAWN)._OnDeadOrCrash" >
|
<a id="#(SPAWN)._OnDeadOrCrash" >
|
||||||
<strong>SPAWN:_OnDeadOrCrash(Event)</strong>
|
<strong>SPAWN:_OnDeadOrCrash(EventData)</strong>
|
||||||
</a>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -3105,7 +3026,7 @@ Nothing found</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>
|
<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>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -3115,7 +3036,7 @@ Nothing found</p>
|
|||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(SPAWN)._OnEngineShutDown" >
|
<a id="#(SPAWN)._OnEngineShutDown" >
|
||||||
<strong>SPAWN:_OnEngineShutDown(event)</strong>
|
<strong>SPAWN:_OnEngineShutDown(EventData)</strong>
|
||||||
</a>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -3130,7 +3051,7 @@ But only when the Unit was registered to have landed.</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>
|
<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>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -3140,7 +3061,7 @@ But only when the Unit was registered to have landed.</p>
|
|||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(SPAWN)._OnLand" >
|
<a id="#(SPAWN)._OnLand" >
|
||||||
<strong>SPAWN:_OnLand(event)</strong>
|
<strong>SPAWN:_OnLand(EventData)</strong>
|
||||||
</a>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -3155,7 +3076,7 @@ This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.</p
|
|||||||
<ul>
|
<ul>
|
||||||
<li>
|
<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>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -3165,7 +3086,7 @@ This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.</p
|
|||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(SPAWN)._OnTakeOff" >
|
<a id="#(SPAWN)._OnTakeOff" >
|
||||||
<strong>SPAWN:_OnTakeOff(event)</strong>
|
<strong>SPAWN:_OnTakeOff(EventData)</strong>
|
||||||
</a>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -3180,7 +3101,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
<ul>
|
<ul>
|
||||||
<li>
|
<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>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|||||||
@ -178,7 +178,7 @@ Find a summary below describing for which situation a task type is created:</p>
|
|||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<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">
|
<td class="summary">
|
||||||
<p>TASK<em>A2G</em>DISPATCHER constructor.</p>
|
<p>TASK<em>A2G</em>DISPATCHER constructor.</p>
|
||||||
</td>
|
</td>
|
||||||
@ -403,7 +403,7 @@ If there are no targets to be set.</p>
|
|||||||
<dt>
|
<dt>
|
||||||
|
|
||||||
<a id="#(TASK_A2G_DISPATCHER).New" >
|
<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>
|
</a>
|
||||||
</dt>
|
</dt>
|
||||||
<dd>
|
<dd>
|
||||||
@ -414,8 +414,8 @@ If there are no targets to be set.</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
|
|
||||||
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> The </em></code>:
|
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>:
|
||||||
mission for which the task dispatching is done.</p>
|
The mission for which the task dispatching is done.</p>
|
||||||
|
|
||||||
</li>
|
</li>
|
||||||
<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>:
|
<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>
|
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>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<h3>Return value</h3>
|
<h3>Return value</h3>
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user