Updated documentation

This commit is contained in:
FlightControl 2017-03-10 23:05:02 +01:00
parent d70d13449d
commit 8add761982
57 changed files with 3885 additions and 1693 deletions

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@ -1,5 +1,9 @@
--- This module contains the SCHEDULER class.
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
--
-- ![Banner Image](..\Presentations\SCHEDULER\Dia1.JPG)
--
-- ===
--
-- # 1) @{Scheduler#SCHEDULER} class, extends @{Base#BASE}
--
-- The @{Scheduler#SCHEDULER} class creates schedule.

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@ -1,5 +1,7 @@
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--
-- ![Banner Image](..\Presentations\ZONE\Dia1.JPG)
--
-- ===
--
-- There are essentially two core functions that zones accomodate:

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -158,6 +158,12 @@
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).HasGroup">COMMANDCENTER:HasGroup(Wrapper, MissionGroup)</a></td>
<td class="summary">
<p>Checks of the COMMANDCENTER has a GROUP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(COMMANDCENTER).MessageToAll">COMMANDCENTER:MessageToAll(Message)</a></td>
<td class="summary">
<p>Send a CC message to the coalition of the CC.</p>
</td>
</tr>
<tr>
@ -471,6 +477,27 @@ Group#GROUP</p>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).MessageToAll" >
<strong>COMMANDCENTER:MessageToAll(Message)</strong>
</a>
</dt>
<dd>
<p>Send a CC message to the coalition of the CC.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Message </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(COMMANDCENTER).MessageToCoalition" >
<strong>COMMANDCENTER:MessageToCoalition(Message)</strong>
</a>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -522,7 +522,7 @@ A speed can be given in km/h.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible)</a></td>
<td class="summary">
<p>(AIR) Attack the Unit.</p>
</td>
@ -2110,7 +2110,7 @@ The DCS task structure.</p>
<dt>
<a id="#(CONTROLLABLE).TaskAttackUnit" >
<strong>CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)</strong>
<strong>CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, AttackQtyLimit, ControllableAttack, Altitude, Visible)</strong>
</a>
</dt>
<dd>
@ -2151,19 +2151,8 @@ The UNIT.</p>
</li>
<li>
<<<<<<< HEAD
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> Altitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#boolean Visible </em></code>:
(optional) Unit must be visible.</p>
=======
<p><code><em>#boolean AttackQtyLimit </em></code>:
(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>
>>>>>>> refs/remotes/origin/master
</li>
<li>
@ -2171,6 +2160,16 @@ The UNIT.</p>
<p><code><em>#boolean ControllableAttack </em></code>:
(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>
</li>
<li>
<p><code><em> Altitude </em></code>: </p>
</li>
<li>
<p><code><em> Visible </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -169,6 +169,18 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).CLIENTS">DATABASE.CLIENTS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).COUNTRY_ID">DATABASE.COUNTRY_ID</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).COUNTRY_NAME">DATABASE.COUNTRY_NAME</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -628,6 +640,34 @@ The following iterator methods are currently available within the DATABASE:</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).COUNTRY_ID" >
<strong>DATABASE.COUNTRY_ID</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).COUNTRY_NAME" >
<strong>DATABASE.COUNTRY_NAME</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -105,23 +105,6 @@ If an ad-hoc report is requested, use the method <a href="DetectionManager.html#
<h2>2.1) DETECTION_REPORTING constructor:</h2>
<p>The <a href="DetectionManager.html##(DETECTION_REPORTING).New">DetectionManager#DETECTION_REPORTING.New</a>() method creates a new DETECTION_REPORTING instance.</p>
<hr/>
<h1>3) <a href="##(DETECTION_DISPATCHER)">#DETECTION_DISPATCHER</a> class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
<p>The <a href="##(DETECTION_DISPATCHER)">#DETECTION_DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).
The FAC will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
Find a summary below describing for which situation a task type is created:</p>
<ul>
<li><strong>CAS Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.</li>
<li><strong>BAI Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.</li>
<li><strong>SEAD Task</strong>: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.</li>
</ul>
<p>Other task types will follow...</p>
<h2>3.1) DETECTION_DISPATCHER constructor:</h2>
<p>The <a href="##(DETECTION_DISPATCHER).New">DETECTION_DISPATCHER.New</a>() method creates a new DETECTION_DISPATCHER instance.</p>
<hr/>
@ -131,12 +114,6 @@ Find a summary below describing for which situation a task type is created:</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#DETECTION_DISPATCHER">DETECTION_DISPATCHER</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#DETECTION_MANAGER">DETECTION_MANAGER</a></td>
<td class="summary">
@ -150,76 +127,6 @@ Find a summary below describing for which situation a task type is created:</p>
</td>
</tr>
</table>
<h2><a id="#(DETECTION_DISPATCHER)">Type <code>DETECTION_DISPATCHER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).ClassName">DETECTION_DISPATCHER.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).CommandCenter">DETECTION_DISPATCHER.CommandCenter</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).Detection">DETECTION_DISPATCHER.Detection</a></td>
<td class="summary">
<p>The DETECTION_BASE object that is used to report the detected objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).EvaluateBAI">DETECTION_DISPATCHER:EvaluateBAI(DetectedArea, FriendlyCoalition)</a></td>
<td class="summary">
<p>Creates a BAI task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).EvaluateCAS">DETECTION_DISPATCHER:EvaluateCAS(DetectedArea)</a></td>
<td class="summary">
<p>Creates a CAS task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).EvaluateRemoveTask">DETECTION_DISPATCHER:EvaluateRemoveTask(Mission, Task, DetectedArea)</a></td>
<td class="summary">
<p>Evaluates the removal of the Task from the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).EvaluateSEAD">DETECTION_DISPATCHER:EvaluateSEAD(DetectedArea)</a></td>
<td class="summary">
<p>Creates a SEAD task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).Mission">DETECTION_DISPATCHER.Mission</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).New">DETECTION_DISPATCHER:New(SetGroup, Detection, Mission, CommandCenter)</a></td>
<td class="summary">
<p>DETECTION_DISPATCHER constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).ProcessDetected">DETECTION_DISPATCHER:ProcessDetected(Detection)</a></td>
<td class="summary">
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DETECTION_DISPATCHER).SetGroup">DETECTION_DISPATCHER.SetGroup</a></td>
<td class="summary">
<p>The groups to which the FAC will report to.</p>
</td>
</tr>
</table>
<h2><a id="#(DETECTION_MANAGER)">Type <code>DETECTION_MANAGER</code></a></h2>
<table class="function_list">
<tr>
@ -352,20 +259,6 @@ Find a summary below describing for which situation a task type is created:</p>
<dl class="function">
<dt>
<em><a href="##(DETECTION_DISPATCHER)">#DETECTION_DISPATCHER</a></em>
<a id="DETECTION_DISPATCHER" >
<strong>DETECTION_DISPATCHER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></em>
<a id="DETECTION_MANAGER" >
<strong>DETECTION_MANAGER</strong>
@ -393,282 +286,6 @@ Find a summary below describing for which situation a task type is created:</p>
</dl>
<h2><a id="#(DetectionManager)" >Type <code>DetectionManager</code></a></h2>
<h2><a id="#(DETECTION_DISPATCHER)" >Type <code>DETECTION_DISPATCHER</code></a></h2>
<p>DETECTION_DISPATCHER class.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(DETECTION_DISPATCHER).ClassName" >
<strong>DETECTION_DISPATCHER.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a></em>
<a id="#(DETECTION_DISPATCHER).CommandCenter" >
<strong>DETECTION_DISPATCHER.CommandCenter</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a></em>
<a id="#(DETECTION_DISPATCHER).Detection" >
<strong>DETECTION_DISPATCHER.Detection</strong>
</a>
</dt>
<dd>
<p>The DETECTION_BASE object that is used to report the detected objects.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_DISPATCHER).EvaluateBAI" >
<strong>DETECTION_DISPATCHER:EvaluateBAI(DetectedArea, FriendlyCoalition)</strong>
</a>
</dt>
<dd>
<p>Creates a BAI task when there are targets for it.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedArea)">Functional.Detection#DETECTION_AREAS.DetectedArea</a> DetectedArea </em></code>: </p>
</li>
<li>
<p><code><em> FriendlyCoalition </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_DISPATCHER).EvaluateCAS" >
<strong>DETECTION_DISPATCHER:EvaluateCAS(DetectedArea)</strong>
</a>
</dt>
<dd>
<p>Creates a CAS task when there are targets for it.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedArea)">Functional.Detection#DETECTION_AREAS.DetectedArea</a> DetectedArea </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_DISPATCHER).EvaluateRemoveTask" >
<strong>DETECTION_DISPATCHER:EvaluateRemoveTask(Mission, Task, DetectedArea)</strong>
</a>
</dt>
<dd>
<p>Evaluates the removal of the Task from the Mission.</p>
<p>Can only occur when the DetectedArea is Changed AND the state of the Task is "Planned".</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
</li>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedArea)">Functional.Detection#DETECTION_AREAS.DetectedArea</a> DetectedArea </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_DISPATCHER).EvaluateSEAD" >
<strong>DETECTION_DISPATCHER:EvaluateSEAD(DetectedArea)</strong>
</a>
</dt>
<dd>
<p>Creates a SEAD task when there are targets for it.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedArea)">Functional.Detection#DETECTION_AREAS.DetectedArea</a> DetectedArea </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
TargetSetUnit: The target set of units.</p>
</li>
<li>
<p><em>#nil:</em>
If there are no targets to be set.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a></em>
<a id="#(DETECTION_DISPATCHER).Mission" >
<strong>DETECTION_DISPATCHER.Mission</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_DISPATCHER).New" >
<strong>DETECTION_DISPATCHER:New(SetGroup, Detection, Mission, CommandCenter)</strong>
</a>
</dt>
<dd>
<p>DETECTION_DISPATCHER constructor.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>: </p>
</li>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>: </p>
</li>
<li>
<p><code><em> Mission </em></code>: </p>
</li>
<li>
<p><code><em> CommandCenter </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DETECTION_DISPATCHER)">#DETECTION_DISPATCHER</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DETECTION_DISPATCHER).ProcessDetected" >
<strong>DETECTION_DISPATCHER:ProcessDetected(Detection)</strong>
</a>
</dt>
<dd>
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS)">Functional.Detection#DETECTION_AREAS</a> Detection </em></code>:
The detection created by the <a href="Detection.html##(DETECTION_AREAS)">Detection#DETECTION_AREAS</a> object.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return true if you want the task assigning to continue... false will cancel the loop.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a></em>
<a id="#(DETECTION_DISPATCHER).SetGroup" >
<strong>DETECTION_DISPATCHER.SetGroup</strong>
</a>
</dt>
<dd>
<p>The groups to which the FAC will report to.</p>
</dd>
</dl>
<h2><a id="#(DETECTION_MANAGER)" >Type <code>DETECTION_MANAGER</code></a></h2>
<p>DETECTION_MANAGER class.</p>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -844,6 +844,12 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).Task">FSM_PROCESS.Task</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS)._call_handler">FSM_PROCESS:_call_handler(handler, params, EventName)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1542,7 +1548,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<em>#string</em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@ -1841,7 +1847,6 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM).current" >
