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Documentation improvements.
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@ -567,13 +567,26 @@ do -- AI_A2A_DISPATCHER
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}
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--- AI_A2A_DISPATCHER constructor.
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-- This is defining the A2A DISPATCHER for one coaliton.
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-- The Dispatcher works with a @{Functional#Detection} object that is taking of the detection of targets using the EWR units.
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-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
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-- @return #AI_A2A_DISPATCHER self
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-- @usage
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--
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-- -- Set a new AI A2A Dispatcher object, based on an EWR network with a 6 km grouping radius.
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-- -- Setup the Detection, using DETECTION_AREAS.
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-- -- First define the SET of GROUPs that are defining the EWR network.
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-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
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-- DetectionSetGroup = SET_GROUP:New()
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-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
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-- DetectionSetGroup:FilterStart()
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--
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-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
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-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) --
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--
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function AI_A2A_DISPATCHER:New( Detection )
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@ -795,11 +808,14 @@ do -- AI_A2A_DISPATCHER
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-- @return #AI_A2A_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) --
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--
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-- -- Set 100km as the radius to ground control intercept detected targets from the nearest airbase.
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-- Dispatcher:SetGciRadius( 100000 )
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-- A2ADispatcher:SetGciRadius( 100000 )
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--
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-- -- Set 200km as the radius to ground control intercept.
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-- Dispatcher:SetGciRadius() -- 200000 is the default value.
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-- A2ADispatcher:SetGciRadius() -- 200000 is the default value.
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--
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function AI_A2A_DISPATCHER:SetGciRadius( GciRadius )
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@ -820,16 +836,19 @@ do -- AI_A2A_DISPATCHER
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-- @return #AI_A2A_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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--
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-- -- Set one ZONE_POLYGON object as the border for the A2A dispatcher.
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-- local BorderZone = ZONE_POLYGON( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- The GROUP object is a late activate helicopter unit.
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-- Dispatcher:SetBorderZone( BorderZone )
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-- A2ADispatcher:SetBorderZone( BorderZone )
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--
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-- or
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-- or
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--
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-- -- Set two ZONE_POLYGON objects as the border for the A2A dispatcher.
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-- local BorderZone1 = ZONE_POLYGON( "CCCP Border1", GROUP:FindByName( "CCCP Border1" ) ) -- The GROUP object is a late activate helicopter unit.
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-- local BorderZone2 = ZONE_POLYGON( "CCCP Border2", GROUP:FindByName( "CCCP Border2" ) ) -- The GROUP object is a late activate helicopter unit.
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-- Dispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
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-- A2ADispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
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--
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--
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function AI_A2A_DISPATCHER:SetBorderZone( BorderZone )
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@ -849,6 +868,14 @@ do -- AI_A2A_DISPATCHER
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-- @param #AI_A2A_DISPATCHER self
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-- @param #boolean TacticalDisplay Provide a value of **true** to display every 30 seconds a tactical overview.
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-- @return #AI_A2A_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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--
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-- -- Now Setup the Tactical Display for debug mode.
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-- A2ADispatcher:SetTacticalDisplay( true )
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--
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function AI_A2A_DISPATCHER:SetTacticalDisplay( TacticalDisplay )
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self.TacticalDisplay = TacticalDisplay
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@ -967,8 +994,72 @@ do -- AI_A2A_DISPATCHER
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end
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---
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--- This is the main method to define Squadrons programmatically.
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-- Squadrons:
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--
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-- * Have a **name or key** that is the identifier or key of the squadron.
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-- * Have **specific plane types** defined by **templates**.
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-- * Are **located at one specific airbase**. Multiple squadrons can be located at one airbase through.
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-- * Have a limited set of **resources**.
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--
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-- The name of the squadron given acts as the **squadron key** in the AI\_A2A\_DISPATCHER:Squadron...() methods.
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--
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-- Additionally, squadrons have specific configuration options to:
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--
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-- * Control how new aircraft are **taking off** from the airfield (in the air, cold, hot, at the runway).
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-- * Control how returning aircraft are **landing** at the airfield (in the air near the airbase, after landing, after engine shutdown).
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-- * Control the **grouping** of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped.
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-- * Control the **overhead** or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned.
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--
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-- For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft.
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--
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-- @param #AI_A2A_DISPATCHER self
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--
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-- @param #string SquadronName A string (text) that defines the squadron identifier or the key of the Squadron.
