From 962a3fa11a5df8dd6e21fdaa8395d3c895467230 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Sat, 2 Apr 2016 08:39:55 +0200 Subject: [PATCH] Remove documentation because it is obscolete. I need to regenerate the documentation with luadocumentor.lua. Working on it ... --- Moose/Base.lua | 4 +- Moose/Escort.lua | 11 +- doc/classes/BASE.html | 216 ----- doc/classes/CARGO.html | 209 ----- doc/classes/CLEANUP.html | 368 --------- doc/classes/CLIENT.html | 486 ----------- doc/classes/DATABASE.html | 392 --------- doc/classes/DEPLOYTASK.html | 162 ---- doc/classes/DESTROYBASETASK.html | 202 ----- doc/classes/DESTROYGROUPSTASK.html | 215 ----- doc/classes/DESTROYRADARSTASK.html | 168 ---- doc/classes/DESTROYUNITTYPESTASK.html | 180 ----- doc/classes/GOHOMETASK.html | 139 ---- doc/classes/GROUP.html | 97 --- doc/classes/MENU.html | 97 --- doc/classes/MESSAGE.html | 393 --------- doc/classes/MISSION.html | 886 -------------------- doc/classes/MOVEMENT.html | 255 ------ doc/classes/NOTASK.html | 158 ---- doc/classes/PICKUPTASK.html | 141 ---- doc/classes/ROUTETASK.html | 178 ---- doc/classes/SEAD.html | 180 ----- doc/classes/SLINGLOADHOOKTASK.html | 150 ---- doc/classes/SLINGLOADUNHOOKTASK.html | 142 ---- doc/classes/SPAWN.html | 1080 ------------------------- doc/classes/STAGE.html | 101 --- doc/classes/TASK.html | 919 --------------------- doc/classes/UNIT.html | 97 --- doc/classes/ZONE.html | 97 --- doc/index.html | 206 ----- doc/ldoc.css | 307 ------- doc/modules/cleanup.html | 307 ------- doc/modules/routines.html | 201 ----- doc/modules/trace.html | 101 --- doc/scripts/eStatHandler.html | 97 --- doc/topics/manual.md.html | 178 ---- ldoc_errors.txt | 21 - 37 files changed, 6 insertions(+), 9135 deletions(-) delete mode 100644 doc/classes/BASE.html delete mode 100644 doc/classes/CARGO.html delete mode 100644 doc/classes/CLEANUP.html delete mode 100644 doc/classes/CLIENT.html delete mode 100644 doc/classes/DATABASE.html delete mode 100644 doc/classes/DEPLOYTASK.html delete mode 100644 doc/classes/DESTROYBASETASK.html delete mode 100644 doc/classes/DESTROYGROUPSTASK.html delete mode 100644 doc/classes/DESTROYRADARSTASK.html delete mode 100644 doc/classes/DESTROYUNITTYPESTASK.html delete mode 100644 doc/classes/GOHOMETASK.html delete mode 100644 doc/classes/GROUP.html delete mode 100644 doc/classes/MENU.html delete mode 100644 doc/classes/MESSAGE.html delete mode 100644 doc/classes/MISSION.html delete mode 100644 doc/classes/MOVEMENT.html delete mode 100644 doc/classes/NOTASK.html delete mode 100644 doc/classes/PICKUPTASK.html delete mode 100644 doc/classes/ROUTETASK.html delete mode 100644 doc/classes/SEAD.html delete mode 100644 doc/classes/SLINGLOADHOOKTASK.html delete mode 100644 doc/classes/SLINGLOADUNHOOKTASK.html delete mode 100644 doc/classes/SPAWN.html delete mode 100644 doc/classes/STAGE.html delete mode 100644 doc/classes/TASK.html delete mode 100644 doc/classes/UNIT.html delete mode 100644 doc/classes/ZONE.html delete mode 100644 doc/index.html delete mode 100644 doc/ldoc.css delete mode 100644 doc/modules/cleanup.html delete mode 100644 doc/modules/routines.html delete mode 100644 doc/modules/trace.html delete mode 100644 doc/scripts/eStatHandler.html delete mode 100644 doc/topics/manual.md.html delete mode 100644 ldoc_errors.txt diff --git a/Moose/Base.lua b/Moose/Base.lua index 2de97f281..6e9a563ee 100644 --- a/Moose/Base.lua +++ b/Moose/Base.lua @@ -92,8 +92,8 @@ function BASE:Inherit( Child, Parent ) end --- This is the worker method to retrieve the Parent class. --- @param BASE Child is the Child class from which the Parent class needs to be retrieved. --- @return Parent +-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved. +-- @return #BASE function BASE:Inherited( Child ) local Parent = getmetatable( Child ) -- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName ) diff --git a/Moose/Escort.lua b/Moose/Escort.lua index 079287c6c..8f80d421a 100644 --- a/Moose/Escort.lua +++ b/Moose/Escort.lua @@ -1,12 +1,9 @@ --- Taking the lead of AI escorting your flight. -- The ESCORT class allows you to interact with escoring AI on your flight and take the lead. --- The following commands will be available: --- --- * Pop-up and Scan Area --- * Re-Join Formation --- * Hold Position in x km --- * Report identified targets --- * Perform tasks per identified target: Report vector to target, paint target, kill target +-- +-- +-- + -- -- @module Escort -- @author FlightControl diff --git a/doc/classes/BASE.html b/doc/classes/BASE.html deleted file mode 100644 index d041d5139..000000000 --- a/doc/classes/BASE.html +++ /dev/null @@ -1,216 +0,0 @@ - - - - - Reference - - - - -
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Class BASE

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BASE The base class for all the classes defined within MOOSE.

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Info:

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    -
  • Author: Flightcontrol
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Methods

- - - - - - - - - - - - - -
BASE:New ()The base constructor.
BASE:Inherit (Child, Parent)This is the worker method to inherit from a parent class.
BASE:Inherited (Child)This is the worker method to retrieve the Parent class.
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Methods

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- - BASE:New () -
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- The base constructor. This is the top top class of all classed defined within the MOOSE. - Any new class needs to be derived from this class for proper inheritance. - - - -

Returns:

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    - - BASE - -
- - - -

Usage:

-
    -
    - function TASK:New()
    - trace.f(self.ClassName)
    -
    -     local self = BASE:Inherit( self, BASE:New() )
    -
    -     -- assign Task default values during construction
    -     self.TaskBriefing = "Task: No Task."
    -     self.Time = timer.getTime()
    -     self.ExecuteStage = _TransportExecuteStage.NONE
    -
    -     return self
    - end
    -
- -
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- - BASE:Inherit (Child, Parent) -
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- This is the worker method to inherit from a parent class. - - -

Parameters:

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  • Parent - is the Parent class that the Child inherits from. -
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Returns:

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    - - Child -
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- This is the worker method to retrieve the Parent class. - - -

Parameters:

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Returns:

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Class CARGO

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CARGO Classes

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CARGO.CARGOSClients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
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Fields

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self.CargoGroupNameReSpawn the Cargo from the CargoHost
self.CargoGroupNameReSpawn the Cargo in the CargoZone without a host ...
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Methods

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CARGO:New (CargoType, CargoName, CargoWeight)Add Cargo to the mission...
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Tables

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- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". - These clients are defined within the Mission Orchestration Framework (MOF) - - - - - - - -
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Fields

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- ReSpawn the Cargo from the CargoHost - - - - - - - -
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- ReSpawn the Cargo in the CargoZone without a host ... - - - - - - - -
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Methods

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- - CARGO:New (CargoType, CargoName, CargoWeight) -
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- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class... - - -

Parameters:

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  • CargoType - -
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  • CargoName - -
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  • CargoWeight - -
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Class CLEANUP

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CLEANUP Classes

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Info:

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Methods

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CLEANUP:New (ZoneNames, TimeInterval)Creates the main object which is handling the cleaning of the debris within the given Zone Names.
CLEANUP:_DestroyGroup (GroupObject, CleanUpGroupName)Destroys a group from the simulator, but checks first if it is still existing!
CLEANUP:_DestroyUnit (CleanUpUnit, CleanUpUnitName)Destroys a unit from the simulator, but checks first if it is still existing!
CLEANUP:_DestroyMissile (MissileObject)Destroys a missile from the simulator, but checks first if it is still existing!
CLEANUP:_EventCrash (event)Detects if an SA site was shot with an anti radiation missile.
CLEANUP:_EventShot (event)Detects if an SA site was shot with an anti radiation missile.
CLEANUP:_EventHitCleanUp (event)Detects if the Unit has an S_EVENT_HIT within the given ZoneNames.
CLEANUP:_EventAddForCleanUp (event)Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames.
CLEANUP:_Scheduler ()At the defined time interval, CleanUp the Groups within the CleanUpList.
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Methods

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- - CLEANUP:New (ZoneNames, TimeInterval) -
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- Creates the main object which is handling the cleaning of the debris within the given Zone Names. - - -

Parameters:

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  • ZoneNames - table{string,...} or string - which is a table of zone names where the debris should be cleaned. Also a single string can be passed with one zone name. -
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  • TimeInterval - optional number - is the interval in seconds when the clean activity takes place. The default is 300 seconds, thus every 5 minutes. -
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Returns:

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Usage:

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    -
    - -- Clean these Zones.
    - CleanUpAirports = CLEANUP:New( { 'CLEAN Tbilisi', 'CLEAN Kutaisi' }, 150 )
    - or
    - CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 )
    - CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 )
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- Destroys a group from the simulator, but checks first if it is still existing! - - -

Parameters:

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  • CleanUpGroupName - -
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See also:

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- - CLEANUP:_DestroyUnit (CleanUpUnit, CleanUpUnitName) -
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- Destroys a unit from the simulator, but checks first if it is still existing! - - -

Parameters:

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  • CleanUpUnit - -
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  • CleanUpUnitName - -
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See also:

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- - CLEANUP:_DestroyMissile (MissileObject) -
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- Destroys a missile from the simulator, but checks first if it is still existing! - - -

Parameters:

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  • MissileObject - -
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See also:

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- - CLEANUP:_EventCrash (event) -
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- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. - - -

Parameters:

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  • event - -
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See also:

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- - CLEANUP:_EventShot (event) -
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- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. - - -

Parameters:

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  • event - -
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See also:

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- - CLEANUP:_EventHitCleanUp (event) -
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- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit. - - -

Parameters:

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- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List. - - -

Parameters:

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- At the defined time interval, CleanUp the Groups within the CleanUpList. - - - - - - - -
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Class CLIENT