<strong>FSM.current</strong>
</a>
@ -2508,6 +2513,37 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(FSM_PROCESS)._call_handler" >
<strong>FSM_PROCESS:_call_handler(handler, params, EventName)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> handler </em></code>: </p>
</li>
<li>
<p><code><em> params </em></code>: </p>
</li>
<li>
<p><code><em> EventName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -91,11 +91,30 @@ In order to keep the credibility of the the author, I want to emphasize that the
<li><a href="Point.html##(POINT_VEC3).NewFromVec3">Point#POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
</ul>
<h2>1.2) Smoke, flare, explode, illuminate</h2>
<h2>1.2) Manupulate the X, Y, Z coordinates of the point</h2>
<p>A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
Methods exist to manupulate these coordinates.</p>
<p>The current X, Y, Z axis can be retrieved with the methods <a href="##(POINT_VEC3).GetX">POINT_VEC3.GetX</a>(), <a href="##(POINT_VEC3).GetY">POINT_VEC3.GetY</a>(), <a href="##(POINT_VEC3).GetZ">POINT_VEC3.GetZ</a>() respectively.
The methods <a href="##(POINT_VEC3).SetX">POINT_VEC3.SetX</a>(), <a href="##(POINT_VEC3).SetY">POINT_VEC3.SetY</a>(), <a href="##(POINT_VEC3).SetZ">POINT_VEC3.SetZ</a>() change the respective axis with a new value.
The current axis values can be changed by using the methods <a href="##(POINT_VEC3).AddX">POINT_VEC3.AddX</a>(), <a href="##(POINT_VEC3).AddY">POINT_VEC3.AddY</a>(), <a href="##(POINT_VEC3).AddZ">POINT_VEC3.AddZ</a>()
to add or substract a value from the current respective axis value.
Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:</p>
<pre><code> local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
</code></pre>
<h2>1.3) Create waypoints for routes</h2>
<p>A POINT_VEC3 can prepare waypoints for Ground, Air and Naval groups to be embedded into a Route.</p>
<h2>1.5) Smoke, flare, explode, illuminate</h2>
<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
<h3>1.2.1) Smoke</h3>
<h3>1.5.1) Smoke</h3>
<ul>
<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
@ -106,7 +125,7 @@ In order to keep the credibility of the the author, I want to emphasize that the
<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
</ul>
<h3>1.2.2) Flare</h3>
<h3>1.5.2) Flare</h3>
<ul>
<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
@ -116,13 +135,13 @@ In order to keep the credibility of the the author, I want to emphasize that the
<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
</ul>
<h3>1.2.3) Explode</h3>
<h3>1.5.3) Explode</h3>
<ul>
<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
</ul>
<h3>1.2.4) Illuminate</h3>
<h3>1.5.4) Illuminate</h3>
<ul>
<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
@ -140,6 +159,21 @@ In order to keep the credibility of the the author, I want to emphasize that the
<li><a href="Point.html##(POINT_VEC2).NewFromVec2">Point#POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</li>
</ul>
<h2>1.2) Manupulate the X, Altitude, Y coordinates of the 2D point</h2>
<p>A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
Methods exist to manupulate these coordinates.</p>
<p>The current X, Altitude, Y axis can be retrieved with the methods <a href="##(POINT_VEC2).GetX">POINT_VEC2.GetX</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetY">POINT_VEC2.GetY</a>() respectively.
The methods <a href="##(POINT_VEC2).SetX">POINT_VEC2.SetX</a>(), <a href="##(POINT_VEC2).SetAlt">POINT_VEC2.SetAlt</a>(), <a href="##(POINT_VEC2).SetY">POINT_VEC2.SetY</a>() change the respective axis with a new value.
The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods <a href="##(POINT_VEC2).GetLat">POINT_VEC2.GetLat</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetLon">POINT_VEC2.GetLon</a>() respectively.
The current axis values can be changed by using the methods <a href="##(POINT_VEC2).AddX">POINT_VEC2.AddX</a>(), <a href="##(POINT_VEC2).AddAlt">POINT_VEC2.AddAlt</a>(), <a href="##(POINT_VEC2).AddY">POINT_VEC2.AddY</a>()
to add or substract a value from the current respective axis value.
Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:</p>
<pre><code> local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
</code></pre>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
@ -196,6 +230,24 @@ In order to keep the credibility of the the author, I want to emphasize that the
<h2><a id="#(POINT_VEC2)">Type <code>POINT_VEC2</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).AddAlt">POINT_VEC2:AddAlt(Altitude)</a></td>
<td class="summary">
<p>Add to the current land height an altitude.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).AddX">POINT_VEC2:AddX(x)</a></td>
<td class="summary">
<p>Add to the x coordinate of the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).AddY">POINT_VEC2:AddY(y)</a></td>
<td class="summary">
<p>Add to the y coordinate of the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).ClassName">POINT_VEC2.ClassName</a></td>
<td class="summary">
@ -216,13 +268,25 @@ In order to keep the credibility of the the author, I want to emphasize that the
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).GetAlt">POINT_VEC2:GetAlt()</a></td>
<td class="summary">
<p>Return the altitude of the land at the POINT_VEC2.</p>
<p>Return the altitude (height) of the land at the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).GetAltitudeText">POINT_VEC2:GetAltitudeText()</a></td>
<td class="summary">
<p>Return no text for the altitude of the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).GetLat">POINT_VEC2:GetLat()</a></td>
<td class="summary">
<p>Return Return the Lat(itude) coordinate of the POINT<em>VEC2 (ie: (parent)POINT</em>VEC3.x).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).GetLon">POINT_VEC2:GetLon()</a></td>
<td class="summary">
<p>Return the Lon(gitude) coordinate of the POINT<em>VEC2 (ie: (parent)POINT</em>VEC3.z).</p>
</td>
</tr>
<tr>
@ -256,13 +320,31 @@ In order to keep the credibility of the the author, I want to emphasize that the
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetX">POINT_VEC2.SetX(x, self)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetAlt">POINT_VEC2:SetAlt(Altitude)</a></td>
<td class="summary">
<p>Set the altitude of the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetLat">POINT_VEC2:SetLat(x)</a></td>
<td class="summary">
<p>Set the Lat(itude) coordinate of the POINT<em>VEC2 (ie: POINT</em>VEC3.x).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetLon">POINT_VEC2:SetLon(y, z)</a></td>
<td class="summary">
<p>Set the Lon(gitude) coordinate of the POINT<em>VEC2 (ie: POINT</em>VEC3.z).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetX">POINT_VEC2:SetX(x)</a></td>
<td class="summary">
<p>Set the x coordinate of the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetY">POINT_VEC2.SetY(y, self)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).SetY">POINT_VEC2:SetY(y)</a></td>
<td class="summary">
<p>Set the y coordinate of the POINT_VEC2.</p>
</td>
@ -283,6 +365,12 @@ In order to keep the credibility of the the author, I want to emphasize that the
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).y">POINT_VEC2.y</a></td>
<td class="summary">
<p>the y coordinate in meters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).z">POINT_VEC2.z</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -290,6 +378,24 @@ In order to keep the credibility of the the author, I want to emphasize that the
<h2><a id="#(POINT_VEC3)">Type <code>POINT_VEC3</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).AddX">POINT_VEC3:AddX(x)</a></td>
<td class="summary">
<p>Add to the x coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).AddY">POINT_VEC3:AddY(y)</a></td>
<td class="summary">
<p>Add to the y coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).AddZ">POINT_VEC3:AddZ(z)</a></td>
<td class="summary">
<p>Add to the z coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).ClassName">POINT_VEC3.ClassName</a></td>
<td class="summary">
@ -506,19 +612,19 @@ In order to keep the credibility of the the author, I want to emphasize that the
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).SetX">POINT_VEC3.SetX(x, self)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).SetX">POINT_VEC3:SetX(x)</a></td>
<td class="summary">
<p>Set the x coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).SetY">POINT_VEC3.SetY(y, self)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).SetY">POINT_VEC3:SetY(y)</a></td>
<td class="summary">
<p>Set the y coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).SetZ">POINT_VEC3.SetZ(z, self)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).SetZ">POINT_VEC3:SetZ(z)</a></td>
<td class="summary">
<p>Set the z coordinate of the POINT_VEC3.</p>
</td>
@ -684,6 +790,87 @@ In order to keep the credibility of the the author, I want to emphasize that the
<dl class="function">
<dt>
<a id="#(POINT_VEC2).AddAlt" >
<strong>POINT_VEC2:AddAlt(Altitude)</strong>
</a>
</dt>
<dd>
<p>Add to the current land height an altitude.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Altitude </em></code>:
The Altitude to add. If nothing (nil) is given, then the current land altitude is set.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).AddX" >
<strong>POINT_VEC2:AddX(x)</strong>
</a>
</dt>
<dd>
<p>Add to the x coordinate of the POINT_VEC2.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number x </em></code>:
The x coordinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).AddY" >
<strong>POINT_VEC2:AddY(y)</strong>
</a>
</dt>
<dd>
<p>Add to the y coordinate of the POINT_VEC2.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number y </em></code>:
The y coordinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(POINT_VEC2).ClassName" >
<strong>POINT_VEC2.ClassName</strong>
@ -758,7 +945,7 @@ The distance from the reference <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a
</dt>
<dd>
<p>Return the altitude of the land at the POINT_VEC2.</p>
<p>Return the altitude (height) of the land at the POINT_VEC2.</p>
<h3>Return value</h3>
@ -788,6 +975,42 @@ Empty string.</p>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).GetLat" >
<strong>POINT_VEC2:GetLat()</strong>
</a>
</dt>
<dd>
<p>Return Return the Lat(itude) coordinate of the POINT<em>VEC2 (ie: (parent)POINT</em>VEC3.x).</p>
<h3>Return value</h3>
<p><em>#number:</em>
The x coodinate.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).GetLon" >
<strong>POINT_VEC2:GetLon()</strong>
</a>
</dt>
<dd>
<p>Return the Lon(gitude) coordinate of the POINT<em>VEC2 (ie: (parent)POINT</em>VEC3.z).</p>
<h3>Return value</h3>
<p><em>#number:</em>
The y coodinate.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).GetX" >
<strong>POINT_VEC2:GetX()</strong>
</a>
@ -922,40 +1145,67 @@ self</p>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).SetX" >
<strong>POINT_VEC2.SetX(x, self)</strong>
<a id="#(POINT_VEC2).SetAlt" >
<strong>POINT_VEC2:SetAlt(Altitude)</strong>
</a>
</dt>
<dd>
<p>Set the x coordinate of the POINT_VEC2.</p>
<p>Set the altitude of the POINT_VEC2.</p>
<h3>Parameters</h3>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Altitude </em></code>:
The land altitude. If nothing (nil) is given, then the current land altitude is set.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).SetLat" >
<strong>POINT_VEC2:SetLat(x)</strong>
</a>
</dt>
<dd>
<p>Set the Lat(itude) coordinate of the POINT<em>VEC2 (ie: POINT</em>VEC3.x).</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number x </em></code>:
The x coordinate.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).SetY" >
<strong>POINT_VEC2.SetY(y, self)</strong>
<a id="#(POINT_VEC2).SetLon" >
<strong>POINT_VEC2:SetLon(y, z)</strong>
</a>
</dt>
<dd>
<p>Set the y coordinate of the POINT_VEC2.</p>