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-- It can be any name, for example `"104th Squadron"` or `"SQ SQUADRON1"`, whatever.
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-- As long as you remember that this name becomes the identifier of your squadron you have defined.
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-- You need to use this name in other methods too!
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--
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-- @param #string AirbaseName The airbase name where you want to have the squadron located.
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-- You need to specify here EXACTLY the name of the airbase as you see it in the mission editor.
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-- Examples are `"Batumi"` or `"Tbilisi-Lochini"`.
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-- EXACTLY the airbase name, between quotes `""`.
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-- To ease the airbase naming when using the LDT editor and IntelliSense, the @{Airbase#AIRBASE} class contains enumerations of the airbases of each map.
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-- * Caucasus: @{Airbase#AIRBASE.Caucaus}
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-- * Nevada or NTTR: @{Airbase#AIRBASE.Nevada}
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-- * Normandy: @{Airbase#AIRBASE.Normandy}
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--
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-- @param #string SpawnTemplates A string or an array of strings specifying the **prefix names of the templates** (not going to explain what is templates here again).
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-- Examples are `{ "104th", "105th" }` or `"104th"` or `"Template 1"` or `"BLUE PLANES"`.
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-- Just remember that your template (groups late activated) need to start with the prefix you have specified in your code.
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-- If you have only one prefix name for a squadron, you don't need to use the `{ }`, otherwise you need to use the brackets.
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--
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-- @param #number Resources A number that specifies how many resources are in stock of the squadron. It is still a bit buggy, this part. Just make this a large number for the moment. This will be fine tuned later.
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--
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-- @usage
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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--
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-- @usage
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--
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-- -- This will create squadron "Squadron1" at "Batumi" airbase, and will use plane types "SQ1" and has 40 planes in stock...
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-- A2ADispatcher:SetSquadron( "Squadron1", "Batumi", "SQ1", 40 )
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--
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-- @usage
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--
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-- -- This will create squadron "Sq 1" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" and has 20 planes in stock...
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-- -- Note that in this implementation, the A2A dispatcher will select a random plane when a new plane (group) needs to be spawned for defenses.
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-- -- Note the usage of the {} for the airplane templates list.
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-- A2ADispatcher:SetSquadron( "Sq 1", "Batumi", { "Mig-29", "Su-27" }, 40 )
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--
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-- @usage
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--
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-- -- This will create 2 squadrons "104th" and "23th" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" respectively and each squadron has 10 planes in stock...
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-- -- Note that in this implementation, the A2A dispatcher will select a random plane when a new plane (group) needs to be spawned for defenses.
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-- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29", 40 )
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-- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27", 40 )
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--
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-- @return #AI_A2A_DISPATCHER
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function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, SpawnTemplates, Resources )
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@ -461,7 +461,7 @@
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).SetSquadron">AI_A2A_DISPATCHER:SetSquadron(SquadronName, AirbaseName, SpawnTemplates, Resources)</a></td>
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<td class="summary">
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<p>This is the main method to define Squadrons programmatically.</p>
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</td>
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</tr>
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<tr>
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@ -2241,6 +2241,11 @@ Takeoff From the airbase hot, from the airbase cold, in the air, from the runway
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<p>AI<em>A2A</em>DISPATCHER constructor.</p>
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<p>This is defining the A2A DISPATCHER for one coaliton.
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The Dispatcher works with a <a href="Functional.html##(Detection)">Functional#Detection</a> object that is taking of the detection of targets using the EWR units.
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The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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@ -2257,8 +2262,18 @@ self</p>
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<h3>Usage:</h3>
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<pre class="example"><code>
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-- Set a new AI A2A Dispatcher object, based on an EWR network with a 6 km grouping radius.
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-- Setup the Detection, using DETECTION_AREAS.
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-- First define the SET of GROUPs that are defining the EWR network.
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-- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
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DetectionSetGroup = SET_GROUP:New()
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DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
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DetectionSetGroup:FilterStart()
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-- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
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Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
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-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) --
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</code></pre>
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</dd>
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@ -2694,16 +2709,19 @@ An object derived from ZONE<em>BASE, or a list of objects derived from ZONE</em>
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<h3>Usage:</h3>
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<pre class="example"><code>
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-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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-- Set one ZONE_POLYGON object as the border for the A2A dispatcher.