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CLIENT Classes

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CLIENT.CLIENTClients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
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CLIENT:New (ClientName, ClientBriefing)Use this method to register new Clients within the MOF.
CLIENT:Reset (ClientName)Resets a CLIENT.
CLIENT:ClientGroup ()ClientGroup returns the Group of a Client.
CLIENT:GetClientGroupUnit ()Returns the Unit of the CLIENT.
CLIENT:GetClientGroupDCSUnit ()Returns the DCSUnit of the CLIENT.
CLIENT:ClientPosition ()Returns the Position of the CLIENT.
CLIENT:Transport ()Transport defines that the Client is a Transport.
CLIENT:AddBriefing (ClientBriefing)AddBriefing adds a briefing to a Client when a Player joins a Mission.
CLIENT:IsTransport ()IsTransport returns if a Client is a transport.
CLIENT:ShowCargo ()ShowCargo shows the CARGO within the CLIENT to the Player.
CLIENT:SwitchMessages (PrmTable)SwitchMessages is a local function called by the DCS World Menu system to switch off messages.
CLIENT:Message (Message, MessageDuration, MessageId, MessageCategory, MessageInterval)Message is the key Message driver for the CLIENT class.
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Tables

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- - CLIENT.CLIENT -
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- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". - These clients are defined within the Mission Orchestration Framework (MOF) - - -

Fields:

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  • ONBOARDSIDE - -
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  • LEFT - -
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- Use this method to register new Clients within the MOF. - - -

Parameters:

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  • ClientName - string - Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -
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  • ClientBriefing - string - Text that describes the briefing of the mission when a Player logs into the Client. -
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Returns:

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Usage:

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    -
    - -- Create new Clients.
    -	local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
    -	Mission:AddGoal( DeploySA6TroopsGoal )
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    -	Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
    -	Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
    -	Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
    -	Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
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- Resets a CLIENT. - - -

Parameters:

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  • ClientName - string - Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -
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- ClientGroup returns the Group of a Client. - This function is modified to deal with a couple of bugs in DCS 1.5.3 - - - -

Returns:

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- Returns the Unit of the CLIENT. - - - -

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- Returns the DCSUnit of the CLIENT. - - - -

Returns:

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- Returns the Position of the CLIENT. - - - -

Returns:

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- Transport defines that the Client is a Transport. - - - -

Returns:

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- AddBriefing adds a briefing to a Client when a Player joins a Mission. - - -

Parameters:

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- IsTransport returns if a Client is a transport. - - - -

Returns:

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- - CLIENT:ShowCargo () -
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- ShowCargo shows the CARGO within the CLIENT to the Player. - The CARGO is shown throught the MESSAGE system of DCS World. - - - - - - - -
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- SwitchMessages is a local function called by the DCS World Menu system to switch off messages. - - -

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- Message is the key Message driver for the CLIENT class. - This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system. - - -

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  • Message - string - is the text describing the message. -
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  • MessageDuration - number - is the duration in seconds that the Message should be displayed. -
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  • MessageId - string - is a text identifying the Message in the MessageQueue. The Message system overwrites Messages with the same MessageId -
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  • MessageCategory - string - is the category of the message (the title). -
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Class DATABASE

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Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.

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- Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s).

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DATABASE:New ()Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.
DATABASE:Spawn (SpawnTemplate)Instantiate new Groups within the DCSRTE.
DATABASE:SetStatusGroup (GroupName, Status)Set a status to a Group within the Database, this to check crossing events for example.
DATABASE:GetStatusGroup (GroupName)Get a status to a Group within the Database, this to check crossing events for example.
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Private

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DATABASE:_RegisterGroup (GroupTemplate)Registers new Group Templates within the DATABASE Object.
DATABASE:_AddPlayerFromUnit (UnitData)Add a new player entering a Unit.
DATABASE:_AddMissionTaskScore (PlayerUnit, MissionName, Score)Registers Scores the players completing a Mission Task.
DATABASE:_AddMissionScore (MissionName, Score)Registers Mission Scores for possible multiple players that contributed in the Mission.
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Events

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DATABASE:OnDeadOrCrash (event)Track DCSRTE DEAD or CRASH events for the internal scoring.
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Scheduled

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DATABASE:_FollowPlayers ()Follows new players entering Clients within the DCSRTE.
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Methods

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- - DATABASE:New () -
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- Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE. - - - -

Returns:

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    - - DATABASE - -
- - - -

Usage:

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    -
    - -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
    - DBObject = DATABASE:New()
    -
- -
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- - DATABASE:Spawn (SpawnTemplate) -
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- Instantiate new Groups within the DCSRTE. - This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: - SpawnCountryID, SpawnCategoryID - This method is used by the SPAWN class. - - -

Parameters:

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    -
  • SpawnTemplate - -
  • -
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- Set a status to a Group within the Database, this to check crossing events for example. - - -

Parameters:

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  • GroupName - -
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  • Status - -
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- - DATABASE:GetStatusGroup (GroupName) -
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- Get a status to a Group within the Database, this to check crossing events for example. - - -

Parameters:

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  • GroupName - -
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Private

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- - DATABASE:_RegisterGroup (GroupTemplate) -
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- Registers new Group Templates within the DATABASE Object. - - -

Parameters:

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- Add a new player entering a Unit. - - -

Parameters:

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  • UnitData - -
  • -
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- - DATABASE:_AddMissionTaskScore (PlayerUnit, MissionName, Score) -
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- Registers Scores the players completing a Mission Task. - - -

Parameters:

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  • -
  • MissionName - -
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  • Score - -
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- Registers Mission Scores for possible multiple players that contributed in the Mission. - - -

Parameters:

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  • MissionName - -
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  • Score - -
  • -
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Events

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- Track DCSRTE DEAD or CRASH events for the internal scoring. - - -

Parameters:

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  • event - self - T( { event } ) -
  • -
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Scheduled

- - -
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- - DATABASE:_FollowPlayers () -
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- Follows new players entering Clients within the DCSRTE. - - - - - - - -
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Class DEPLOYTASK

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A DEPLOYTASK orchestrates the deployment of CARGO within a specific landing zone.

-

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Methods

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DEPLOYTASK:New (LandingZones, CargoType)Creates a new DEPLOYTASK object, which models the sequence of STAGEs to unload a cargo.
DEPLOYTASK:SetCargoTargetZoneName (TargetZoneName)When the cargo is unloaded, it will move to the target zone name.
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- When the cargo is unloaded, it will move to the target zone name. - - -

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Class DESTROYBASETASK

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A DESTROYBASETASK will monitor the destruction of Groups and Units.

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DESTROYBASETASK:New (DestroyGroupType, DestroyUnitType, DestroyGroupPrefixes, DestroyPercentage)Creates a new DESTROYBASETASK.
DESTROYBASETASK:EventDead (event)Handle the S_EVENT_DEAD events to validate the destruction of units for the task monitoring.
DESTROYBASETASK:ReportGoalProgress (DestroyGroup, DestroyUnit)Validate task completeness of DESTROYBASETASK.
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Methods

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- - DESTROYBASETASK:New (DestroyGroupType, DestroyUnitType, DestroyGroupPrefixes, DestroyPercentage) -
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- Creates a new DESTROYBASETASK. - - -

Parameters:

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  • DestroyGroupType - string - Text describing the group to be destroyed. f.e. "Radar Installations", "Ships", "Vehicles", "Command Centers". -
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  • DestroyUnitType - string - Text describing the unit types to be destroyed. f.e. "SA-6", "Row Boats", "Tanks", "Tents". -
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  • DestroyGroupPrefixes - table{string,...} - Table of Prefixes of the Groups to be destroyed before task is completed. -
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  • DestroyPercentage - optional number - defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the TASK. -
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- Handle the S_EVENT_DEAD events to validate the destruction of units for the task monitoring. - - -

Parameters:

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  • event - Event structure of DCS world. -
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- Validate task completeness of DESTROYBASETASK. - - -

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  • DestroyGroup - Group structure describing the group to be evaluated. -
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Class DESTROYGROUPSTASK

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DESTROYGROUPSTASK

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DESTROYGROUPSTASK.DESTROYGROUPSTASKTo monitor and score the destruction of Groups in the DCSRTE.
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Methods

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DESTROYGROUPSTASK:New (DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyPercentage)Creates a new DESTROYGROUPSTASK.
DESTROYGROUPSTASK:ReportGoalProgress (DestroyGroup, DestroyUnit)Report Goal Progress.
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- To monitor and score the destruction of Groups in the DCSRTE. - - -

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- Creates a new DESTROYGROUPSTASK. - - -

Parameters:

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  • DestroyGroupType - string - String describing the group to be destroyed. -
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  • DestroyUnitType - string - String describing the unit to be destroyed. -
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  • DestroyGroupNames - table{string,...} - Table of string containing the name of the groups to be destroyed before task is completed. -
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  • DestroyPercentage - optional number - defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the TASK. -
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Returns:

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- Report Goal Progress. - - -

Parameters:

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  • DestroyGroup - Group - Group structure describing the group to be evaluated. -
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Class DESTROYRADARSTASK

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Task class to destroy radar installations.

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DESTROYRADARSTASK:New (DestroyGroupNames)Creates a new DESTROYRADARSTASK.
DESTROYRADARSTASK:ReportGoalProgress (DestroyGroup, DestroyUnit)Report Goal Progress.
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Methods

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- Creates a new DESTROYRADARSTASK. - - -

Parameters:

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  • DestroyGroupNames - table{string,...} - Table of string containing the group names of which the radars are be destroyed. -
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- Report Goal Progress. - - -

Parameters:

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  • DestroyGroup - Group - Group structure describing the group to be evaluated. -
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Class DESTROYUNITTYPESTASK

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Set TASK to destroy certain unit types.

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DESTROYUNITTYPESTASK:New (DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes)Creates a new DESTROYUNITTYPESTASK.
DESTROYUNITTYPESTASK:ReportGoalProgress (DestroyGroup, DestroyUnit)Report Goal Progress.
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Methods

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- Creates a new DESTROYUNITTYPESTASK. - - -

Parameters:

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  • DestroyGroupType - string - String describing the group to be destroyed. f.e. "Radar Installations", "Fleet", "Batallion", "Command Centers". -
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  • DestroyUnitType - string - String describing the unit to be destroyed. f.e. "radars", "ships", "tanks", "centers". -
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  • DestroyGroupNames - table{string,...} - Table of string containing the group names of which the radars are be destroyed. -
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  • DestroyUnitTypes - string - Table of string containing the type names of the units to achieve mission success. -
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Returns:

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- Report Goal Progress. - - -

Parameters:

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  • DestroyGroup - Group - Group structure describing the group to be evaluated. -
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Class GOHOMETASK

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A GOHOMETASK orchestrates the travel back to the home base, which is a specific zone defined within the ME.