<p>Set the Lon(gitude) coordinate of the POINT<em>VEC2 (ie: POINT</em>VEC3.z).</p>
<h3>Parameters</h3>
<ul>
@ -967,10 +1217,69 @@ The y coordinate.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
<p><code><em> z </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).SetX" >
<strong>POINT_VEC2:SetX(x)</strong>
</a>
</dt>
<dd>
<p>Set the x coordinate of the POINT_VEC2.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number x </em></code>:
The x coordinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC2).SetY" >
<strong>POINT_VEC2:SetY(y)</strong>
</a>
</dt>
<dd>
<p>Set the y coordinate of the POINT_VEC2.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number y </em></code>:
The y coordinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -1034,8 +1343,6 @@ The new calculated POINT_VEC2.</p>
</dd>
</dl>
<<<<<<< HEAD
=======
<dl class="function">
<dt>
@ -1049,7 +1356,6 @@ The new calculated POINT_VEC2.</p>
</dd>
</dl>
>>>>>>> refs/remotes/origin/master
<h2><a id="#(POINT_VEC3)" >Type <code>POINT_VEC3</code></a></h2>
@ -1059,6 +1365,87 @@ The new calculated POINT_VEC2.</p>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).AddX" >
<strong>POINT_VEC3:AddX(x)</strong>
</a>
</dt>
<dd>
<p>Add to the x coordinate of the POINT_VEC3.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number x </em></code>:
The x coordinate value to add to the current x coodinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).AddY" >
<strong>POINT_VEC3:AddY(y)</strong>
</a>
</dt>
<dd>
<p>Add to the y coordinate of the POINT_VEC3.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number y </em></code>:
The y coordinate value to add to the current y coodinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).AddZ" >
<strong>POINT_VEC3:AddZ(z)</strong>
</a>
</dt>
<dd>
<p>Add to the z coordinate of the POINT_VEC3.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number z </em></code>:
The z coordinate value to add to the current z coodinate.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(POINT_VEC3).ClassName" >
<strong>POINT_VEC3.ClassName</strong>
@ -1919,81 +2306,81 @@ true means metric, false means NM.</p>
<dt>
<a id="#(POINT_VEC3).SetX" >
<strong>POINT_VEC3.SetX(x, self)</strong>
<strong>POINT_VEC3:SetX(x)</strong>
</a>
</dt>
<dd>
<p>Set the x coordinate of the POINT_VEC3.</p>
<h3>Parameters</h3>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number x </em></code>:
The x coordinate.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).SetY" >
<strong>POINT_VEC3.SetY(y, self)</strong>
<strong>POINT_VEC3:SetY(y)</strong>
</a>
</dt>
<dd>
<p>Set the y coordinate of the POINT_VEC3.</p>
<h3>Parameters</h3>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number y </em></code>:
The y coordinate.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).SetZ" >
<strong>POINT_VEC3.SetZ(z, self)</strong>
<strong>POINT_VEC3:SetZ(z)</strong>
</a>
</dt>
<dd>
<p>Set the z coordinate of the POINT_VEC3.</p>
<h3>Parameters</h3>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number z </em></code>:
The z coordinate.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -164,6 +164,12 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
<td class="name" nowrap="nowrap"><a href="#ACT_ROUTE">ACT_ROUTE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#ACT_ROUTE_POINT">ACT_ROUTE_POINT</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -206,7 +212,7 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).TargetZone">ACT_ROUTE.TargetZone</a></td>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).Zone">ACT_ROUTE.Zone</a></td>
<td class="summary">
</td>
@ -227,6 +233,106 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE).onfuncHasArrived">ACT_ROUTE:onfuncHasArrived(ProcessUnit)</a></td>
<td class="summary">
<p>Check if the controllable has arrived.</p>
</td>
</tr>
</table>
<h2><a id="#(ACT_ROUTE_POINT)">Type <code>ACT_ROUTE_POINT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).ClassName">ACT_ROUTE_POINT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).DisplayCount">ACT_ROUTE_POINT.DisplayCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).DisplayInterval">ACT_ROUTE_POINT.DisplayInterval</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).DisplayMessage">ACT_ROUTE_POINT.DisplayMessage</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).DisplayTime">ACT_ROUTE_POINT.DisplayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).GetPointVec2">ACT_ROUTE_POINT:GetPointVec2()</a></td>
<td class="summary">
<p>Get PointVec2</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).GetRange">ACT_ROUTE_POINT:GetRange()</a></td>
<td class="summary">
<p>Get Range around PointVec2</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).Init">ACT_ROUTE_POINT:Init(FsmRoute)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).New">ACT_ROUTE_POINT:New(The, Range, Zone, PointVec2)</a></td>
<td class="summary">
<p>Creates a new routing state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).PointVec2">ACT_ROUTE_POINT.PointVec2</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).Range">ACT_ROUTE_POINT.Range</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).SetPointVec2">ACT_ROUTE_POINT:SetPointVec2(PointVec2)</a></td>
<td class="summary">
<p>Set PointVec2</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).SetRange">ACT_ROUTE_POINT:SetRange(Range)</a></td>
<td class="summary">
<p>Set Range around PointVec2</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).TASK">ACT_ROUTE_POINT.TASK</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).onenterReporting">ACT_ROUTE_POINT:onenterReporting(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_POINT).onfuncHasArrived">ACT_ROUTE_POINT:onfuncHasArrived(ProcessUnit)</a></td>
<td class="summary">
<p>Method override to check if the controllable has arrived.</p>
</td>
</tr>
</table>
@ -261,6 +367,12 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).DisplayTime">ACT_ROUTE_ZONE.DisplayTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).GetZone">ACT_ROUTE_ZONE:GetZone()</a></td>
<td class="summary">
<p>Get Zone</p>
</td>
</tr>
<tr>
@ -270,7 +382,7 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).New">ACT_ROUTE_ZONE:New(TargetZone)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).New">ACT_ROUTE_ZONE:New(Zone)</a></td>
<td class="summary">
<p>Creates a new routing state machine.</p>
</td>
@ -279,6 +391,12 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).ProcessUnit">ACT_ROUTE_ZONE.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).SetZone">ACT_ROUTE_ZONE:SetZone(Zone)</a></td>
<td class="summary">
<p>Set Zone</p>
</td>
</tr>
<tr>
@ -288,7 +406,7 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).TargetZone">ACT_ROUTE_ZONE.TargetZone</a></td>
<td class="name" nowrap="nowrap"><a href="##(ACT_ROUTE_ZONE).Zone">ACT_ROUTE_ZONE.Zone</a></td>
<td class="summary">
</td>
@ -320,6 +438,20 @@ Upon arrival at the zone, a confirmation of arrival is sent, and the process wil
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(ACT_ROUTE_POINT)">#ACT_ROUTE_POINT</a></em>
<a id="ACT_ROUTE_POINT" >
<strong>ACT_ROUTE_POINT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -424,8 +556,8 @@ self</p>
<dt>
<em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></em>
<a id="#(ACT_ROUTE).TargetZone" >
<strong>ACT_ROUTE.TargetZone</strong>
<a id="#(ACT_ROUTE).Zone" >
<strong>ACT_ROUTE.Zone</strong>
</a>
</dt>
<dd>
@ -530,6 +662,330 @@ self</p>
<p><em>#boolean:</em></p>
</dd>
</dl>
<h2><a id="#(ACT_ROUTE_POINT)" >Type <code>ACT_ROUTE_POINT</code></a></h2>
<p>ACT<em>ROUTE</em>POINT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ACT_ROUTE_POINT).ClassName" >
<strong>ACT_ROUTE_POINT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE_POINT).DisplayCount" >
<strong>ACT_ROUTE_POINT.DisplayCount</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE_POINT).DisplayInterval" >
<strong>ACT_ROUTE_POINT.DisplayInterval</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#boolean</em>
<a id="#(ACT_ROUTE_POINT).DisplayMessage" >
<strong>ACT_ROUTE_POINT.DisplayMessage</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(ACT_ROUTE_POINT).DisplayTime" >
<strong>ACT_ROUTE_POINT.DisplayTime</strong>
</a>
</dt>
<dd>
<p> 10 seconds is the default</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).GetPointVec2" >
<strong>ACT_ROUTE_POINT:GetPointVec2()</strong>
</a>
</dt>
<dd>
<p>Get PointVec2</p>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
PointVec2 The PointVec2 to route to.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).GetRange" >
<strong>ACT_ROUTE_POINT:GetRange()</strong>
</a>
</dt>
<dd>
<p>Get Range around PointVec2</p>
<h3>Return value</h3>
<p><em>#number:</em>
The Range to consider the arrival. Default is 10000 meters.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).Init" >
<strong>ACT_ROUTE_POINT:Init(FsmRoute)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> FsmRoute </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).New" >
<strong>ACT_ROUTE_POINT:New(The, Range, Zone, PointVec2)</strong>
</a>
</dt>
<dd>
<p>Creates a new routing state machine.</p>
<p>The task will route a controllable to a PointVec2 until the controllable is within the Range.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> The </em></code>:
PointVec2 to Target.</p>
</li>
<li>
<p><code><em>#number Range </em></code>:
The Distance to Target.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> Zone </em></code>: </p>
</li>
<li>
<p><code><em> PointVec2 </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ACT_ROUTE_POINT).PointVec2" >
<strong>ACT_ROUTE_POINT.PointVec2</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).Range" >
<strong>ACT_ROUTE_POINT.Range</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).SetPointVec2" >
<strong>ACT_ROUTE_POINT:SetPointVec2(PointVec2)</strong>
</a>
</dt>
<dd>
<p>Set PointVec2</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>:
The PointVec2 to route to.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).SetRange" >
<strong>ACT_ROUTE_POINT:SetRange(Range)</strong>
</a>
</dt>
<dd>
<p>Set Range around PointVec2</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Range </em></code>:
The Range to consider the arrival. Default is 10000 meters.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a></em>
<a id="#(ACT_ROUTE_POINT).TASK" >
<strong>ACT_ROUTE_POINT.TASK</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).onenterReporting" >
<strong>ACT_ROUTE_POINT:onenterReporting(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_POINT).onfuncHasArrived" >
<strong>ACT_ROUTE_POINT:onfuncHasArrived(ProcessUnit)</strong>
</a>
</dt>
<dd>
<p>Method override to check if the controllable has arrived.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
@ -614,6 +1070,24 @@ self</p>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).GetZone" >
<strong>ACT_ROUTE_ZONE:GetZone()</strong>
</a>
</dt>
<dd>
<p>Get Zone</p>
<h3>Return value</h3>
<p><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
Zone The Zone object where to route to.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).Init" >
<strong>ACT_ROUTE_ZONE:Init(FsmRoute)</strong>
</a>
@ -636,7 +1110,7 @@ self</p>
<dt>
<a id="#(ACT_ROUTE_ZONE).New" >
<strong>ACT_ROUTE_ZONE:New(TargetZone)</strong>
<strong>ACT_ROUTE_ZONE:New(Zone)</strong>
</a>
</dt>
<dd>
@ -650,7 +1124,7 @@ self</p>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> Zone </em></code>: </p>
</li>
</ul>
@ -668,6 +1142,28 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ROUTE_ZONE).SetZone" >
<strong>ACT_ROUTE_ZONE:SetZone(Zone)</strong>
</a>
</dt>
<dd>
<p>Set Zone</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> Zone </em></code>:
The Zone object where to route to.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -688,8 +1184,8 @@ self</p>
<dt>
<em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a></em>
<a id="#(ACT_ROUTE_ZONE).TargetZone" >
<strong>ACT_ROUTE_ZONE.TargetZone</strong>
<a id="#(ACT_ROUTE_ZONE).Zone" >
<strong>ACT_ROUTE_ZONE.Zone</strong>
</a>
</dt>
<dd>