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local BorderZone = ZONE_POLYGON( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- The GROUP object is a late activate helicopter unit.
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Dispatcher:SetBorderZone( BorderZone )
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A2ADispatcher:SetBorderZone( BorderZone )
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or
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or
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-- Set two ZONE_POLYGON objects as the border for the A2A dispatcher.
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local BorderZone1 = ZONE_POLYGON( "CCCP Border1", GROUP:FindByName( "CCCP Border1" ) ) -- The GROUP object is a late activate helicopter unit.
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local BorderZone2 = ZONE_POLYGON( "CCCP Border2", GROUP:FindByName( "CCCP Border2" ) ) -- The GROUP object is a late activate helicopter unit.
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Dispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
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A2ADispatcher:SetBorderZone( { BorderZone1, BorderZone2 } )
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</code></pre>
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@ -2859,11 +2877,14 @@ If too large, intercept missions may be triggered when the detected target is to
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<h3>Usage:</h3>
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<pre class="example"><code>
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-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) --
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-- Set 100km as the radius to ground control intercept detected targets from the nearest airbase.
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Dispatcher:SetGciRadius( 100000 )
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A2ADispatcher:SetGciRadius( 100000 )
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-- Set 200km as the radius to ground control intercept.
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Dispatcher:SetGciRadius() -- 200000 is the default value.
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A2ADispatcher:SetGciRadius() -- 200000 is the default value.
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</code></pre>
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</dd>
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@ -2877,28 +2898,73 @@ If too large, intercept missions may be triggered when the detected target is to
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</dt>
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<dd>
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<p>This is the main method to define Squadrons programmatically.</p>
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<p>Squadrons:</p>
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<ul>
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<li>Have a <strong>name or key</strong> that is the identifier or key of the squadron.</li>
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<li>Have <strong>specific plane types</strong> defined by <strong>templates</strong>.</li>
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<li>Are <strong>located at one specific airbase</strong>. Multiple squadrons can be located at one airbase through.</li>
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<li>Have a limited set of <strong>resources</strong>.</li>
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</ul>
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<p>The name of the squadron given acts as the <strong>squadron key</strong> in the AI_A2A_DISPATCHER:Squadron...() methods.</p>
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<p>Additionally, squadrons have specific configuration options to:</p>
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<ul>
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<li>Control how new aircraft are <strong>taking off</strong> from the airfield (in the air, cold, hot, at the runway).</li>
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<li>Control how returning aircraft are <strong>landing</strong> at the airfield (in the air near the airbase, after landing, after engine shutdown).</li>
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<li>Control the <strong>grouping</strong> of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped.</li>
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<li>Control the <strong>overhead</strong> or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned.</li>
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</ul>
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<p>For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em> SquadronName </em></code>: </p>
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<p><code><em>#string SquadronName </em></code>:
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A string (text) that defines the squadron identifier or the key of the Squadron.
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It can be any name, for example <code>"104th Squadron"</code> or <code>"SQ SQUADRON1"</code>, whatever.
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As long as you remember that this name becomes the identifier of your squadron you have defined.
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You need to use this name in other methods too!</p>
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</li>
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<li>
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<p><code><em> AirbaseName </em></code>: </p>
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<p><code><em>#string AirbaseName </em></code>:
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The airbase name where you want to have the squadron located.
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You need to specify here EXACTLY the name of the airbase as you see it in the mission editor.
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Examples are <code>"Batumi"</code> or <code>"Tbilisi-Lochini"</code>.
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EXACTLY the airbase name, between quotes <code>""</code>.
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To ease the airbase naming when using the LDT editor and IntelliSense, the <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> class contains enumerations of the airbases of each map.
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* Caucasus: <a href="Airbase.html##(AIRBASE).Caucaus">Airbase#AIRBASE.Caucaus</a>
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* Nevada or NTTR: <a href="Airbase.html##(AIRBASE).Nevada">Airbase#AIRBASE.Nevada</a>
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* Normandy: <a href="Airbase.html##(AIRBASE).Normandy">Airbase#AIRBASE.Normandy</a></p>
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</li>
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<li>
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<p><code><em> SpawnTemplates </em></code>: </p>
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<p><code><em>#string SpawnTemplates </em></code>:
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A string or an array of strings specifying the <strong>prefix names of the templates</strong> (not going to explain what is templates here again).