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GOHOMETASK:New (LandingZones)Creates a new GOHOMETASK.
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Class GROUP

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Class MENU

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Encapsulation of DCS World Menu system in a set of MENU classes.

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Class MESSAGE

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Message System to display Messages for Clients and Coalitions or All.

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- Messages are grouped on the display panel per Category to improve readability for the players. - Messages are shown on the display panel for an amount of seconds, and will then disappear. - Messages are identified by an ID. The messages with the same ID belonging to the same category will be overwritten if they were still being displayed on the display panel. - Messages are created with MESSAGE:New(). - Messages are sent to Clients with MESSAGE:ToClient(). - Messages are sent to Coalitions with MESSAGE:ToCoalition(). - Messages are sent to All Players with MESSAGE:ToAll().

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Methods

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MESSAGE:New (MessageText, MessageCategory, MessageDuration, MessageID)Creates a new MESSAGE object.
MESSAGE:ToClient (Client)Sends a MESSAGE to a Client Group.
MESSAGE:ToBlue ()Sends a MESSAGE to the Blue coalition.
MESSAGE:ToRed ()Sends a MESSAGE to the Red Coalition.
MESSAGE:ToCoalition (CoalitionSide)Sends a MESSAGE to a Coalition.
MESSAGE:ToAll ()Sends a MESSAGE to all players.
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Class MESSAGEQUEUE

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MESSAGEQUEUE:_DisplayMessages ()This function is called automatically by the MESSAGEQUEUE scheduler.
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Methods

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- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions ToClient or ToCoalition or ToAll to send these Messages to the respective recipients. - - -

Parameters:

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  • MessageText - string - is the text of the Message. -
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  • MessageCategory - string - is a string expressing the Category of the Message. Messages are grouped on the display panel per Category to improve readability. -
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  • MessageDuration - number - is a number in seconds of how long the MESSAGE should be shown on the display panel. -
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  • MessageID - string - is a string expressing the ID of the Message. -
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Returns:

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Usage:

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    - -- Create a series of new Messages.
    - -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
    - -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
    - -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
    - -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
    - MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
    - MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
    - MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
    - MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
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- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". - - -

Parameters:

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  • Client - CLIENT - is the Group of the Client. -
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Returns:

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Usage:

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    - -- Send the 2 messages created with the New method to the Client Group.
    - -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
    - ClientGroup = Group.getByName( "ClientGroup" )
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    - MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
    - MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
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    - MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
    - MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
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    - MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
    - MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
    - MessageClient1:ToClient( ClientGroup )
    - MessageClient2:ToClient( ClientGroup )
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- Sends a MESSAGE to the Blue coalition. - - - -

Returns:

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Usage:

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    - -- Send a message created with the New method to the BLUE coalition.
    - MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
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    - MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
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    - MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
    - MessageBLUE:ToBlue()
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- Sends a MESSAGE to the Red Coalition. - - - -

Returns:

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Usage:

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    - -- Send a message created with the New method to the RED coalition.
    - MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
    - or
    - MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
    - or
    - MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
    - MessageRED:ToRed()
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- Sends a MESSAGE to a Coalition. - - -

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Returns:

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Usage:

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    - -- Send a message created with the New method to the RED coalition.
    - MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
    - or
    - MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
    - or
    - MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
    - MessageRED:ToCoalition( coalition.side.RED )
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- Sends a MESSAGE to all players. - - - -

Returns:

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Usage:

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    - -- Send a message created to all players.
    - MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
    - or
    - MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
    - or
    - MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
    - MessageAll:ToAll()
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Class MESSAGEQUEUE

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Class MISSION

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A MISSION is the main owner of a Mission orchestration within MOOSE .

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The Mission framework orchestrates CLIENTs, TASKs, STAGEs etc. - A CLIENT needs to be registered within the MISSION through the function AddClient. A TASK needs to be registered within the MISSION through the function AddTask.

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MISSION:New (MissionName, MissionPriority, MissionBriefing, MissionCoalition)This is the main MISSION declaration method.
MISSION:IsCompleted ()Returns if a Mission has completed.
MISSION:Completed ()Set a Mission to completed.
MISSION:IsOngoing ()Returns if a Mission is ongoing.
MISSION:Ongoing ()Set a Mission to ongoing.
MISSION:IsPending ()Returns if a Mission is pending.
MISSION:Pending ()Set a Mission to pending.
MISSION:IsFailed ()Returns if a Mission has failed.
MISSION:Failed ()Set a Mission to failed.
MISSION:StatusToClients ()Send the status of the MISSION to all Clients.
MISSION:ReportTrigger ()Handles the reporting.
MISSION:ReportToAll ()Report the status of all MISSIONs to all active Clients.
MISSION:AddGoalFunction (GoalFunction)Add a goal function to a MISSION.
MISSION:ShowBriefing (Client)Show the briefing of the MISSION to the CLIENT.
MISSION:AddClient (Client)Register a new CLIENT to participate within the mission.
MISSION:FindClient (ClientName)Find a CLIENT object within the MISSION by its ClientName.
MISSION:AddTask (Task, TaskNumber)Register a TASK to be completed within the MISSION.
MISSION:GetTask (TaskNumber)Get the TASK idenified by the TaskNumber from the Mission.
MISSION:GetTasks ()Get all the TASKs from the Mission.
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Class MISSIONSCHEDULER

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MISSIONSCHEDULER.Scheduler ()This is the main MISSIONSCHEDULER Scheduler function.
MISSIONSCHEDULER.Start ()Start the MISSIONSCHEDULER.
MISSIONSCHEDULER.Stop ()Stop the MISSIONSCHEDULER.
MISSIONSCHEDULER.AddMission (Mission)This is the main MISSION declaration method.
MISSIONSCHEDULER.RemoveMission (MissionName)Remove a MISSION from the MISSIONSCHEDULER.
MISSIONSCHEDULER.FindMission (MissionName)Find a MISSION within the MISSIONSCHEDULER.
MISSIONSCHEDULER.ReportMenu ()Enables a MENU option in the communications menu under F10 to control the status of the active missions.
MISSIONSCHEDULER:TimeShow ()Show the remaining mission time.
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- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. - - -

Parameters:

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  • MissionName - string - is the name of the mission. This name will be used to reference the status of each mission by the players. -
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  • MissionPriority - string - is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field. -
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  • MissionBriefing - string - is a string indicating the mission briefing to be shown when a player joins a CLIENT. -
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  • MissionCoalition - string - is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"... -
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Returns:

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    - - MISSION - -
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Usage:

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    -
    - -- Declare a few missions.
    - local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
    - local Mission = MISSIONSCHEDULER.AddMission( 'Patriots', 'Primary', 'Our intelligence reports that 3 Patriot SAM defense batteries are located near Ruisi, Kvarhiti and Gori.', 'Russia'  )
    - local Mission = MISSIONSCHEDULER.AddMission( 'Package Delivery', 'Operational', 'In order to be in full control of the situation, we need you to deliver a very important package at a secret location. Fly undetected through the NATO defenses and deliver the secret package. The secret agent is located at waypoint 4.', 'Russia'  )
    - local Mission = MISSIONSCHEDULER.AddMission( 'Rescue General', 'Tactical', 'Our intelligence has received a remote signal behind Gori. We believe it is a very important Russian General that was captured by Georgia. Go out there and rescue him! Ensure you stay out of the battle zone, keep south. Waypoint 4 is the location of our Russian General.', 'Russia'  )
    - local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' )
    - local Mission = MISSIONSCHEDULER.AddMission( 'SA-6 SAMs', 'Primary', 'Our intelligence reports that 3 SA-6 SAM defense batteries are located near Didmukha, Khetagurov and Berula. Eliminate the Russian SAMs.', 'NATO'  )
    - local Mission = MISSIONSCHEDULER.AddMission( 'NATO Sling Load', 'Operational', 'Fly to the cargo pickup zone at Dzegvi or Kaspi, and sling the cargo to Soganlug airbase.', 'NATO' )
    - local Mission = MISSIONSCHEDULER.AddMission( 'Rescue secret agent', 'Tactical', 'In order to be in full control of the situation, we need you to rescue a secret agent from the woods behind enemy lines. Avoid the Russian defenses and rescue the agent. Keep south until Khasuri, and keep your eyes open for any SAM presence. The agent is located at waypoint 4 on your kneeboard.', 'NATO'  )
    -
- -
-
- - MISSION:IsCompleted () -
-
- Returns if a Mission has completed. - - - -

Returns:

-
    - - bool - -
- - - - -
-
- - MISSION:Completed () -
-
- Set a Mission to completed. - - - - - - - -
-
- - MISSION:IsOngoing () -
-
- Returns if a Mission is ongoing. - treturn bool - - - - - - - -
-
- - MISSION:Ongoing () -
-
- Set a Mission to ongoing. - - - - - - - -
-
- - MISSION:IsPending () -
-
- Returns if a Mission is pending. - treturn bool - - - - - - - -
-
- - MISSION:Pending () -
-
- Set a Mission to pending. - - - - - - - -
-
- - MISSION:IsFailed () -
-
- Returns if a Mission has failed. - treturn bool - - - - - - - -
-
- - MISSION:Failed () -
-
- Set a Mission to failed. - - - - - - - -
-
- - MISSION:StatusToClients () -
-
- Send the status of the MISSION to all Clients. - - - - - - - -
-
- - MISSION:ReportTrigger () -
-
- Handles the reporting. After certain time intervals, a MISSION report MESSAGE will be shown to All Players. - - - - - - - -
-
- - MISSION:ReportToAll () -
-
- Report the status of all MISSIONs to all active Clients. - - - - - - - -
-
- - MISSION:AddGoalFunction (GoalFunction) -
-
- Add a goal function to a MISSION. Goal functions are called when a TASK within a mission has been completed. - - -

Parameters:

-
    -
  • GoalFunction - function - is the function defined by the mission designer to evaluate whether a certain goal has been reached after a TASK finishes within the MISSION. A GoalFunction must accept 2 parameters: Mission, Client, which contains the current MISSION object and the current CLIENT object respectively. -
  • -
- - - - -

Usage:

-
    -
    -  PatriotActivation = {
    -		{ "US SAM Patriot Zerti", false },
    -		{ "US SAM Patriot Zegduleti", false },
    -		{ "US SAM Patriot Gvleti", false }
    -	}
    -
    -	function DeployPatriotTroopsGoal( Mission, Client )
    -
    -
    -		-- Check if the cargo is all deployed for mission success.
    -		for CargoID, CargoData in pairs( Mission._Cargos ) do
    -			if Group.getByName( CargoData.CargoGroupName ) then
    -				CargoGroup = Group.getByName( CargoData.CargoGroupName )
    -				if CargoGroup then
    -					-- Check if the cargo is ready to activate
    -					CurrentLandingZoneID = routines.IsUnitInZones( CargoGroup:getUnits()[1], Mission:GetTask( 2 ).LandingZones ) -- The second task is the Deploytask to measure mission success upon
    -					if CurrentLandingZoneID then
    -						if PatriotActivation[CurrentLandingZoneID][2] == false then
    -							-- Now check if this is a new Mission Task to be completed...
    -							trigger.action.setGroupAIOn( Group.getByName( PatriotActivation[CurrentLandingZoneID][1] ) )
    -							PatriotActivation[CurrentLandingZoneID][2] = true
    -							MessageToBlue( "Mission Command: Message to all airborne units! The " .. PatriotActivation[CurrentLandingZoneID][1] .. " is armed. Our air defenses are now stronger.", 60, "BLUE/PatriotDefense" )
    -							MessageToRed( "Mission Command: Our satellite systems are detecting additional NATO air defenses. To all airborne units: Take care!!!", 60, "RED/PatriotDefense" )
    -							Mission:GetTask( 2 ):AddGoalCompletion( "Patriots activated", PatriotActivation[CurrentLandingZoneID][1], 1 ) -- Register Patriot activation as part of mission goal.
    -						end
    -					end
    -				end
    -			end
    -		end
    -	end
    -
    -	local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' )
    -	Mission:AddGoalFunction( DeployPatriotTroopsGoal )
    -
- -
-
- - MISSION:ShowBriefing (Client) -
-
- Show the briefing of the MISSION to the CLIENT. - - -

Parameters:

-
    -
  • Client - CLIENT - to show briefing to. -
  • -
- -

Returns:

-
    - - CLIENT - -
- - - - -
-
- - MISSION:AddClient (Client) -
-
- Register a new CLIENT to participate within the mission. - - -

Parameters:

- - -

Returns:

-
    - - CLIENT - -
- - - -

Usage:

-
    -
    - Add a number of Client objects to the Mission.
    - 	Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 1', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
    -	Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 3', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
    -	Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 2', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
    -	Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 4', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
    -
- -
-
- - MISSION:FindClient (ClientName) -
-
- Find a CLIENT object within the MISSION by its ClientName. - - -

Parameters:

-
    -
  • ClientName - CLIENT - is a string defining the Client Group as defined within the ME. -
  • -
- -

Returns:

-
    - - CLIENT - -
- - - -

Usage:

-
    -
    - -- Seach for Client "Bomber" within the Mission.
    - local BomberClient = Mission:FindClient( "Bomber" )
    -
- -
-
- - MISSION:AddTask (Task, TaskNumber) -
-
- Register a TASK to be completed within the MISSION. Note that there can be multiple TASKs registered to be completed. Each TASK can be set a certain Goal. The MISSION will not be completed until all Goals are reached. - - -

Parameters:

-
    -
  • Task - TASK - is the TASK object. The object must have been instantiated with TASK:New or any of its inherited TASKs. -
  • -
  • TaskNumber - number - is the sequence number of the TASK within the MISSION. This number does have to be chronological. -
  • -
- -

Returns:

-
    - - TASK - -
- - - -

Usage:

-
    -
    - -- Define a few tasks for the Mission.
    -	PickupZones = { "NATO Gold Pickup Zone", "NATO Titan Pickup Zone" }
    -	PickupSignalUnits = { "NATO Gold Coordination Center", "NATO Titan Coordination Center" }
    -
    -	-- Assign the Pickup Task
    -	local PickupTask = PICKUPTASK:New( PickupZones, CARGO_TYPE.ENGINEERS, CLIENT.ONBOARDSIDE.LEFT )
    -	PickupTask:AddSmokeBlue( PickupSignalUnits  )
    -	PickupTask:SetGoalTotal( 3 )
    -	Mission:AddTask( PickupTask, 1 )
    -
    -	-- Assign the Deploy Task
    -	local PatriotActivationZones = { "US Patriot Battery 1 Activation", "US Patriot Battery 2 Activation", "US Patriot Battery 3 Activation" }
    -	local PatriotActivationZonesSmokeUnits = { "US SAM Patriot - Battery 1 Control", "US SAM Patriot - Battery 2 Control", "US SAM Patriot - Battery 3 Control" }
    -	local DeployTask = DEPLOYTASK:New( PatriotActivationZones, CARGO_TYPE.ENGINEERS )
    -	--DeployTask:SetCargoTargetZoneName( 'US Troops Attack ' .. math.random(2) )
    -	DeployTask:AddSmokeBlue( PatriotActivationZonesSmokeUnits )
    -	DeployTask:SetGoalTotal( 3 )
    -	DeployTask:SetGoalTotal( 3, "Patriots activated" )
    -	Mission:AddTask( DeployTask, 2 )
    -
- -
-
- - MISSION:GetTask (TaskNumber) -
-
- Get the TASK idenified by the TaskNumber from the Mission. This function is useful in GoalFunctions. - - -

Parameters:

-
    -
  • TaskNumber - number - is the number of the TASK within the MISSION. -
  • -
- -

Returns:

-
    - - TASK - -
- - - -

Usage:

-
    -
    - -- Get Task 2 from the Mission.
    - Task2 = Mission:GetTask( 2 )
    -
- -
-
- - MISSION:GetTasks () -
-
- Get all the TASKs from the Mission. This function is useful in GoalFunctions. - - - -

Returns:

-
    - - {TASK,...} - Structure of TASKS with the TASK number as the key. -
- - - -

Usage:

-
    -
    - -- Get Tasks from the Mission.
    - Tasks = Mission:GetTasks()
    - env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )
    -
- -
-
-

Class MISSIONSCHEDULER

- - The MISSIONSCHEDULER is an OBJECT and is the main scheduler of ALL active MISSIONs registered within this scheduler. It's workings are considered internal and is automatically created when the Mission.lua file is included. -
-
- - MISSIONSCHEDULER.Scheduler () -
-
- This is the main MISSIONSCHEDULER Scheduler function. It is considered internal and is automatically created when the Mission.lua file is included. - - - - - - - -
-
- - MISSIONSCHEDULER.Start () -
-
- Start the MISSIONSCHEDULER. - - - - - - - -
-
- - MISSIONSCHEDULER.Stop () -
-
- Stop the MISSIONSCHEDULER. - - - - - - - -
-
- - MISSIONSCHEDULER.AddMission (Mission) -
-
- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. - - -

Parameters:

-
    -
  • Mission - is the MISSION object instantiated by MISSION:New. -
  • -
- -

Returns:

-
    - - MISSION -
- - - -

Usage:

-
    -
    - -- Declare a mission.
    - Mission = MISSION:New( 'Russia Transport Troops SA-6',
    -                        'Operational',
    -                        'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.',
    -                        'Russia' )
    - MISSIONSCHEDULER:AddMission( Mission )
    -
- -
-
- - MISSIONSCHEDULER.RemoveMission (MissionName) -
-
- Remove a MISSION from the MISSIONSCHEDULER. - - -

Parameters:

-
    -
  • MissionName - is the name of the MISSION given at declaration using AddMission. -
  • -
- - - - -

Usage:

-
    -
    - -- Declare a mission.
    - Mission = MISSION:New( 'Russia Transport Troops SA-6',
    -                        'Operational',
    -                        'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.',
    -                        'Russia' )
    - MISSIONSCHEDULER:AddMission( Mission )
    -
    - -- Now remove the Mission.
    - MISSIONSCHEDULER:RemoveMission( 'Russia Transport Troops SA-6' )
    -
- -
-
- - MISSIONSCHEDULER.FindMission (MissionName) -
-
- Find a MISSION within the MISSIONSCHEDULER. - - -

Parameters:

-
    -
  • MissionName - is the name of the MISSION given at declaration using AddMission. -
  • -
- -

Returns:

-
    - - MISSION -
- - - -

Usage:

-
    -
    - -- Declare a mission.
    - Mission = MISSION:New( 'Russia Transport Troops SA-6',
    -                        'Operational',
    -                        'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.',
    -                        'Russia' )
    - MISSIONSCHEDULER:AddMission( Mission )
    -
    - -- Now find the Mission.
    - MissionFind = MISSIONSCHEDULER:FindMission( 'Russia Transport Troops SA-6' )
    -
- -
-
- - MISSIONSCHEDULER.ReportMenu () -
-
- Enables a MENU option in the communications menu under F10 to control the status of the active missions. - This function should be called only once when starting the MISSIONSCHEDULER. - - - - - - - -
-
- - MISSIONSCHEDULER:TimeShow () -
-
- Show the remaining mission time. - - - - - - - -
-
- - -
-
-
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- - diff --git a/doc/classes/MOVEMENT.html b/doc/classes/MOVEMENT.html deleted file mode 100644 index 3d2f384ad..000000000 --- a/doc/classes/MOVEMENT.html +++ /dev/null @@ -1,255 +0,0 @@ - - - - - Reference - - - - -
- -
- -
-
-
- - -
- - - - - - -
- -

Class MOVEMENT

-

Limit the simultaneous movement of Groups within a running Mission.

-

- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles. - Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if - the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units - on defined intervals (currently every minute).

- - -

Methods

- - - - - - - - - - - - - - - - - - - - - - - - - -
MOVEMENT:New (MovePrefixes, MoveMaximum)Creates the main object which is handling the GROUND forces movement.
MOVEMENT:ScheduleStart ()Call this function to start the MOVEMENT scheduling.
MOVEMENT:ScheduleStop ()Call this function to stop the MOVEMENT scheduling.
MOVEMENT:OnBirth (event)Captures the birth events when new Units were spawned.
MOVEMENT:OnDeadOrCrash (event)Captures the Dead or Crash events when Units crash or are destroyed.
MOVEMENT:_Scheduler ()This function is called automatically by the MOVEMENT scheduler.
- -
-
- - -

Methods

- -
-
- - MOVEMENT:New (MovePrefixes, MoveMaximum) -
-
- Creates the main object which is handling the GROUND forces movement. - - -

Parameters:

-
    -
  • MovePrefixes - table{string,...} or string - is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object. -
  • -
  • MoveMaximum - number - is a number that defines the maximum amount of GROUND Units to be moving during one minute. -
  • -
- -

Returns:

-
    - - MOVEMENT - -
- - - -

Usage:

-
    -
    - -- Limit the amount of simultaneous moving units on the ground to prevent lag.
    - Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
    -
- -
-
- - MOVEMENT:ScheduleStart () -
-
- Call this function to start the MOVEMENT scheduling. - - - - - - - -
-
- - MOVEMENT:ScheduleStop () -
-
- Call this function to stop the MOVEMENT scheduling. - - - - - - - -
-
- - MOVEMENT:OnBirth (event) -
-
- Captures the birth events when new Units were spawned. - - -

Parameters:

-
    -
  • event - -
  • -
- - - - - -
-
- - MOVEMENT:OnDeadOrCrash (event) -
-
- Captures the Dead or Crash events when Units crash or are destroyed. - - -

Parameters:

-
    -
  • event - -
  • -
- - - - - -
-
- - MOVEMENT:_Scheduler () -
-
- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true. - - - - - - - -
-
- - -
-
-
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- - diff --git a/doc/classes/NOTASK.html b/doc/classes/NOTASK.html deleted file mode 100644 index 542381817..000000000 --- a/doc/classes/NOTASK.html +++ /dev/null @@ -1,158 +0,0 @@ - - - - - Reference - - - - -
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- - - - - - -
- -

Class NOTASK

-

A NOTASK is a dummy activity...