View File

@ -39,11 +39,11 @@
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Movement.html">Movement</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -72,10 +72,14 @@
<div id="content">
<h1>Module <code>Scheduler</code></h1>
<p>This module contains the SCHEDULER class.</p>
<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
<p><img src="..\Presentations\SCHEDULER\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="Scheduler.html##(SCHEDULER)">Scheduler#SCHEDULER</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="Scheduler.html##(SCHEDULER)">Scheduler#SCHEDULER</a> class creates schedule.</p>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -493,6 +493,12 @@ Various methods exist to configure:</p>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerDestroys">SCORING:ReportDetailedPlayerDestroys(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player destroy scores.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerGoals">SCORING:ReportDetailedPlayerGoals(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player goal scores.</p>
</td>
</tr>
<tr>
@ -504,7 +510,7 @@ Various methods exist to configure:</p>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ReportDetailedPlayerMissions">SCORING:ReportDetailedPlayerMissions(PlayerName)</a></td>
<td class="summary">
<p>Produce detailed report of player goal scores.</p>
<p>Produce detailed report of player penalty scores because of changing the coalition.</p>
</td>
</tr>
<tr>
@ -1441,6 +1447,33 @@ The report.</p>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerGoals" >
<strong>SCORING:ReportDetailedPlayerGoals(PlayerName)</strong>
</a>
</dt>
<dd>
<p>Produce detailed report of player goal scores.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string PlayerName </em></code>:
The name of the player.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#string:</em>
The report.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SCORING).ReportDetailedPlayerHits" >
<strong>SCORING:ReportDetailedPlayerHits(PlayerName)</strong>
</a>
@ -1474,7 +1507,7 @@ The report.</p>
</dt>
<dd>
<p>Produce detailed report of player goal scores.</p>
<p>Produce detailed report of player penalty scores because of changing the coalition.</p>
<h3>Parameter</h3>
<ul>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -552,12 +552,24 @@ The following iterator methods are currently available within the SET</em>AIRBAS
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).GetLast">SET_BASE:GetLast()</a></td>
<td class="summary">
<p>Gets the last object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).GetRandom">SET_BASE:GetRandom()</a></td>
<td class="summary">
<p>Gets a random object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).GetSet">SET_BASE:GetSet()</a></td>
<td class="summary">
<p>Gets the Set.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_BASE).Index">SET_BASE.Index</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -1892,6 +1904,24 @@ self</p>
<p><em><a href="Core.Base.html##(BASE)">Core.Base#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_BASE).GetRandom" >
<strong>SET_BASE:GetRandom()</strong>
</a>
</dt>
<dd>
<p>Gets a random object from the <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> and derived classes.</p>
<h3>Return value</h3>
<p><em><a href="Core.Base.html##(BASE)">Core.Base#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -1910,6 +1940,20 @@ self</p>
<p><em><a href="##(SET_BASE)">#SET_BASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SET_BASE).Index" >
<strong>SET_BASE.Index</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -231,6 +231,12 @@ At random intervals, a new target is smoked.</p>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).onafterStart">ACT_ASSIST:onafterStart(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ACT_ASSIST).onafterStop">ACT_ASSIST:onafterStop(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
</table>
@ -467,6 +473,42 @@ At random intervals, a new target is smoked.</p>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ACT_ASSIST).onafterStop" >
<strong>ACT_ASSIST:onafterStop(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -834,12 +834,6 @@ A coding example is provided at the description of the <a href="##(SPAWN).OnSpaw
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -1765,9 +1759,6 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd>
</dl>
<dl class="function">
@ -2562,7 +2553,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
</dd>
</dl>
@ -3201,20 +3192,6 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>