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Examples are <code>{ "104th", "105th" }</code> or <code>"104th"</code> or <code>"Template 1"</code> or <code>"BLUE PLANES"</code>.
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Just remember that your template (groups late activated) need to start with the prefix you have specified in your code.
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If you have only one prefix name for a squadron, you don't need to use the <code>{ }</code>, otherwise you need to use the brackets.</p>
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</li>
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<li>
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<p><code><em> Resources </em></code>: </p>
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<p><code><em>#number Resources </em></code>:
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A number that specifies how many resources are in stock of the squadron. It is still a bit buggy, this part. Just make this a large number for the moment. This will be fine tuned later.</p>
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</li>
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</ul>
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@ -2907,6 +2973,30 @@ If too large, intercept missions may be triggered when the detected target is to
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<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
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<h3>Usages:</h3>
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<ul>
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<li><pre class="example"><code>
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-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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</code></pre></li>
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<li><pre class="example"><code>
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-- This will create squadron "Squadron1" at "Batumi" airbase, and will use plane types "SQ1" and has 40 planes in stock...
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A2ADispatcher:SetSquadron( "Squadron1", "Batumi", "SQ1", 40 )
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</code></pre></li>
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<li><pre class="example"><code>
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-- This will create squadron "Sq 1" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" and has 20 planes in stock...
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-- Note that in this implementation, the A2A dispatcher will select a random plane when a new plane (group) needs to be spawned for defenses.
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-- Note the usage of the {} for the airplane templates list.
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A2ADispatcher:SetSquadron( "Sq 1", "Batumi", { "Mig-29", "Su-27" }, 40 )
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</code></pre></li>
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<li><pre class="example"><code>
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-- This will create 2 squadrons "104th" and "23th" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" respectively and each squadron has 10 planes in stock...
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-- Note that in this implementation, the A2A dispatcher will select a random plane when a new plane (group) needs to be spawned for defenses.
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A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29", 40 )
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A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27", 40 )
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</code></pre></li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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@ -3599,6 +3689,15 @@ Provide a value of <strong>true</strong> to display every 30 seconds a tactical
|
||||
<p><em><a href="##(AI_A2A_DISPATCHER)">#AI<em>A2A</em>DISPATCHER</a>:</em></p>
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>
|
||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||
|
||||
-- Now Setup the Tactical Display for debug mode.
|
||||
A2ADispatcher:SetTacticalDisplay( true )
|
||||
</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -926,6 +926,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -241,12 +241,6 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).TargetSetUnit">ACT_ACCOUNT_DEADS.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ACT_ACCOUNT_DEADS).TaskName">ACT_ACCOUNT_DEADS.TaskName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -746,20 +740,6 @@ Each successful dead will trigger an Account state transition that can be scored
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(ACT_ACCOUNT_DEADS).TaskName" >
|
||||
<strong>ACT_ACCOUNT_DEADS.TaskName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -3417,6 +3417,7 @@ The range till cargo will board.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CARGO_UNIT).CargoCarrier" >
|
||||
<strong>CARGO_UNIT.CargoCarrier</strong>
|
||||
</a>
|
||||
|
||||
@ -256,6 +256,12 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MenuAutoLase">DESIGNATE:MenuAutoLase(AutoLase)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).MenuDesignate">DESIGNATE.MenuDesignate</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -301,7 +307,7 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).New">DESIGNATE:New(CC, Detection, AttackSet)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DESIGNATE).New">DESIGNATE:New(CC, Detection, AttackSet, Mission)</a></td>
|
||||
<td class="summary">
|
||||
<p>DESIGNATE Constructor.</p>
|
||||
</td>
|
||||
@ -960,6 +966,19 @@ function below will use the range 1-7 just in case</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DESIGNATE).MenuDesignate" >