-

But it will show a Mission Briefing...

- - -

Tables

- - - - - -
NOTASK.NOTASKModeling a sequence of STAGEs to do nothing, but wait for the mission goal.
-

Methods

- - - - - -
NOTASK:New ()Creates a new NOTASK.
- -
-
- - -

Tables

- -
-
- - NOTASK.NOTASK -
-
- Modeling a sequence of STAGEs to do nothing, but wait for the mission goal. - - -

Fields:

-
    -
  • ClassName - -
  • -
- - - - - -
-
-

Methods

- -
-
- - NOTASK:New () -
-
- Creates a new NOTASK. - - - - - - - -
-
- - -
-
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- - diff --git a/doc/classes/PICKUPTASK.html b/doc/classes/PICKUPTASK.html deleted file mode 100644 index ee8e93359..000000000 --- a/doc/classes/PICKUPTASK.html +++ /dev/null @@ -1,141 +0,0 @@ - - - - - Reference - - - - -
- -
- -
-
-
- - -
- - - - - - -
- -

Class PICKUPTASK

-

A PICKUPTASK orchestrates the loading of CARGO at a specific landing zone.

-

- - -

Methods

- - - - - -
PICKUPTASK:New (LandingZones, CargoType, OnBoardSide)Creates a new PICKUPTASK.
- -
-
- - -

Methods

- -
-
- - PICKUPTASK:New (LandingZones, CargoType, OnBoardSide) -
-
- Creates a new PICKUPTASK. - - -

Parameters:

-
    -
  • LandingZones - table{string,...} or string - Table of Zone names where Cargo is to be loaded. -
  • -
  • CargoType - CARGO_TYPE - Type of the Cargo. The type must be of the following Enumeration:.. -
  • -
  • OnBoardSide - number - Reflects from which side the cargo Group will be on-boarded on the Carrier. -
  • -
- - - - - -
-
- - -
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- - diff --git a/doc/classes/ROUTETASK.html b/doc/classes/ROUTETASK.html deleted file mode 100644 index fa9e43fe7..000000000 --- a/doc/classes/ROUTETASK.html +++ /dev/null @@ -1,178 +0,0 @@ - - - - - Reference - - - - -
- -
- -
-
-
- - -
- - - - - - -
- -

Class ROUTETASK

-

A ROUTETASK orchestrates the travel to a specific zone defined within the ME.

-

- - -

Tables

- - - - - -
ROUTETASK.ROUTETASKModeling a sequence of STAGEs to fly back to the home base specified by an Arrival Zone.
-

Methods

- - - - - -
ROUTETASK:New (LandingZones, TaskBriefing)Creates a new ROUTETASK.
- -
-
- - -

Tables

- -
-
- - ROUTETASK.ROUTETASK -
-
- Modeling a sequence of STAGEs to fly back to the home base specified by an Arrival Zone. - - -

Fields:

-
    -
  • ClassName - -
  • -
  • GoalVerb - -
  • -
- - - - - -
-
-

Methods

- -
-
- - ROUTETASK:New (LandingZones, TaskBriefing) -
-
- Creates a new ROUTETASK. - - -

Parameters:

-
    -
  • LandingZones - table{sring,...} or string - Table of Zone Names where the target is located. -
  • -
  • TaskBriefing - string - (optional) Defines a text describing the briefing of the task. -
  • -
- -

Returns:

-
    - - ROUTETASK - -
- - - - -
-
- - -
-
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- -
- -
-
-
- - -
- - - - - - -
- -

Class SEAD

-

Provides defensive behaviour to a set of SAM sites within a running Mission.

-

-

Info:

-
    -
  • Author: to be searched on the forum,(co) Flightcontrol (Modified and enriched with functionality)
  • -
- - -

Methods

- - - - - - - - - -
SEAD:New (SEADGroupPrefixes)Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
SEAD:EventShot (event)Detects if an SA site was shot with an anti radiation missile.
- -
-
- - -

Methods

- -
-
- - SEAD:New (SEADGroupPrefixes) -
-
- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles. - When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions... - Chances are big that the missile will miss. - - -

Parameters:

-
    -
  • SEADGroupPrefixes - table{string,...} or string - which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken. -
  • -
- -

Returns:

-
    - - SEAD - -
- - - -

Usage:

-
    -
    - -- CCCP SEAD Defenses
    - -- Defends the Russian SA installations from SEAD attacks.
    - SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
    -
- -
-
- - SEAD:EventShot (event) -
-
- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. - - -

Parameters:

-
    -
  • event - -
  • -
- - - -

See also:

- - - -
-
- - -
-
-
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- -
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-
-
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- - - - - - -
- -

Class SLINGLOADHOOKTASK

-

A SLINGLOADHOOKTASK will orchestrate the sling-load hook activity to slingload a CARGO from a specific landing zone(s).

-

- -

- - -

Methods

- - - - - -
SLINGLOADHOOKTASK:New (LandingZones, CargoPrefixes)Creates a new SLINGLOADHOOKTASK.
- -
-
- - -

Methods

- -
-
- - SLINGLOADHOOKTASK:New (LandingZones, CargoPrefixes) -
-
- Creates a new SLINGLOADHOOKTASK. - - -

Parameters:

-
    -
  • LandingZones - table{string,...} or string - Table or name of the zone(s) where Cargo is to be loaded. -
  • -
  • CargoPrefixes - table{string,...) or string - is the name or prefix of the name of the Cargo objects defined within the DCS ME. -
  • -
- -

Returns:

-
    - - SLINGLOADHOOKTASK - - - -
- - - - -
-
- - -
-
-
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Class SLINGLOADUNHOOKTASK

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A SLINGLOADUNHOOKTASK will orchestrate the sling-load unhook activity to (sling)load a CARGO and deploy it in a specific landing zone(s).

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Methods

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SLINGLOADUNHOOKTASK:New (LandingZones, CargoPrefixes)Creates a new SLINGLOADUNHOOKTASK.
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Methods

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- - SLINGLOADUNHOOKTASK:New (LandingZones, CargoPrefixes) -
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- Creates a new SLINGLOADUNHOOKTASK. - - -

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  • LandingZones - table{string,...} or string - Table or name of the zone(s) where Cargo is to be loaded. -
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  • CargoPrefixes - table{string,...} or string - is the name or prefix of the name of the Cargo objects defined within the DCS ME. -
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Class SPAWN

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Dynamic spawning of Groups and Units.

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Info:

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  • Author: Flightcontrol
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Private

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SPAWN:_GetGroupCategoryID (SpawnPrefix)Gets the CategoryID of the Group with the given SpawnPrefix
SPAWN:_GetGroupCoalitionID (SpawnPrefix)Gets the CoalitionID of the Group with the given SpawnPrefix
SPAWN:_GetGroupCountryID (SpawnPrefix)Gets the CountryID of the Group with the given SpawnPrefix
SPAWN:_GetTemplate (SpawnTemplatePrefix)Gets the Group Template from the ME environment definition.
SPAWN:_Prepare (SpawnTemplatePrefix, SpawnIndex)Prepares the new Group Template.
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Events

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SPAWN:OnBirth (event)Obscolete
SPAWN:OnDeadOrCrash (event)Obscolete
SPAWN:OnTakeOff (event)Will detect AIR Units taking off...
SPAWN:OnLand (event)Will detect AIR Units landing...
SPAWN:OnEngineShutDown (event)Will detect AIR Units shutting down their engines ...
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Scheduled

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SPAWN:_Scheduler ()This function is called automatically by the Spawning scheduler.
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Public

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SPAWN:New (SpawnTemplatePrefix)Creates the main object to spawn a Group defined in the DCS ME.
SPAWN:NewWithAlias (SpawnTemplatePrefix)Creates the main object to spawn a Group defined in the DCS ME.
SPAWN:Limit (SpawnMaxGroupsAlive, SpawnMaxGroups)Limits the Maximum amount of Units to be alive, and the maximum amount of Groups to be SPAWNed within the DCS World run-time environment.
SPAWN:RandomizeRoute (SpawnStartPoint, SpawnEndPoint, SpawnRadius)Randomizes a defined route of the Template Group in the ME when the Group is Spawned.
SPAWN:RandomizeTemplate (SpawnTemplatePrefixTable)This function is rather complicated to understand.
SPAWN:Repeat ()When a Group got SPAWNed, it has a life within the DCSRTE.
SPAWN:RepeatOnLanding ()Same as the @{Repeat) method.
SPAWN:RepeatOnEngineShutDown ()Same as the @{Repeat) method, but now the Group will respawn after its engines have shut down.
SPAWN:SpawnArray (SpawnZone, SpawnAngle, SpawnFormation, SpawnWidth, SpawnDeltaX, SpawnDeltaY)Makes the Groups visible before start (like a batallion).
SPAWN:Spawn ()Will SPAWN a Group whenever you want to do this.
SPAWN:ReSpawn (SpawnGroupName)Will Re-SPAWN a Group based on a given GroupName.
SPAWN:SpawnWithIndex (SpawnIndex)Will SPAWN a Group with a specified index number whenever you want to do this.
SPAWN:SpawnScheduled (SpawnTime, SpawnTimeVariation)SPAWNs a new Group within varying time intervals.
SPAWN:ScheduleStart ()Will start the SPAWNing timers.
SPAWN:ScheduleStop ()Will stop the scheduled SPAWNing activity.
SPAWN:UnControlled ()Will SPAWN a Group whenever you want to do this, but for AIR Groups only to be applied, and will SPAWN the Group in Uncontrolled mode...
SPAWN:SpawnFromUnit (HostUnit)Will SPAWN a Group from a Hosting UNIT.
SPAWN:SpawnInZone (The)Will spawn a Group within a given ZONE.
SPAWN:SpawnGroupName (SpawnIndex)Will return the SpawnGroupName either with with a specific count number or without any count.
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Private

