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<div id="content">
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<h1>Module <code>Spawn</code></h1>
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<p>Dynamic spawning of groups (and units).</p>
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<p>This module contains the SPAWN class.</p>
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<h1><a href="##(SPAWN)">#SPAWN</a> class</h1>
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<h1>1) <a href="Spawn.html##(SPAWN)">Spawn#SPAWN</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
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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 <em>"Spawn Template"</em> of the SPAWN object.
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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.</p>
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@@ -102,7 +102,7 @@ Groups will follow the following naming structure when spawned at run-time:</p>
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<li>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.</li>
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</ul>
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<h1>SPAWN construction methods:</h1>
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<h2>1.1) SPAWN construction methods</h2>
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<p>Create a new SPAWN object with the <a href="##(SPAWN).New">SPAWN.New</a> or the <a href="##(SPAWN).NewWithAlias">SPAWN.NewWithAlias</a> methods:</p>
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<ul>
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@@ -113,7 +113,7 @@ Groups will follow the following naming structure when spawned at run-time:</p>
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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.
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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.</p>
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<h1>SPAWN initialization methods: </h1>
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<h2>1.2) SPAWN initialization methods</h2>
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<p>A spawn object will behave differently based on the usage of initialization methods: </p>
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<ul>
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@@ -125,7 +125,7 @@ So in principle, the group list will contain all parameters and configurations a
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<li><a href="##(SPAWN).InitRepeat">SPAWN.InitRepeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).InitRepeatOnLanding">SPAWN.InitRepeatOnLanding</a> and <a href="##(SPAWN).InitRepeatOnEngineShutDown">SPAWN.InitRepeatOnEngineShutDown</a>.</li>
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</ul>
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<h1>SPAWN spawning methods:</h1>
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<h2>1.3) SPAWN spawning methods</h2>
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<p>Groups can be spawned at different times and methods:</p>
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<ul>
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@@ -139,7 +139,7 @@ So in principle, the group list will contain all parameters and configurations a
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<p>Note that <a href="##(SPAWN).Spawn">SPAWN.Spawn</a> and <a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a> return a <a href="GROUP.html##(GROUP).New">GROUP#GROUP.New</a> object, that contains a reference to the DCSGroup object.
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You can use the <a href="GROUP.html">GROUP</a> object to do further actions with the DCSGroup.</p>
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<h1>SPAWN object cleaning:</h1>
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<h2>1.4) SPAWN object cleaning</h2>
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<p>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.
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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,
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and it may occur that no new groups are or can be spawned as limits are reached.
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@@ -150,7 +150,7 @@ In such a case, when the inactive group is cleaned, a new group will Re-spawned
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This models AI that has succesfully returned to their airbase, to restart their combat activities.
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Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
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<hr/>
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<h2>Global(s)</h2>
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<table class="function_list">
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@@ -109,21 +109,33 @@
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<li><a href="##(ZONE_BASE).IsPointVec3InZone">ZONE_BASE.IsPointVec3InZone</a>: Returns if a point is within the zone.</li>
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</ul>
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<hr/>
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<h1>1) <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>The ZONE_BASE class defining the base for all other zone classes.</p>
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<hr/>
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<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
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<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
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<hr/>
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<h1>3) <a href="Zone.html##(ZONE)">Zone#ZONE</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
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<p>The ZONE class, defined by the zone name as defined within the Mission Editor.</p>
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<hr/>
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<h1>4) <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
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<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
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<hr/>
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<h1>5) <a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
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<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
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<hr/>
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<h2>Global(s)</h2>
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<table class="function_list">
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@@ -321,7 +321,7 @@
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<tr>
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<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
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<td class="summary">
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<p>Dynamic spawning of groups (and units).</p>
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<p>This module contains the SPAWN class.</p>
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</td>
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</tr>
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<tr>
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