|
||||
<strong>DESIGNATE.MenuDesignate</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1131,7 +1150,7 @@ function below will use the range 1-7 just in case</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(DESIGNATE).New" >
|
||||
<strong>DESIGNATE:New(CC, Detection, AttackSet)</strong>
|
||||
<strong>DESIGNATE:New(CC, Detection, AttackSet, Mission)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1158,6 +1177,12 @@ function below will use the range 1-7 just in case</p>
|
||||
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> AttackSet </em></code>:
|
||||
The Attack collection of GROUP objects to designate and report for.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>:
|
||||
(Optional) The Mission where the menu needs to be attached.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -956,7 +956,7 @@ The different values of Unit.Category can be:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).ItemID">DETECTION_BASE.DetectedItem.ItemID</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE.DetectedItem).ID">DETECTION_BASE.DetectedItem.ID</a></td>
|
||||
<td class="summary">
|
||||
<p>-- The identifier of the detected area.</p>
|
||||
</td>
|
||||
@ -4518,8 +4518,8 @@ The To State string.</p>
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE.DetectedItem).ItemID" >
|
||||
<strong>DETECTION_BASE.DetectedItem.ItemID</strong>
|
||||
<a id="#(DETECTION_BASE.DetectedItem).ID" >
|
||||
<strong>DETECTION_BASE.DetectedItem.ID</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
@ -1598,7 +1598,7 @@ 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>
|
||||
@ -1897,7 +1897,6 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@ -241,6 +241,12 @@ classes are derived from, in order to set commands.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_BASE).MenuRemoveParent">MENU_BASE.MenuRemoveParent</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_BASE).MenuTag">MENU_BASE.MenuTag</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -259,6 +265,12 @@ classes are derived from, in order to set commands.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_BASE).SetRemoveParent">MENU_BASE:SetRemoveParent(RemoveParent)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets a <a href="Menu.html">Menu</a> to remove automatically the parent menu when the menu removed is the last child menu of that parent <a href="Menu.html">Menu</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_BASE).SetTag">MENU_BASE:SetTag(MenuTag)</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets a tag for later selection of menu refresh.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -406,13 +418,13 @@ classes are derived from, in order to set commands.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP).Remove">MENU_GROUP:Remove(MenuTime)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP).Remove">MENU_GROUP:Remove(MenuTime, MenuTag)</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the main menu and sub menus recursively of this MENU_GROUP.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP).RemoveSubMenus">MENU_GROUP:RemoveSubMenus(MenuTime)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP).RemoveSubMenus">MENU_GROUP:RemoveSubMenus(MenuTime, MenuTag, Menutag)</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the sub menus recursively of this MENU_GROUP.</p>
|
||||
</td>
|
||||
@ -464,7 +476,7 @@ classes are derived from, in order to set commands.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP_COMMAND).Remove">MENU_GROUP_COMMAND:Remove(MenuTime)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP_COMMAND).Remove">MENU_GROUP_COMMAND:Remove(MenuTime, MenuTag)</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes a menu structure for a group.</p>
|
||||
</td>
|
||||
@ -896,6 +908,20 @@ The text of the child menu.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(MENU_BASE).MenuTag" >
|
||||
<strong>MENU_BASE.MenuTag</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -979,6 +1005,33 @@ If true, the parent menu is automatically removed when this menu is the last chi
|
||||
<p><em><a href="##(MENU_BASE)">#MENU_BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_BASE).SetTag" >
|
||||
<strong>MENU_BASE:SetTag(MenuTag)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Sets a tag for later selection of menu refresh.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string MenuTag </em></code>:
|
||||
A Tag or Key that will filter only menu items set with this key.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_BASE)">#MENU_BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1534,19 +1587,25 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_GROUP).Remove" >
|
||||
<strong>MENU_GROUP:Remove(MenuTime)</strong>
|
||||
<strong>MENU_GROUP:Remove(MenuTime, MenuTag)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the main menu and sub menus recursively of this MENU_GROUP.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuTime </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuTag </em></code>:
|
||||
A Tag or Key to filter the menus to be refreshed with the Tag set.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
@ -1560,19 +1619,30 @@ self</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_GROUP).RemoveSubMenus" >
|
||||
<strong>MENU_GROUP:RemoveSubMenus(MenuTime)</strong>
|
||||
<strong>MENU_GROUP:RemoveSubMenus(MenuTime, MenuTag, Menutag)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the sub menus recursively of this MENU_GROUP.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuTime </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuTag </em></code>:
|
||||
A Tag or Key to filter the menus to be refreshed with the Tag set.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Menutag </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
@ -1729,19 +1799,25 @@ An argument for the function.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_GROUP_COMMAND).Remove" >