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- Gets the CategoryID of the Group with the given SpawnPrefix - - -

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  • SpawnPrefix - -
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- Gets the CoalitionID of the Group with the given SpawnPrefix - - -

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- Gets the CountryID of the Group with the given SpawnPrefix - - -

Parameters:

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  • SpawnPrefix - -
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- Gets the Group Template from the ME environment definition. - This method used the DATABASE object, which contains ALL initial and new SPAWNed object in MOOSE. - - -

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  • SpawnTemplatePrefix - -
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- Prepares the new Group Template. - - -

Parameters:

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  • SpawnTemplatePrefix - -
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Events

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- - SPAWN:OnBirth (event) -
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- Will detect AIR Units taking off... When the event takes place, the SPAWNed Group is registered as airborne... - This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. - - -

Parameters:

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- Will detect AIR Units landing... When the event takes place, the SPAWNed Group is registered as landed. - This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups. - - -

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- Will detect AIR Units shutting down their engines ... - When the event takes place, and the method RepeatOnEngineShutDown was called, the SPAWNed Group will Re-SPAWN. - But only when the Unit was registered to have landed. - - -

Parameters:

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- This function is called automatically by the Spawning scheduler. - It is the internal worker method SPAWNing new Groups on the defined time intervals. - - - - - - - -
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- - SPAWN:New (SpawnTemplatePrefix) -
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- Creates the main object to spawn a Group defined in the DCS ME. - Spawned Groups and Units will follow the following naming convention within the DCS World run-time environment: - Groups will have the name SpawnTemplatePrefix#ggg, where ggg is a counter from 0 to 999 for each new spawned Group. - Units will have the name SpawnTemplatePrefix#ggg-uu, where uu is a counter from 0 to 99 for each new spawned Unit belonging to that Group. - - -

Parameters:

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  • SpawnTemplatePrefix - string - is the name of the Group in the ME that defines the Template. That Group must have the flag "Late Activation" set. Note that this SpawnTemplatePrefix name should not contain any # character. -
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Returns:

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Usage:

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    - -- NATO helicopters engaging in the battle field.
    - Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )
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- Creates the main object to spawn a Group defined in the DCS ME. - Spawned Groups and Units will follow the following naming convention within the DCS World run-time environment: - Groups will have the name SpawnTemplatePrefix#ggg, where ggg is a counter from 0 to 999 for each new spawned Group. - Units will have the name SpawnTemplatePrefix#ggg-uu, where uu is a counter from 0 to 99 for each new spawned Unit belonging to that Group. - - -

Parameters:

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  • SpawnTemplatePrefix - string - is the name of the Group in the ME that defines the Template. That Group must have the flag "Late Activation" set. Note that this SpawnTemplatePrefix name should not contain any # character. -
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Returns:

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Usage:

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    - -- NATO helicopters engaging in the battle field.
    - Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )
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- Limits the Maximum amount of Units to be alive, and the maximum amount of Groups to be SPAWNed within the DCS World run-time environment. - Note that this method is exceptionally important to balance the amount of Units alive within the DCSRTE and the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units. - If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this function should be used... - - -

Parameters:

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  • SpawnMaxGroupsAlive - number - is the Maximum amount of Units to be alive. When there are more Units alive in the DCSRTE of SpawnTemplatePrefix, then no new SPAWN will happen of the Group, until some of these Units will be destroyed. -
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  • SpawnMaxGroups - number - is the Maximum amount of Groups that can be SPAWNed from SpawnTemplatePrefix. When there are more Groups alive in the DCSRTE of SpawnTemplatePrefix, then no more SPAWNs will happen of the Group. This parameter is useful to define a maximum amount of airplanes, ground troops, helicopters, ships etc within a supply area. - This parameter accepts the value 0, which expresses no Group count limits. -
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Returns:

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Usage:

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    - -- NATO helicopters engaging in the battle field.
    - -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE.
    - -- There will be maximum 24 groups SPAWNed during the whole mission lifetime.
    - Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Limit( 2, 24 )
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- Randomizes a defined route of the Template Group in the ME when the Group is Spawned. This is very useful to define extra variation in the DCS World run-time environment of the behaviour of Groups like Ground Units, Ships, Planes, Helicopters. - - -

Parameters:

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  • SpawnStartPoint - number - is the waypoint where the randomization begins. Note that the StartPoint = 0 equals the point where the Group is Spawned. This parameter is useful to avoid randomization to start from the first waypoint, but a bit further down the route... -
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  • SpawnEndPoint - number - is the waypoint where the randomization ends. this parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route. -
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  • SpawnRadius - number - is the radius in meters, that defines the concentric circle in which the randomization of the new waypoint will take place, with the original waypoint located in the middle... -
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Returns:

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Usage:

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    - -- NATO helicopters engaging in the battle field.
    - -- The KA-50 has waypoints SP, 1, 2, 3, 4, DP.
    - -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new ${SPAWN} of the helicopter.
    - -- The randomization of waypoint 2 and 3 will take place within a diameter of 4000 meters.
    - Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 )
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- This function is rather complicated to understand. But I'll try to explain... - This function becomes useful when you need to SPAWN random types of Groups defined within the ME, but they all need to follow the same Template route and have the same SpawnTemplatePrefix name, then this method becomes very useful. - - -

Parameters:

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  • SpawnTemplatePrefixTable - table{string,...} - is a table with the names of the Groups defined within the ME (with late activatio on), from which on a new SPAWN of SpawnTemplatePrefix (the main Group name), a NEW Group will be choosen as the Group to be SPAWNed. - In other words, this method randomizes between a defined set of Groups the Group to be SPAWNed for each new SPAWN. -
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Returns:

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Usage:

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    - -- NATO Tank Platoons invading Gori.
    - -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be SPAWNed for the
    - -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes.
    - -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
    - -- with a limit set of maximum 12 Units alive simulteneously  and 150 Groups to be SPAWNed during the whole mission.
    - Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5',
    -                      'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10',
    -                      'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' }
    - Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
    - Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
    - Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
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- When a Group got SPAWNed, it has a life within the DCSRTE. For planes and helicopters, when these Units go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the DCSRTE. - This function is used to Re-Spawn automatically (so no extra call is needed anymore) the same Group after it landed. This will enable a SPAWNed group to be Re-SPAWNed after it lands, until it is destroyed... - Note: When the Group is respawned, it will ReSpawn at the original airbase where it took off. So ensure that the paths for Groups that ReSpawn, always return to the original airbase. - - - -

Returns:

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Usage:

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    - -- RU Su-34 - AI Ship Attack
    - -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
    - SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()
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- Same as the @{Repeat) method. - - - -

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- Same as the @{Repeat) method, but now the Group will respawn after its engines have shut down. - - - -

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- Makes the Groups visible before start (like a batallion). - - -

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  • SpawnZone - number - A ZONE where the group will be positioned. The X and Y coordinates of the zone define the start position. -
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  • SpawnAngle - number - The angle in degrees how the Groups and each Unit of the Group will be positioned. -
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  • SpawnFormation - number - The formation of the Units within the Group. -
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  • SpawnWidth - number - The amount of Groups that will be positioned on the X axis. -
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Returns:

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Usage:

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    - -- Define an array of Groups within Zone "Start".
    - Spawn_BE_Ground = SPAWN:New( 'BE Ground' ):Limit( 2, 24 ):Visible( ZONE:New( "Start" ), 90, "Diamond", 10, 100, 50 )
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- Will SPAWN a Group whenever you want to do this. - Note that the configuration with the above functions will apply when calling this method: Maxima, Randomization of routes, Scheduler, ... - Uses DATABASE global object defined in MOOSE. - - - -

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- Will Re-SPAWN a Group based on a given GroupName. The GroupName must be a group that is already alive within the DCSRTE and should have a Group Template defined in the ME (with Late Activation flag on). - Note that the configuration with the above functions will apply when calling this method: Maxima, Randomization of routes, Scheduler, ... - - -

Parameters:

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- Will SPAWN a Group with a specified index number whenever you want to do this. - Note that the configuration with the above functions will apply when calling this method: Maxima, Randomization of routes, Scheduler, ... - Uses DATABASE global object defined in MOOSE. - - -

Parameters:

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Returns:

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    - - GROUP - The GROUP that was spawned. You can use this group for further actions. -
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- SPAWNs a new Group within varying time intervals. This is useful if you want to have continuity within your missions of certain (AI) Groups to be present (alive) within your missions. - - -

Parameters:

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  • SpawnTime - number - is the time interval defined in seconds between each new SPAWN of new Groups. -
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Returns:

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Usage:

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    - -- NATO helicopters engaging in the battle field.
    - -- The time interval is set to SPAWN new helicopters between each 600 seconds, with a time variation of 50%.
    - -- The time variation in this case will be between 450 seconds and 750 seconds.
    - -- This is calculated as follows:
    - --      Low limit:   600 * ( 1 - 0.5 / 2 ) = 450
    - --      High limit:  600 * ( 1 + 0.5 / 2 ) = 750
    - -- Between these two values, a random amount of seconds will be choosen for each new SPAWN of the helicopters.
    - Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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- Will start the SPAWNing timers. - This function is called automatically when ??? is called. - - - - - - - -
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- Will stop the scheduled SPAWNing activity. - - - - - - - -
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- Will SPAWN a Group whenever you want to do this, but for AIR Groups only to be applied, and will SPAWN the Group in Uncontrolled mode... - This will be similar to the Uncontrolled flag setting in the ME. - - - -

Returns:

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- Will SPAWN a Group from a Hosting UNIT. This function is mostly advisable to be used if you want to simulate SPAWNing from air units, like helicopters, which are dropping infantry into a defined Landing Zone. - Note that each point in the route assigned to the spawning GROUP is reset to the Point of the spawn. - You can use the returned GROUP to further define the route to be followed. - - -

Parameters:

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  • HostUnit - UNIT - is the AIR unit or GROUND unit dropping or unloading the Spawn group. -
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Returns:

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  1. - GROUP - Spawned.
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  3. - nil - when nothing was spawned.
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- Will spawn a Group within a given ZONE. - - -

Parameters:

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  • The - ZONE - ZONE where the Group is to be SPAWNed. -
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Returns:

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  1. - GROUP - that was spawned.
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  3. - nil - when nothing as spawned.
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- Will return the SpawnGroupName either with with a specific count number or without any count. - - -

Parameters:

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  • SpawnIndex - number - is the number of the Group that is to be SPAWNed. -
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Returns:

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    - - string - SpawnGroupName -
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Class STAGE

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Stages within a TASK within a MISSION.