View File

@ -61,8 +61,8 @@
<li>Static</li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li>Task</li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -237,6 +237,12 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
<td class="name" nowrap="nowrap"><a href="##(TASK).GetScoring">TASK:GetScoring()</a></td>
<td class="summary">
<p>Gets the Scoring of the task</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetStateMachine">TASK:GetStateMachine(TaskUnit)</a></td>
<td class="summary">
<p>Gets the FiniteStateMachine of <a href="Task.html">Task</a> with key Task<a href="Unit.html">Unit</a></p>
</td>
</tr>
<tr>
@ -264,7 +270,7 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetUnitProcess">TASK:GetUnitProcess()</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).GetUnitProcess">TASK:GetUnitProcess(TaskUnit)</a></td>
<td class="summary">
<p>Get the Task FSM Process Template</p>
</td>
@ -354,9 +360,9 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).MenuTaskStatus">TASK.MenuTaskStatus(MenuParam)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK).MenuTaskStatus">TASK:MenuTaskStatus(TaskGroup)</a></td>
<td class="summary">
<p>Report the task status.</p>
</td>
</tr>
<tr>
@ -609,12 +615,18 @@ Use the method <a href="##(TASK).AddScore">TASK.AddScore</a>() to add scores whe
<td class="name" nowrap="nowrap"><a href="##(TASK).TimeOut">TASK.TimeOut</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).UnAssignFromGroup">TASK:UnAssignFromGroup(TaskGroup)</a></td>
<td class="summary">
<p>UnAssign the <a href="Task.html">Task</a> from a <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK).UnAssignFromGroups">TASK:UnAssignFromGroups()</a></td>
<td class="summary">
<p>Assign the <a href="Task.html">Task</a> from the <a href="Group.html">Group</a>s.</p>
<p>UnAssign the <a href="Task.html">Task</a> from the <a href="Group.html">Group</a>s.</p>
</td>
</tr>
<tr>
@ -1072,6 +1084,32 @@ The Task Name</p>
<p><em><a href="Functional.Scoring.html##(SCORING)">Functional.Scoring#SCORING</a>:</em>
Scoring</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).GetStateMachine" >
<strong>TASK:GetStateMachine(TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Gets the FiniteStateMachine of <a href="Task.html">Task</a> with key Task<a href="Unit.html">Unit</a></p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a>:</em></p>
</dd>
</dl>
<dl class="function">
@ -1145,13 +1183,21 @@ TaskType</p>
<dt>
<a id="#(TASK).GetUnitProcess" >
<strong>TASK:GetUnitProcess()</strong>
<strong>TASK:GetUnitProcess(TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Get the Task FSM Process Template</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a>:</em></p>
@ -1431,18 +1477,18 @@ true if Unit is part of the Task.</p>
<dt>
<a id="#(TASK).MenuTaskStatus" >
<strong>TASK.MenuTaskStatus(MenuParam)</strong>
<strong>TASK:MenuTaskStatus(TaskGroup)</strong>
</a>
</dt>
<dd>
<p>Report the task status.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> MenuParam </em></code>: </p>
<p><code><em> TaskGroup </em></code>: </p>
</li>
</ul>
@ -2005,7 +2051,7 @@ self</p>
</li>
<li>
<p><code><em> Fsm </em></code>: </p>
<p><code><em><a href="Core.Fsm.html##(FSM_PROCESS)">Core.Fsm#FSM_PROCESS</a> Fsm </em></code>: </p>
</li>
</ul>
@ -2270,6 +2316,27 @@ Fsm#FSM_PROCESS</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK).UnAssignFromGroup" >
<strong>TASK:UnAssignFromGroup(TaskGroup)</strong>
</a>
</dt>
<dd>
<p>UnAssign the <a href="Task.html">Task</a> from a <a href="Group.html">Group</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> TaskGroup </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -2281,7 +2348,7 @@ Fsm#FSM_PROCESS</p>
</dt>
<dd>
<p>Assign the <a href="Task.html">Task</a> from the <a href="Group.html">Group</a>s.</p>
<p>UnAssign the <a href="Task.html">Task</a> from the <a href="Group.html">Group</a>s.</p>
</dd>
</dl>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li>Task_A2G</li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -72,27 +72,59 @@
<div id="content">
<h1>Module <code>Task_A2G</code></h1>
<p>(AI) (SP) (MP) Tasking for Air to Ground Processes.</p>
<p>This module contains the TASK_A2G classes.</p>
<h1>1) <a href="##(TASK_A2G)">#TASK_A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines a CAS or BAI task of a <a href="Set.html">Set</a> of Target Units,
located at a Target Zone, based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
<h1>1) <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The SEAD task is planned. Upon Planned, the sub-process <a href="Process_Fsm.Assign.html##(ACT_ASSIGN_ACCEPT)">Process<em>Fsm.Assign#ACT</em>ASSIGN_ACCEPT</a> is started to accept the task.</li>
<li><strong>Assigned</strong>: The SEAD task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>. Upon Assigned, the sub-process <a href="Process_Fsm.Route.html##(ACT_ROUTE)">Process<em>Fsm.Route#ACT</em>ROUTE</a> is started to route the active Units in the Group to the attack zone.</li>
<li><strong>Success</strong>: The SEAD task is successfully completed. Upon Success, the sub-process <a href="Process_SEAD.html##(PROCESS_SEAD)">Process<em>SEAD#PROCESS</em>SEAD</a> is started to follow-up successful SEADing of the targets assigned in the task.</li>
<li><strong>Failed</strong>: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
<li><strong>Planned</strong>: The A2G task is planned.</li>
<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The A2G task is successfully completed.</li>
<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<h1>1) <a href="Task_A2G.html##(TASK_SEAD)">Task<em>A2G#TASK</em>SEAD</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
<p>The <a href="##(TASK_SEAD)">#TASK_SEAD</a> class defines a SEAD task for a <a href="Set.html">Set</a> of Target Units.</p>
<hr/>
<h3>Authors: FlightControl - Design and Programming</h3>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2017-03-09: Revised version.</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Contributions:</h3>
<ul>
<li><strong>[WingThor]</strong>: Concept, Advice &amp; Testing.</li>
</ul>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Concept, Design &amp; Programming.
</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
@ -100,6 +132,24 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_BAI">TASK_BAI</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_CAS">TASK_CAS</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_SEAD">TASK_SEAD</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -118,9 +168,129 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, TaskType, UnitSetTargets, TargetZone, TargetSetUnit, FACUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetRendezVousPointVec2">TASK_A2G:GetRendezVousPointVec2(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetRendezVousZone">TASK_A2G:GetRendezVousZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetTargetPointVec2">TASK_A2G:GetTargetPointVec2(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetTargetZone">TASK_A2G:GetTargetZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</a></td>
<td class="summary">
<p>Instantiates a new TASK_A2G.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetRendezVousPointVec2">TASK_A2G:SetRendezVousPointVec2(RendezVousPointVec2, RendezVousRange, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetRendezVousZone">TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetPointVec2">TASK_A2G:SetTargetPointVec2(TargetPointVec2, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetZone">TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).TargetSetUnit">TASK_A2G.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_BAI)">Type <code>TASK_BAI</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).ClassName">TASK_BAI.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
<td class="summary">
<p>Instantiates a new TASK_BAI.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).TargetSetUnit">TASK_BAI.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_CAS)">Type <code>TASK_CAS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).ClassName">TASK_CAS.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
<td class="summary">
<p>Instantiates a new TASK_CAS.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).TargetSetUnit">TASK_CAS.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_SEAD)">Type <code>TASK_SEAD</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).ClassName">TASK_SEAD.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
<td class="summary">
<p>Instantiates a new TASK_SEAD.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).TargetSetUnit">TASK_SEAD.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -138,10 +308,54 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_BAI)">#TASK_BAI</a></em>
<a id="TASK_BAI" >
<strong>TASK_BAI</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_CAS)">#TASK_CAS</a></em>
<a id="TASK_CAS" >
<strong>TASK_CAS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_SEAD)">#TASK_SEAD</a></em>
<a id="TASK_SEAD" >
<strong>TASK_SEAD</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_A2G)" >Type <code>Task_A2G</code></a></h2>
<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
<h2><a id="#(TASK_A2G)" >Type <code>TASK_A2G</code></a></h2>
<p>The TASK_A2G class</p>
@ -172,13 +386,127 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetRendezVousPointVec2" >
<strong>TASK_A2G:GetRendezVousPointVec2(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map.</p>
</li>
<li>
<p><em>#number:</em>
The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetRendezVousZone" >
<strong>TASK_A2G:GetRendezVousZone(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
The Zone object where the RendezVous is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetTargetPointVec2" >
<strong>TASK_A2G:GetTargetPointVec2(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
The PointVec2 object where the Target is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).GetTargetZone" >
<strong>TASK_A2G:GetTargetZone(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
The Zone object where the Target is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).New" >
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, TaskType, UnitSetTargets, TargetZone, TargetSetUnit, FACUnit)</strong>
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</strong>
</a>
</dt>
<dd>
@ -206,18 +534,20 @@ The name of the Task.</p>
</li>
<li>
<p><code><em>#string TaskType </em></code>:
BAI or CAS</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>: </p>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
@ -227,7 +557,7 @@ BAI or CAS</p>
</li>
<li>
<p><code><em> FACUnit </em></code>: </p>
<p><code><em> TaskType </em></code>: </p>
</li>
</ul>
@ -236,6 +566,419 @@ BAI or CAS</p>
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetRendezVousPointVec2" >
<strong>TASK_A2G:SetRendezVousPointVec2(RendezVousPointVec2, RendezVousRange, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> RendezVousPointVec2 </em></code>:
The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map.</p>
</li>
<li>
<p><code><em>#number RendezVousRange </em></code>:
The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetRendezVousZone" >
<strong>TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> RendezVousZone </em></code>:
The Zone object where the RendezVous is located on the map.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetTargetPointVec2" >
<strong>TASK_A2G:SetTargetPointVec2(TargetPointVec2, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> TargetPointVec2 </em></code>:
The PointVec2 object where the Target is located on the map.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G).SetTargetZone" >
<strong>TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The Zone object where the Target is located on the map.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2G).TargetSetUnit" >
<strong>TASK_A2G.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_BAI)" >Type <code>TASK_BAI</code></a></h2>
<p>The TASK_BAI class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_BAI).ClassName" >
<strong>TASK_BAI.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_BAI).New" >
<strong>TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_BAI.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_BAI)">#TASK_BAI</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_BAI).TargetSetUnit" >
<strong>TASK_BAI.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_CAS)" >Type <code>TASK_CAS</code></a></h2>
<p>The TASK_CAS class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_CAS).ClassName" >
<strong>TASK_CAS.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CAS).New" >
<strong>TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_CAS.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CAS)">#TASK_CAS</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_CAS).TargetSetUnit" >
<strong>TASK_CAS.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_SEAD)" >Type <code>TASK_SEAD</code></a></h2>
<p>The TASK_SEAD class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_SEAD).ClassName" >
<strong>TASK_SEAD.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_SEAD).New" >
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_SEAD.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
</li>
<li>
<p><code><em>#number TargetDistance </em></code>:
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
</li>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
The target zone, if known.
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
</li>
<li>
<p><code><em> TargetSetUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_SEAD)">#TASK_SEAD</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_SEAD).TargetSetUnit" >
<strong>TASK_SEAD.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>