|
||||
<strong>MENU_GROUP_COMMAND:Remove(MenuTime)</strong>
|
||||
<strong>MENU_GROUP_COMMAND:Remove(MenuTime, MenuTag)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes a menu structure for a group.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuTime </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuTag </em></code>:
|
||||
A Tag or Key to filter the menus to be refreshed with the Tag set.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
@ -349,6 +349,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MissionGoals">MISSION:MissionGoals()</a></td>
|
||||
<td class="summary">
|
||||
<p>MissionGoals Trigger for MISSION</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MISSION).MissionGroupMenu">MISSION.MissionGroupMenu</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -1460,6 +1466,19 @@ The status</p>
|
||||
|
||||
<p>MissionGoals Trigger for MISSION</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MISSION).MissionGroupMenu" >
|
||||
<strong>MISSION.MissionGroupMenu</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -2829,6 +2829,7 @@ The y coordinate.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(POINT_VEC2).z" >
|
||||
<strong>POINT_VEC2.z</strong>
|
||||
</a>
|
||||
|
||||
@ -2746,6 +2746,9 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2781,7 +2784,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2798,7 +2801,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
|
||||
@ -396,7 +396,19 @@
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).MenuAssignToGroup">TASK.MenuAssignToGroup(MenuParam)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).MenuAssignToGroup">TASK:MenuAssignToGroup(TaskGroup)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).MenuAssigned">TASK.MenuAssigned</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK).MenuPlanned">TASK.MenuPlanned</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
@ -1795,7 +1807,7 @@ true if Unit is part of the Task.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).MenuAssignToGroup" >
|
||||
<strong>TASK.MenuAssignToGroup(MenuParam)</strong>
|
||||
<strong>TASK:MenuAssignToGroup(TaskGroup)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -1806,10 +1818,36 @@ true if Unit is part of the Task.</p>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> MenuParam </em></code>: </p>
|
||||
<p><code><em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> TaskGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).MenuAssigned" >
|
||||
<strong>TASK.MenuAssigned</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK).MenuPlanned" >
|
||||
<strong>TASK.MenuPlanned</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -222,6 +222,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetCoordinate">TASK_A2G:SetTargetCoordinate(TargetCoordinate, TaskUnit)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetSetUnit">TASK_A2G:SetTargetSetUnit(TargetSetUnit)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -274,6 +280,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).TargetSetUnit">TASK_A2G_BAI.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_BAI).UpdateTaskInfo">TASK_A2G_BAI:UpdateTaskInfo()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -320,6 +332,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).TargetSetUnit">TASK_A2G_CAS.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_CAS).UpdateTaskInfo">TASK_A2G_CAS:UpdateTaskInfo()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -366,6 +384,12 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).TargetSetUnit">TASK_A2G_SEAD.TargetSetUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_SEAD).UpdateTaskInfo">TASK_A2G_SEAD:UpdateTaskInfo()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -809,6 +833,28 @@ The Coordinate object where the Target is located on the map.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).SetTargetSetUnit" >
|
||||
<strong>TASK_A2G:SetTargetSetUnit(TargetSetUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>:
|
||||
The set of targets.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).SetTargetZone" >
|
||||
<strong>TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</strong>
|
||||
</a>
|
||||
@ -1049,6 +1095,19 @@ The score in points.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_BAI).UpdateTaskInfo" >
|
||||
<strong>TASK_A2G_BAI:UpdateTaskInfo()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1289,6 +1348,19 @@ The score in points.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_CAS).UpdateTaskInfo" >
|
||||
<strong>TASK_A2G_CAS:UpdateTaskInfo()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1529,6 +1601,19 @@ The score in points.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G_SEAD).UpdateTaskInfo" >
|
||||
<strong>TASK_A2G_SEAD:UpdateTaskInfo()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -272,11 +272,21 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
<li>
|
||||
|
||||
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
|
||||
<p><em><a href="Core.Set.html##(SET_UNIT)">Core.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">
|
||||
@ -298,11 +308,21 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
<h3>Return values</h3>
|
||||
<ol>
|
||||
<li>
|
||||
|
||||
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
|
||||
<p><em><a href="Core.Set.html##(SET_UNIT)">Core.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">
|
||||
@ -382,7 +402,7 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<ol>
|
||||
<li>
|
||||
|
||||
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
|
||||
<p><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a>:</em>
|
||||
TargetSetUnit: The target set of units.</p>
|
||||
|
||||
</li>
|
||||
|
||||
@ -631,7 +631,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(TASK_CARGO).CargoLimit" >
|
||||
<strong>TASK_CARGO.CargoLimit</strong>
|
||||
</a>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user