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All of the STAGE functionality is considered internally administered and not to be used by any Mission designer.

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Class TASK

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The TASK Classes define major end-to-end activities within a MISSION.

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The TASK Class is the Master Class to orchestrate these activities. From this class, many concrete TASK classes are inherited.

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Methods

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TASK:New ()Instantiates a new TASK Base.
TASK:GetGoalProgress ()Get progress of a TASK.
TASK:ShowGoalProgress (Mission, Client)Show progress of a TASK.
TASK:Done ()Sets a TASK to status Done.
TASK:IsDone ()Returns if a TASK is done.
TASK:Failed ()Sets a TASK to status failed.
TASK:IsFailed ()Returns if a TASk has failed.
TASK:GetGoals ()Returns the Goals of a TASK
TASK:Goal (GoalVerb)Returns if a TASK has Goal(s).
TASK:SetGoalTotal (GoalTotal, GoalVerb)Sets the total Goals to be achieved of the Goal Name
TASK:GetGoalTotal (GoalVerb)Gets the total of Goals to be achieved within the TASK of the GoalVerb.
TASK:SetGoalCount (GoalCount, GoalVerb)Sets the total of Goals currently achieved within the TASK of the GoalVerb.
TASK:IncreaseGoalCount (GoalCountIncrease, GoalVerb)Increments the total of Goals currently achieved within the TASK of the GoalVerb, with the given GoalCountIncrease.
TASK:GetGoalCount (GoalVerb)Gets the total of Goals currently achieved within the TASK of the GoalVerb.
TASK:GetGoalPercentage (GoalVerb)Gets the percentage of Goals currently achieved within the TASK of the GoalVerb.
TASK:IsGoalReached ()Returns if all the Goals of the TASK were achieved.
TASK:AddGoalCompletion (GoalVerb, GoalTask, GoalIncrease)Adds an Additional Goal for the TASK to be achieved.
TASK:GetGoalCompletion (GoalVerb)Returns if the additional Goal for the TASK was completed.
TASK:AddSignal (SignalUnitNames, SignalType, SignalColor, SignalHeight)Work function to set signal events within a TASK.
TASK:AddSmokeRed (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a RED SMOKE will be fired by an optional SignalUnitNames.
TASK:AddSmokeGreen (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a GREEN SMOKE will be fired by an optional SignalUnitNames.
TASK:AddSmokeBlue (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a BLUE SMOKE will be fired by an optional SignalUnitNames.
TASK:AddSmokeWhite (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a WHITE SMOKE will be fired by an optional SignalUnitNames.
TASK:AddSmokeOrange (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, an ORANGE SMOKE will be fired by an optional SignalUnitNames.
TASK:AddFlareRed (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a RED FLARE will be fired by an optional SignalUnitNames.
TASK:AddFlareGreen (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a GREEN FLARE will be fired by an optional SignalUnitNames.
TASK:AddFlareBlue (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a BLUE FLARE will be fired by an optional SignalUnitNames.
TASK:AddFlareWhite (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, a WHITE FLARE will be fired by an optional SignalUnitNames.
TASK:AddFlareOrange (SignalUnitNames, SignalHeight)When the CLIENT is approaching the landing zone, an ORANGE FLARE will be fired by an optional SignalUnitNames.
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Methods

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- Instantiates a new TASK Base. Should never be used. Interface Class. - - - -

Returns:

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    - - TASK - -
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- Get progress of a TASK. - - - -

Returns:

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    - - string - GoalsText -
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- Show progress of a TASK. - - -

Parameters:

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  • Client - CLIENT - Group structure describing the Client. -
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- Sets a TASK to status Done. - - - - - - - -
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- Returns if a TASK is done. - - - -

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- Sets a TASK to status failed. - - - - - - - -
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- Returns if a TASk has failed. - - - -

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- - TASK:GetGoals () -
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- Returns the Goals of a TASK - - - -

Returns:

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    - - Goals -
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- - TASK:Goal (GoalVerb) -
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- Returns if a TASK has Goal(s). - - -

Parameters:

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  • GoalVerb - optional string - is the name of the Goal of the TASK. -
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- - TASK:SetGoalTotal (GoalTotal, GoalVerb) -
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- Sets the total Goals to be achieved of the Goal Name - - -

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  • GoalTotal - number - is the number of times the GoalVerb needs to be achieved. -
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  • GoalVerb - optional string - is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -
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- Gets the total of Goals to be achieved within the TASK of the GoalVerb. - - -

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- Sets the total of Goals currently achieved within the TASK of the GoalVerb. - - -

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  • GoalCount - number - is the total number of Goals achieved within the TASK. -
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  • GoalVerb - optional string - is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -
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- Increments the total of Goals currently achieved within the TASK of the GoalVerb, with the given GoalCountIncrease. - - -

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  • GoalCountIncrease - number - is the number of new Goals achieved within the TASK. -
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- Gets the total of Goals currently achieved within the TASK of the GoalVerb. - - -

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- Gets the percentage of Goals currently achieved within the TASK of the GoalVerb. - - -

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- Returns if all the Goals of the TASK were achieved. - - - -

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- - TASK:AddGoalCompletion (GoalVerb, GoalTask, GoalIncrease) -
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- Adds an Additional Goal for the TASK to be achieved. - - -

Parameters:

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  • GoalVerb - string - is the name of the Goal of the TASK. -
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  • GoalTask - string - is a text describing the Goal of the TASK to be achieved. -
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  • GoalIncrease - number - is a number by which the Goal achievement is increasing. -
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- Returns if the additional Goal for the TASK was completed. - - -

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- - TASK:AddSignal (SignalUnitNames, SignalType, SignalColor, SignalHeight) -
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- Work function to set signal events within a TASK. - - -

Parameters:

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  • SignalUnitNames - -
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  • SignalType - -
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  • SignalColor - -
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- When the CLIENT is approaching the landing zone, a RED SMOKE will be fired by an optional SignalUnitNames. - - -

Parameters:

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- - TASK:AddSmokeGreen (SignalUnitNames, SignalHeight) -
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- When the CLIENT is approaching the landing zone, a GREEN SMOKE will be fired by an optional SignalUnitNames. - - -

Parameters:

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- - TASK:AddSmokeBlue (SignalUnitNames, SignalHeight) -
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- When the CLIENT is approaching the landing zone, a BLUE SMOKE will be fired by an optional SignalUnitNames. - - -

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- When the CLIENT is approaching the landing zone, a WHITE SMOKE will be fired by an optional SignalUnitNames. - - -

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- When the CLIENT is approaching the landing zone, an ORANGE SMOKE will be fired by an optional SignalUnitNames. - - -

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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- - TASK:AddFlareRed (SignalUnitNames, SignalHeight) -
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- When the CLIENT is approaching the landing zone, a RED FLARE will be fired by an optional SignalUnitNames. - - -

Parameters:

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- - TASK:AddFlareGreen (SignalUnitNames, SignalHeight) -
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- When the CLIENT is approaching the landing zone, a GREEN FLARE will be fired by an optional SignalUnitNames. - - -

Parameters:

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- - TASK:AddFlareBlue (SignalUnitNames, SignalHeight) -
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- When the CLIENT is approaching the landing zone, a BLUE FLARE will be fired by an optional SignalUnitNames. - - -

Parameters:

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  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- When the CLIENT is approaching the landing zone, a WHITE FLARE will be fired by an optional SignalUnitNames. - - -

Parameters:

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    -
  • SignalUnitNames - table or string - Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -
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  • SignalHeight - number - Altitude that the Signal should be fired... -
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- - TASK:AddFlareOrange (SignalUnitNames, SignalHeight) -
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- When the CLIENT is approaching the landing zone, an ORANGE FLARE will be fired by an optional SignalUnitNames. - - -

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Class UNIT

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UNIT Classes

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Class ZONE

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ZONE Classes

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Modules

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routinesVarious routines
traceTracing functions...
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Scripts

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eStatHandlerProvides a logging of statistics in a running DCS Mission.
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Classes

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BASEBASE The base class for all the classes defined within MOOSE.
CARGOCARGO Classes
CLEANUPCLEANUP Classes
CLIENTCLIENT Classes
DATABASEAdministers the Initial Sets of the Mission Templates as defined within the Mission Editor.
DEPLOYTASKA DEPLOYTASK orchestrates the deployment of CARGO within a specific landing zone.
DESTROYBASETASKA DESTROYBASETASK will monitor the destruction of Groups and Units.
DESTROYGROUPSTASKDESTROYGROUPSTASK
DESTROYRADARSTASKTask class to destroy radar installations.
DESTROYUNITTYPESTASKSet TASK to destroy certain unit types.
GOHOMETASKA GOHOMETASK orchestrates the travel back to the home base, which is a specific zone defined within the ME.
GROUPGROUP Classes
MENUEncapsulation of DCS World Menu system in a set of MENU classes.
MESSAGEMessage System to display Messages for Clients and Coalitions or All.
MISSIONA MISSION is the main owner of a Mission orchestration within MOOSE .
MOVEMENTLimit the simultaneous movement of Groups within a running Mission.
NOTASKA NOTASK is a dummy activity...
PICKUPTASKA PICKUPTASK orchestrates the loading of CARGO at a specific landing zone.
ROUTETASKA ROUTETASK orchestrates the travel to a specific zone defined within the ME.
SEADProvides defensive behaviour to a set of SAM sites within a running Mission.
SPAWNDynamic spawning of Groups and Units.
STAGEStages within a TASK within a MISSION.
TASKThe TASK Classes define major end-to-end activities within a MISSION.
UNITUNIT Classes
ZONEZONE Classes
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Module cleanup

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CLEANUP will keep (a) CleanUp Zone(s) clean.

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This class can be used to KEEP airbases or farps clean (note the word keep here, it cannot destroy units that are already dead). - The CleanUp class works with 2 validation logic compontents: - * EVENT validation: An event detection to intercept HIT events, upon which a validation of units CLEANUP CONDITIONS are applied. Once a unit is HIT, it is registered in a TIMED validation logic. - * TIMED validation: Units registered in a TIMED validation, are repeatedly validated of certain CLEANUP CONDITIONS. - If the CLEANUP CONDITIONS apply, the unit will be destroyed, and the group will be destroyed. - * It does not clean the zone, it tries to keep it clean by destroying units or groups before they explode or crash into the ground. - * For airplanes or helicopters, when in the CleanUpZone: - ** When the unit is airborne, and it is HIT ( by a weapon or a crash of another unit ), CLEANUP will destroy the unit or group when the health of the unit reaches an AIRBORNE HEALTH LIMIT.