View File

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<div id="content">
<h1>Module <code>Task_A2G_Dispatcher</code></h1>
<p><strong>Tasking</strong> - The TASK<em>A2G</em>DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.</p>
<hr/>
<h1>1) <a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a> class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
<p>The <a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).
The FAC will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
Find a summary below describing for which situation a task type is created:</p>
<ul>
<li><strong>CAS Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.</li>
<li><strong>BAI Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.</li>
<li><strong>SEAD Task</strong>: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.</li>
</ul>
<p>Other task types will follow...</p>
<h2>3.1) TASK<em>A2G</em>DISPATCHER constructor:</h2>
<p>The <a href="##(TASK_A2G_DISPATCHER).New">TASK<em>A2G</em>DISPATCHER.New</a>() method creates a new TASK<em>A2G</em>DISPATCHER instance.</p>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2017-03-09: Initial class and API.</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Contributions:</h3>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Concept, Design &amp; Programming.</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_DISPATCHER">TASK_A2G_DISPATCHER</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_A2G_DISPATCHER)">Type <code>TASK_A2G_DISPATCHER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).ClassName">TASK_A2G_DISPATCHER.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).CommandCenter">TASK_A2G_DISPATCHER.CommandCenter</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).Detection">TASK_A2G_DISPATCHER.Detection</a></td>
<td class="summary">
<p>The DETECTION_BASE object that is used to report the detected objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).EvaluateBAI">TASK_A2G_DISPATCHER:EvaluateBAI(DetectedArea, FriendlyCoalition)</a></td>
<td class="summary">
<p>Creates a BAI task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).EvaluateCAS">TASK_A2G_DISPATCHER:EvaluateCAS(DetectedArea)</a></td>
<td class="summary">
<p>Creates a CAS task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).EvaluateRemoveTask">TASK_A2G_DISPATCHER:EvaluateRemoveTask(Mission, Task, DetectedItem)</a></td>
<td class="summary">
<p>Evaluates the removal of the Task from the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).EvaluateSEAD">TASK_A2G_DISPATCHER:EvaluateSEAD(DetectedItem)</a></td>
<td class="summary">
<p>Creates a SEAD task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).Mission">TASK_A2G_DISPATCHER.Mission</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).New">TASK_A2G_DISPATCHER:New(SetGroup, Detection, Mission, CommandCenter)</a></td>
<td class="summary">
<p>TASK<em>A2G</em>DISPATCHER constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).ProcessDetected">TASK_A2G_DISPATCHER:ProcessDetected(Detection)</a></td>
<td class="summary">
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).SetGroup">TASK_A2G_DISPATCHER.SetGroup</a></td>
<td class="summary">
<p>The groups to which the FAC will report to.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_A2G_DISPATCHER)">#TASK_A2G_DISPATCHER</a></em>
<a id="TASK_A2G_DISPATCHER" >
<strong>TASK_A2G_DISPATCHER</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_A2G_Dispatcher)" >Type <code>Task_A2G_Dispatcher</code></a></h2>
<h2><a id="#(TASK_A2G_DISPATCHER)" >Type <code>TASK_A2G_DISPATCHER</code></a></h2>
<p>TASK<em>A2G</em>DISPATCHER class.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_A2G_DISPATCHER).ClassName" >
<strong>TASK_A2G_DISPATCHER.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a></em>
<a id="#(TASK_A2G_DISPATCHER).CommandCenter" >
<strong>TASK_A2G_DISPATCHER.CommandCenter</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a></em>
<a id="#(TASK_A2G_DISPATCHER).Detection" >
<strong>TASK_A2G_DISPATCHER.Detection</strong>
</a>
</dt>
<dd>
<p>The DETECTION_BASE object that is used to report the detected objects.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).EvaluateBAI" >
<strong>TASK_A2G_DISPATCHER:EvaluateBAI(DetectedArea, FriendlyCoalition)</strong>
</a>
</dt>
<dd>
<p>Creates a BAI task when there are targets for it.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedArea)">Functional.Detection#DETECTION_AREAS.DetectedArea</a> DetectedArea </em></code>: </p>
</li>
<li>
<p><code><em> FriendlyCoalition </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).EvaluateCAS" >
<strong>TASK_A2G_DISPATCHER:EvaluateCAS(DetectedArea)</strong>
</a>
</dt>
<dd>
<p>Creates a CAS task when there are targets for it.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedArea)">Functional.Detection#DETECTION_AREAS.DetectedArea</a> DetectedArea </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).EvaluateRemoveTask" >
<strong>TASK_A2G_DISPATCHER:EvaluateRemoveTask(Mission, Task, DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Evaluates the removal of the Task from the Mission.</p>
<p>Can only occur when the DetectedArea is Changed AND the state of the Task is "Planned".</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
</li>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedItem)">Functional.Detection#DETECTION_AREAS.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).EvaluateSEAD" >
<strong>TASK_A2G_DISPATCHER:EvaluateSEAD(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Creates a SEAD task when there are targets for it.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_AREAS.DetectedItem)">Functional.Detection#DETECTION_AREAS.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
TargetSetUnit: The target set of units.</p>
</li>
<li>
<p><em>#nil:</em>
If there are no targets to be set.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a></em>
<a id="#(TASK_A2G_DISPATCHER).Mission" >
<strong>TASK_A2G_DISPATCHER.Mission</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).New" >
<strong>TASK_A2G_DISPATCHER:New(SetGroup, Detection, Mission, CommandCenter)</strong>
</a>
</dt>
<dd>
<p>TASK<em>A2G</em>DISPATCHER constructor.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>: </p>
</li>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>: </p>
</li>
<li>
<p><code><em> Mission </em></code>: </p>
</li>
<li>
<p><code><em> CommandCenter </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2G_DISPATCHER).ProcessDetected" >
<strong>TASK_A2G_DISPATCHER:ProcessDetected(Detection)</strong>
</a>
</dt>
<dd>
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a> derived object.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return true if you want the task assigning to continue... false will cancel the loop.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a></em>
<a id="#(TASK_A2G_DISPATCHER).SetGroup" >
<strong>TASK_A2G_DISPATCHER.SetGroup</strong>
</a>
</dt>
<dd>
<p>The groups to which the FAC will report to.</p>
</dd>
</dl>
</div>
</div>
</body>
</html>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li>Task_PICKUP</li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li>Unit</li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li>Utils</li>
<li><a href="Zone.html">Zone</a></li>

