Preparing for presentation

This commit is contained in:
FlightControl
2016-06-05 11:27:18 +02:00
parent 0d42c1670e
commit 8777f516af
6 changed files with 44 additions and 20 deletions

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@@ -1,7 +1,7 @@
--- Dynamic spawning of groups (and units).
--- This module contains the SPAWN class.
--
-- @{#SPAWN} class
-- ===============
-- 1) @{Spawn#SPAWN} class, extends @{Base#BASE}
-- =============================================
-- The @{#SPAWN} class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
@@ -24,8 +24,8 @@
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
--
-- SPAWN construction methods:
-- ===========================
-- 1.1) SPAWN construction methods
-- -------------------------------
-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
--
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
@@ -34,8 +34,8 @@
-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
--
-- SPAWN initialization methods:
-- =============================
-- 1.2) SPAWN initialization methods
-- ---------------------------------
-- A spawn object will behave differently based on the usage of initialization methods:
--
-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
@@ -45,8 +45,8 @@
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
--
-- SPAWN spawning methods:
-- =======================
-- 1.3) SPAWN spawning methods
-- ---------------------------
-- Groups can be spawned at different times and methods:
--
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
@@ -58,8 +58,8 @@
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
--
-- SPAWN object cleaning:
-- =========================
-- 1.4) SPAWN object cleaning
-- --------------------------
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
-- and it may occur that no new groups are or can be spawned as limits are reached.
@@ -70,7 +70,7 @@
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
-- Check the @{#SPAWN.CleanUp} for further info.
--
-- ====
--
-- @module Spawn
-- @author FlightControl

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@@ -26,26 +26,38 @@
-- * @{#ZONE_BASE.IsPointVec2InZone}: Returns if a location is within the zone.
-- * @{#ZONE_BASE.IsPointVec3InZone}: Returns if a point is within the zone.
--
-- ===
--
-- 1) @{Zone#ZONE_BASE} class, extends @{Base#BASE}
-- ================================================
-- The ZONE_BASE class defining the base for all other zone classes.
--
-- ===
--
-- 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
-- =======================================================
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
--
-- ===
--
-- 3) @{Zone#ZONE} class, extends @{Zone#ZONE_RADIUS}
-- ==========================================
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
--
-- ===
--
-- 4) @{Zone#ZONE_UNIT} class, extends @{Zone#ZONE_RADIUS}
-- =======================================================
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
--
-- ===
--
-- 5) @{Zone#ZONE_POLYGON} class, extends @{Zone#ZONE_BASE}
-- ========================================================
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
--
-- ===
--
-- @module Zone
-- @author FlightControl