- -
-When the unit is HIT, it will register the unit for further repeated health monitoring, until:
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* the unit's health is beyond the an AIRBORNE HEALTH LIMIT - * until the height of the unit is below the safety zone to prevent it from crashing. - * When the unit is not airborne, and it is HIT, it will be registered - * When the unit is

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Functions

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CLEANUP:New (ZoneNames, TimeInterval)Creates the main object which is handling the cleaning of the debris within the given Zone Names.
CLEANUP:_ExecuteDeadEvents (CleanUpUnit)This function is required, and used a non-documented feature.
CLEANUP:_CheckLife (the)Measures the life of a Unit using the LifeLimit treshold.
CLEANUP:_CleanUnit (CleanUpUnit)Cleans a Group from the DCSRTE.
CLEANUP:_EventAddForCleanUp (event)Detects if the Unit has an SEVENTENGINESHUTDOWN or an SEVENT_HIT within the given ZoneNames.
CLEANUP:_Scheduler ()At the defined time interval, CleanUp the Groups within the CleanUpList.
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Functions

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- Creates the main object which is handling the cleaning of the debris within the given Zone Names. - - -

Parameters:

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  • ZoneNames - table{string,...} or string - which is a table of zone names where the debris should be cleaned. Also a single string can be passed with one zone name. -
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  • TimeInterval - optional number - is the interval in seconds when the clean activity takes place. The default is 300 seconds, thus every 5 minutes. -
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Returns:

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    - - CLEANUP - - - -
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Usage:

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    -
    - -- Clean these Zones.
    - CleanUpAirports = CLEANUP:New( { 'CLEAN Tbilisi', 'CLEAN Kutaisi' }, 150 )
    - or
    - CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 )
    - CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 )
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- This function is required, and used a non-documented feature. The function world.onEvent will loop through all registered event handlers with the event structure given. - This is required to be done because the method Group.destroy(Group) does not generate the SEVENTDEAD through all the registered event handlers. - As such, the other classes using the SEVENTDEAD will get confused if this event is not catched properly... - - -

Parameters:

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- Measures the life of a Unit using the LifeLimit treshold. Returns true if Group has a life lower than the treshold, false if the life is still okay. - - -

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- Detects if the Unit has an SEVENTENGINESHUTDOWN or an SEVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List. - - -

Parameters:

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- At the defined time interval, CleanUp the Groups within the CleanUpList. - - - - - - - -
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Module routines

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Various routines

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Info:

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  • Author: Flightcontrol
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Functions

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do_scheduled_functions ()not intended for users to use this function.
ChooseInfantry (TeleportPrefixTable, TeleportMax)Obsolete function, but kept to rework in framework.
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routinesExtract of MIST functions.
utilsUtils- conversion, Lua utils, etc.
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Module trace

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Tracing functions...

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Info:

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Script eStatHandler

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Provides a logging of statistics in a running DCS Mission.

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MOOSE Framework for Eagle Dynamics DCS World

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Context

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MOOSE is a Mission Object Oriented Scripting Environment, and is meant for mission designers and mission hosters. -It allows (will allow) to quickly setup complex missions using pre-scripted scenarios. -In order to run missions using this framework, you will need to install the framework within your Eagle Dynamics program files folder.

- -

The goal of MOOSE is to allow mission designers to enhance their scripting with mission orchestration objects, which can be instantiated from defined classes within the framework. -This will allow to write mission scripts with minimal code embedded. Of course, the richness of the framework will determine the richness of the misson scenarios. -We can expect that MOOSE will evolve over time, as more missions will be designed within the framework.

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Currently supported functions

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MOOSE contains currently the following mission design functions. The words in CAPITAL letters document the classes that can be used within MOOSE to accomplish these functions.

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  1. SPAWN Dynamic spawning and respawning of Groups with related functions.
  2. -
  3. MOVEMENT Keeps control over the amount of units driving around the battlefield simultaneously.
  4. -
  5. CLEANUP Clean-Up zones with air units that crashed. Can be used to prevent airports blocking air traffic and ground control operations due to crashed units near the airfield.
  6. -
  7. SEAD Enables the defenses for SAM sites. Mobile SAMs will evade fired anti-radiation missiles by shutting down their radars (for a while). If they are mobile, they will also drive away.
  8. -
  9. MISSION Create Taskforces or Missions within a DCS Mission. A mission will consist of TASKs, and CLIENTs.
  10. -
  11. TASK Add tasks for the mission. There are many different tasks that can be given, by using the classes derived from TASK.
  12. -
  13. DEPLOYTASK Deploy Cargo within a zone.
  14. -
  15. PICKUPTASK Pick-Up Cargo from a zone.
  16. -
  17. GOHOMETASK Fly back home.
  18. -
  19. DESTROYGROUPSTASK Destroy Groups.
  20. -
  21. DESTROYUNITTYPESTASK Destroy Units by measuring their UNIT Type.
  22. -
  23. DESTROYRADARSTASK Destroy Radars of SAM Groups.
  24. -
  25. SLINGLOADHOOKTASK Hook-Up Cargo within a zone and sling-load it outside of the zone.
  26. -
  27. SLINGLOADUNHOOKTASK Sling-load Cargo to a zone and Un-Hook the Cargo within the zone.
  28. -
  29. CLIENT Registers a client within MOOSE.
  30. -
  31. MESSAGE Send messages to CLIENTs.
  32. -
  33. MENU Menu System.
  34. -
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Installation

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The installation of the MOOSE framework is straightforward.

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  1. Extract MOOSE.zip. You can do this quickly by right clicking the MOOSE.zip file, and select "Extract All".

  2. -
  3. The extraction will add a directory within the Scripts directory of the Eagle Dynamics DCS world installation. - Example, the Scripts directory of my DCS World installation folder is C:\Program Files\Eagle Dynamics\DCS World\Scripts

  4. -
  5. Browse within the new MOOSE directory to the DCS_Script directory and run Install.bat as an administrator. - This will make a backup of the missionScripting.lua file and replace this with a new one.

  6. -
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And you're done.

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What has changed?

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Not much. The missionscripting.lua file has been enhanced with the following code:

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-Include = {}
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-Include.LoadPath = 'Scripts/MOOSE'
-Include.Files = {}
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-Include.File = function( IncludeFile )
-    if not Include.Files[ IncludeFile ] then
-        Include.Files[IncludeFile] = IncludeFile
-        dofile( Include.LoadPath .. "/" .. IncludeFile .. ".lua" )
-        env.info( "Include:" .. IncludeFile .. " loaded." )
-    end
-end
-
-Include.File( "Database" )
-Include.File( "StatHandler" )
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This code allows for the inclusion of the MOOSE framework, and this now becomes part of your DCS World Simulation Engine. -Missions designed with the MOOSE framework will now run.

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-generated by LDoc 1.4.3 -Last updated 2015-01-29 21:06:10 -
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- - diff --git a/ldoc_errors.txt b/ldoc_errors.txt deleted file mode 100644 index bb8f826c3..000000000 --- a/ldoc_errors.txt +++ /dev/null @@ -1,21 +0,0 @@ -d:\my dcs missions\scripts\moose\moose\deploytask.lua:16: DEPLOYTASK:New: param and formal argument name mismatch: 'LandingZones' 'CargoType' -d:\my dcs missions\scripts\moose\moose\deploytask.lua:16: DEPLOYTASK:New: extra param with no formal argument: 'CargoType' -d:\my dcs missions\scripts\moose\moose\pickuptask.lua:5: ?: unknown tag: 'parent' nil -d:\my dcs missions\scripts\moose\moose\pickuptask.lua:18: PICKUPTASK:New: param and formal argument name mismatch: 'LandingZones' 'CargoType' -d:\my dcs missions\scripts\moose\moose\pickuptask.lua:18: PICKUPTASK:New: param and formal argument name mismatch: 'CargoType' 'OnBoardSide' -d:\my dcs missions\scripts\moose\moose\pickuptask.lua:18: PICKUPTASK:New: extra param with no formal argument: 'OnBoardSide' -d:\my dcs missions\scripts\moose\moose\spawn.lua:72: SPAWN:NewWithAlias: undocumented formal argument: 'SpawnAliasPrefix' -d:\my dcs missions\scripts\moose\moose\spawn.lua:305: SPAWN:SpawnArray: param and formal argument name mismatch: 'SpawnZone' 'SpawnAngle' -d:\my dcs missions\scripts\moose\moose\spawn.lua:305: SPAWN:SpawnArray: param and formal argument name mismatch: 'SpawnAngle' 'SpawnWidth' -d:\my dcs missions\scripts\moose\moose\spawn.lua:305: SPAWN:SpawnArray: param and formal argument name mismatch: 'SpawnFormation' 'SpawnDeltaX' -d:\my dcs missions\scripts\moose\moose\spawn.lua:305: SPAWN:SpawnArray: param and formal argument name mismatch: 'SpawnWidth' 'SpawnDeltaY' -d:\my dcs missions\scripts\moose\moose\spawn.lua:305: SPAWN:SpawnArray: extra param with no formal argument: 'SpawnDeltaX' -d:\my dcs missions\scripts\moose\moose\spawn.lua:305: SPAWN:SpawnArray: extra param with no formal argument: 'SpawnDeltaY' -d:\my dcs missions\scripts\moose\moose\spawn.lua:430: SPAWN:ReSpawn: param and formal argument name mismatch: 'SpawnGroupName' 'SpawnIndex' -d:\my dcs missions\scripts\moose\moose\spawn.lua:556: SPAWN:SpawnFromUnit: undocumented formal argument: 'OuterRadius' -d:\my dcs missions\scripts\moose\moose\spawn.lua:556: SPAWN:SpawnFromUnit: undocumented formal argument: 'InnerRadius' -d:\my dcs missions\scripts\moose\moose\spawn.lua:556: SPAWN:SpawnFromUnit: undocumented formal argument: 'SpawnIndex' -d:\my dcs missions\scripts\moose\moose\spawn.lua:629: SPAWN:SpawnInZone: param and formal argument name mismatch: 'The' 'Zone' -d:\my dcs missions\scripts\moose\moose\spawn.lua:629: SPAWN:SpawnInZone: undocumented formal argument: 'SpawnIndex' -d:\my dcs missions\scripts\moose\moose\message.lua:134: MESSAGE:ToCoalition: module not found: coalition coalition.side -d:\my dcs missions\scripts\moose\moose\spawn.lua:509: SPAWN:ScheduleStart: function not found: Schedule in this module Schedule