View File

@ -50,6 +50,7 @@
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="Scenery.html">Scenery</a></li>
<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
@ -60,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li>Zone</li>
@ -71,18 +72,14 @@
<div id="content">
<h1>Module <code>Zone</code></h1>
<<<<<<< HEAD
<p>This module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
=======
<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
<p><img src="..\Presentations\ZONE\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
>>>>>>> refs/remotes/origin/master
<p>There are essentially two core functions that zones accomodate:</p>
<ul>
@ -115,22 +112,23 @@
<hr/>
<h1>1) <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
<h3>1.1) Each zone has a name:</h3>
<h2>1.1) Each zone has a name:</h2>
<ul>
<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
</ul>
<h3>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h3>
<h2>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
<ul>
<li><a href="##(ZONE_BASE).IsPointVec2InZone">ZONE_BASE.IsPointVec2InZone</a>(): Returns if a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> is within the zone.</li>
<li><a href="##(ZONE_BASE).IsPointVec3InZone">ZONE_BASE.IsPointVec3InZone</a>(): Returns if a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> is within the zone.</li>
<li><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE.IsVec2InZone</a>(): Returns if a Vec2 is within the zone.</li>
<li><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE.IsVec3InZone</a>(): Returns if a Vec3 is within the zone.</li>
</ul>
<h3>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h3>
<h2>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h2>
<ul>
<li><a href="##(ZONE_BASE).SetRandomizeProbability">ZONE_BASE.SetRandomizeProbability</a>(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
@ -138,20 +136,20 @@
<li><a href="##(ZONE_BASE).GetZoneMaybe">ZONE_BASE.GetZoneMaybe</a>(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.</li>
</ul>
<h3>1.4) A zone manages Vectors:</h3>
<h2>1.4) A zone manages Vectors:</h2>
<ul>
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
</ul>
<h3>1.5) A zone has a bounding square:</h3>
<h2>1.5) A zone has a bounding square:</h2>
<ul>
<li><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE.GetBoundingSquare</a>(): Get the outer most bounding square of the zone.</li>
</ul>
<h3>1.6) A zone can be marked:</h3>
<h2>1.6) A zone can be marked:</h2>
<ul>
<li><a href="##(ZONE_BASE).SmokeZone">ZONE_BASE.SmokeZone</a>(): Smokes the zone boundaries in a color.</li>
@ -161,58 +159,85 @@
<hr/>
<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>
<p>The ZONE<em>RADIUS class defined by a zone name, a location and a radius.
This class implements the inherited functions from Core.Zone#ZONE</em>BASE taking into account the own zone format and properties.</p>
<h3>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor:</h3>
<h2>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor</h2>
<ul>
<li><a href="##(ZONE_BASE).New">ZONE_BASE.New</a>(): Constructor.</li>
<li><a href="##(ZONE_RADIUS).New">ZONE_RADIUS.New</a>(): Constructor.</li>
</ul>
<h3>2.2) Manage the radius of the zone:</h3>
<h2>2.2) Manage the radius of the zone</h2>
<ul>
<li><a href="##(ZONE_BASE).SetRadius">ZONE_BASE.SetRadius</a>(): Sets the radius of the zone.</li>
<li><a href="##(ZONE_BASE).GetRadius">ZONE_BASE.GetRadius</a>(): Returns the radius of the zone.</li>
<li><a href="##(ZONE_RADIUS).SetRadius">ZONE_RADIUS.SetRadius</a>(): Sets the radius of the zone.</li>
<li><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS.GetRadius</a>(): Returns the radius of the zone.</li>
</ul>
<h3>2.3) Manage the location of the zone:</h3>
<h2>2.3) Manage the location of the zone</h2>
<ul>
<li><a href="##(ZONE_BASE).SetVec2">ZONE_BASE.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
<li><a href="##(ZONE_BASE).GetVec3">ZONE_BASE.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
<li><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
<li><a href="##(ZONE_RADIUS).GetVec2">ZONE_RADIUS.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
<li><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
</ul>
<h2>2.4) Zone point randomization</h2>
<p>Various functions exist to find random points within the zone.</p>
<ul>
<li><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
<li><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS.GetRandomPointVec2</a>(): Gets a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point in the zone.</li>
<li><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS.GetRandomPointVec3</a>(): Gets a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point in the zone. Note that the height of the point is at landheight.</li>
</ul>
<hr/>
<h1>3) <a href="Zone.html##(ZONE)">Zone#ZONE</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.
This class implements the inherited functions from {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.</p>
<hr/>
<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>
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
<hr/>
<h1>5) <a href="Zone.html##(ZONE_GROUP)">Zone#ZONE_GROUP</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius. The current leader of the group defines the center of the zone.
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
<hr/>
<h1>6) <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.
This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
<h2>6.1) Zone point randomization</h2>
<p>Various functions exist to find random points within the zone.</p>
<ul>
<li><a href="##(ZONE_POLYGON_BASE).GetRandomVec2">ZONE<em>POLYGON</em>BASE.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec2">ZONE<em>POLYGON</em>BASE.GetRandomPointVec2</a>(): Return a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point within the zone.</li>
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec3">ZONE<em>POLYGON</em>BASE.GetRandomPointVec3</a>(): Return a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point at landheight within the zone.</li>
</ul>
<hr/>
<h1>7) <a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a> class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
<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.
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
@ -229,6 +254,21 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<p>Hereby the change log:</p>
<p>2017-02-28: ZONE_BASE:<strong>IsVec2InZone()</strong> replaces ZONE_BASE:<em>IsPointVec2InZone()</em>. <br/>
2017-02-28: ZONE_BASE:<strong>IsVec3InZone()</strong> replaces ZONE_BASE:<em>IsPointVec3InZone()</em>. <br/>
2017-02-28: ZONE_RADIUS:<strong>IsVec2InZone()</strong> replaces ZONE_RADIUS:<em>IsPointVec2InZone()</em>. <br/>
2017-02-28: ZONE_RADIUS:<strong>IsVec3InZone()</strong> replaces ZONE_RADIUS:<em>IsPointVec3InZone()</em>. <br/>
2017-02-28: ZONE_POLYGON:<strong>IsVec2InZone()</strong> replaces ZONE_POLYGON:<em>IsPointVec2InZone()</em>. <br/>
2017-02-28: ZONE_POLYGON:<strong>IsVec3InZone()</strong> replaces ZONE_POLYGON:<em>IsPointVec3InZone()</em>. </p>
<p>2017-02-18: ZONE_POLYGON_BASE:<strong>GetRandomPointVec2()</strong> added.</p>
<p>2017-02-18: ZONE_POLYGON_BASE:<strong>GetRandomPointVec3()</strong> added.</p>
<p>2017-02-18: ZONE_RADIUS:<strong>GetRandomPointVec3( inner, outer )</strong> added.</p>
<p>2017-02-18: ZONE_RADIUS:<strong>GetRandomPointVec2( inner, outer )</strong> added.</p>
<p>2016-08-15: ZONE_BASE:<strong>GetName()</strong> added.</p>
<p>2016-08-15: ZONE_BASE:<strong>SetZoneProbability( ZoneProbability )</strong> added.</p>
@ -337,6 +377,18 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetPointVec3">ZONE_BASE:GetPointVec3(Height)</a></td>
<td class="summary">
<p>Returns a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> of the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetRandomPointVec2">ZONE_BASE:GetRandomPointVec2()</a></td>
<td class="summary">
<p>Define a random <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetRandomPointVec3">ZONE_BASE:GetRandomPointVec3()</a></td>
<td class="summary">
<p>Define a random <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> within the zone.</p>
</td>
</tr>
<tr>
@ -370,13 +422,13 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsPointVec2InZone">ZONE_BASE:IsPointVec2InZone(Vec2)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE:IsVec2InZone(Vec2)</a></td>
<td class="summary">
<p>Returns if a location is within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsPointVec3InZone">ZONE_BASE:IsPointVec3InZone(Vec3)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE:IsVec3InZone(Vec3)</a></td>
<td class="summary">
<p>Returns if a point is within the zone.</p>
</td>
@ -494,7 +546,7 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<h2><a id="#(ZONE_POLYGON_BASE)">Type <code>ZONE_POLYGON_BASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).BoundZone">ZONE_POLYGON_BASE:BoundZone()</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).BoundZone">ZONE_POLYGON_BASE:BoundZone(UnBound)</a></td>
<td class="summary">
<p>Smokes the zone boundaries in a color.</p>
</td>
@ -515,6 +567,18 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetBoundingSquare">ZONE_POLYGON_BASE:GetBoundingSquare()</a></td>
<td class="summary">
<p>Get the bounding square the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec2">ZONE_POLYGON_BASE:GetRandomPointVec2()</a></td>
<td class="summary">
<p>Return a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point at landheight within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec3">ZONE_POLYGON_BASE:GetRandomPointVec3()</a></td>
<td class="summary">
<p>Return a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point at landheight within the zone.</p>
</td>
</tr>
<tr>
@ -524,7 +588,7 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).IsPointVec2InZone">ZONE_POLYGON_BASE:IsPointVec2InZone(Vec2)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).IsVec2InZone">ZONE_POLYGON_BASE:IsVec2InZone(Vec2)</a></td>
<td class="summary">
<p>Returns if a location is within the zone.</p>
</td>
@ -552,7 +616,7 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<h2><a id="#(ZONE_RADIUS)">Type <code>ZONE_RADIUS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).BoundZone">ZONE_RADIUS:BoundZone(Points)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).BoundZone">ZONE_RADIUS:BoundZone(Points, UnBound, CountryID)</a></td>
<td class="summary">
<p>Bounds the zone with tires.</p>
</td>
@ -573,12 +637,24 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS:GetRadius()</a></td>
<td class="summary">
<p>Returns the radius of the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS:GetRandomPointVec2(inner, outer)</a></td>
<td class="summary">
<p>Returns a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object reflecting a random 2D location within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS:GetRandomPointVec3(inner, outer)</a></td>
<td class="summary">
<p>Returns a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object reflecting a random 3D location within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS:GetRandomVec2(inner, outer)</a></td>
<td class="summary">
<p>Returns a random location within the zone.</p>
<p>Returns a random Vec2 location within the zone.</p>
</td>
</tr>
<tr>
@ -594,13 +670,13 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).IsPointVec2InZone">ZONE_RADIUS:IsPointVec2InZone(Vec2)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).IsVec2InZone">ZONE_RADIUS:IsVec2InZone(Vec2)</a></td>
<td class="summary">
<p>Returns if a location is within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).IsPointVec3InZone">ZONE_RADIUS:IsPointVec3InZone(Vec3)</a></td>
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).IsVec3InZone">ZONE_RADIUS:IsVec3InZone(Vec3)</a></td>
<td class="summary">
<p>Returns if a point is within the zone.</p>
</td>
@ -965,6 +1041,42 @@ The PointVec3 of the zone.</p>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).GetRandomPointVec2" >
<strong>ZONE_BASE:GetRandomPointVec2()</strong>
</a>
</dt>
<dd>
<p>Define a random <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> within the zone.</p>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
The PointVec2 coordinates.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).GetRandomPointVec3" >
<strong>ZONE_BASE:GetRandomPointVec3()</strong>
</a>
</dt>
<dd>
<p>Define a random <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> within the zone.</p>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a>:</em>
The PointVec3 coordinates.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).GetRandomVec2" >
<strong>ZONE_BASE:GetRandomVec2()</strong>
</a>
@ -1074,8 +1186,8 @@ A value between 0 and 1. 0 = 0% and 1 = 100% probability.</p>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).IsPointVec2InZone" >
<strong>ZONE_BASE:IsPointVec2InZone(Vec2)</strong>
<a id="#(ZONE_BASE).IsVec2InZone" >
<strong>ZONE_BASE:IsVec2InZone(Vec2)</strong>
</a>
</dt>
<dd>
@ -1101,8 +1213,8 @@ true if the location is within the zone.</p>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).IsPointVec3InZone" >
<strong>ZONE_BASE:IsPointVec3InZone(Vec3)</strong>
<a id="#(ZONE_BASE).IsVec3InZone" >
<strong>ZONE_BASE:IsVec3InZone(Vec3)</strong>
</a>
</dt>
<dd>
@ -1461,13 +1573,22 @@ self</p>
<dt>
<a id="#(ZONE_POLYGON_BASE).BoundZone" >
<strong>ZONE_POLYGON_BASE:BoundZone()</strong>
<strong>ZONE_POLYGON_BASE:BoundZone(UnBound)</strong>
</a>
</dt>
<dd>
<p>Smokes the zone boundaries in a color.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean UnBound </em></code>:
If true, the tyres will be destroyed.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(ZONE_POLYGON_BASE)">#ZONE<em>POLYGON</em>BASE</a>:</em>
@ -1528,6 +1649,42 @@ The bounding square.</p>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).GetRandomPointVec2" >
<strong>ZONE_POLYGON_BASE:GetRandomPointVec2()</strong>
</a>
</dt>
<dd>
<p>Return a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point at landheight within the zone.</p>
<h3>Return value</h3>
<p><a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).GetRandomPointVec3" >
<strong>ZONE_POLYGON_BASE:GetRandomPointVec3()</strong>
</a>
</dt>
<dd>
<p>Return a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point at landheight within the zone.</p>
<h3>Return value</h3>
<p><a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).GetRandomVec2" >
<strong>ZONE_POLYGON_BASE:GetRandomVec2()</strong>
</a>
@ -1546,8 +1703,8 @@ The Vec2 coordinate.</p>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).IsPointVec2InZone" >
<strong>ZONE_POLYGON_BASE:IsPointVec2InZone(Vec2)</strong>
<a id="#(ZONE_POLYGON_BASE).IsVec2InZone" >
<strong>ZONE_POLYGON_BASE:IsVec2InZone(Vec2)</strong>
</a>
</dt>
<dd>
@ -1667,20 +1824,31 @@ self</p>
<dt>
<a id="#(ZONE_RADIUS).BoundZone" >
<strong>ZONE_RADIUS:BoundZone(Points)</strong>
<strong>ZONE_RADIUS:BoundZone(Points, UnBound, CountryID)</strong>
</a>
</dt>
<dd>
<p>Bounds the zone with tires.</p>
<h3>Parameter</h3>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number Points </em></code>:
(optional) The amount of points in the circle.</p>
</li>
<li>
<p><code><em>#boolean UnBound </em></code>:
If true the tyres will be destroyed.</p>
</li>
<li>
<p><code><em> CountryID </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
@ -1764,26 +1932,92 @@ The radius of the zone.</p>
<dl class="function">
<dt>
<a id="#(ZONE_RADIUS).GetRandomVec2" >
<strong>ZONE_RADIUS:GetRandomVec2(inner, outer)</strong>
<a id="#(ZONE_RADIUS).GetRandomPointVec2" >
<strong>ZONE_RADIUS:GetRandomPointVec2(inner, outer)</strong>
</a>
</dt>
<dd>
<p>Returns a random location within the zone.</p>
<p>Returns a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object reflecting a random 2D location within the zone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number inner </em></code>:
minimal distance from the center of the zone</p>
(optional) Minimal distance from the center of the zone. Default is 0.</p>
</li>
<li>
<p><code><em>#number outer </em></code>:
minimal distance from the outer edge of the zone</p>
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object reflecting the random 3D location within the zone.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_RADIUS).GetRandomPointVec3" >
<strong>ZONE_RADIUS:GetRandomPointVec3(inner, outer)</strong>
</a>
</dt>
<dd>
<p>Returns a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object reflecting a random 3D location within the zone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number inner </em></code>:
(optional) Minimal distance from the center of the zone. Default is 0.</p>
</li>
<li>
<p><code><em>#number outer </em></code>:
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a>:</em>
The <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object reflecting the random 3D location within the zone.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_RADIUS).GetRandomVec2" >
<strong>ZONE_RADIUS:GetRandomVec2(inner, outer)</strong>
</a>
</dt>
<dd>
<p>Returns a random Vec2 location within the zone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number inner </em></code>:
(optional) Minimal distance from the center of the zone. Default is 0.</p>
</li>
<li>
<p><code><em>#number outer </em></code>:
(optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.</p>
</li>
</ul>
@ -1842,8 +2076,8 @@ The point of the zone.</p>
<dl class="function">
<dt>
<a id="#(ZONE_RADIUS).IsPointVec2InZone" >
<strong>ZONE_RADIUS:IsPointVec2InZone(Vec2)</strong>
<a id="#(ZONE_RADIUS).IsVec2InZone" >
<strong>ZONE_RADIUS:IsVec2InZone(Vec2)</strong>
</a>
</dt>
<dd>
@ -1869,8 +2103,8 @@ true if the location is within the zone.</p>
<dl class="function">
<dt>
<a id="#(ZONE_RADIUS).IsPointVec3InZone" >
<strong>ZONE_RADIUS:IsPointVec3InZone(Vec3)</strong>
<a id="#(ZONE_RADIUS).IsVec3InZone" >
<strong>ZONE_RADIUS:IsVec3InZone(Vec3)</strong>
</a>
</dt>
<dd>

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@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@ -335,7 +335,7 @@ are design patterns allowing efficient (long-lasting) processes and workflows.</
<tr>
<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
<td class="summary">
<p>This module contains the SCHEDULER class.</p>
<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
</td>
</tr>
<tr>
@ -402,19 +402,19 @@ and creates a CSV file logging the scoring events and results for use at team or
<tr>
<td class="name" nowrap="nowrap"><a href="Task_A2G.html">Task_A2G</a></td>
<td class="summary">
<p>(AI) (SP) (MP) Tasking for Air to Ground Processes.</p>
<p>This module contains the TASK_A2G classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></td>
<td class="summary">
<p><strong>Tasking</strong> - The TASK<em>A2G</em>DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_PICKUP.html">Task_PICKUP</a></td>
<td class="summary">
<p>This module contains the TASK_PICKUP classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_SEAD.html">Task_SEAD</a></td>
<td class="summary">
<p>This module contains the TASK_SEAD classes.</p>
</td>
</tr>
<tr>

View File

@ -61,8 +61,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>

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