diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index efa68c3b1..391edb33c 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -26,30 +26,15 @@ -- -- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2) -- --- === --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-01-15: Initial class and API. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- -- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- +-- ==== -- -- @module AI_Bai diff --git a/Moose Development/Moose/AI/AI_Balancer.lua b/Moose Development/Moose/AI/AI_Balancer.lua index 7a06f54c2..1f8212f4d 100644 --- a/Moose Development/Moose/AI/AI_Balancer.lua +++ b/Moose Development/Moose/AI/AI_Balancer.lua @@ -1,4 +1,4 @@ ---- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions +--- **AI** -- **AI Balancing will replace in multi player missions -- non-occupied human slots with AI groups, in order to provide an engaging simulation environment, -- even when there are hardly any players in the mission.** -- @@ -20,33 +20,14 @@ -- -- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7) -- --- === --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that. --- --- 2017-01-08: AI_BALANCER:**InitSpawnInterval( Earliest, Latest )** added. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** +-- ==== -- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- -- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) --- * **SNAFU**: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class. -- --- ### Authors: --- --- * FlightControl: Framework Design & Programming and Documentation. +-- ==== -- -- @module AI_Balancer diff --git a/Moose Development/Moose/AI/AI_CAP.lua b/Moose Development/Moose/AI/AI_CAP.lua index ad9a242b1..1d14674c3 100644 --- a/Moose Development/Moose/AI/AI_CAP.lua +++ b/Moose Development/Moose/AI/AI_CAP.lua @@ -1,4 +1,4 @@ ---- **AI** - **Execute Combat Air Patrol (CAP).** +--- **AI** -- **Execute Combat Air Patrol (CAP).** -- -- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG) -- @@ -27,33 +27,18 @@ -- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L) -- -- ==== --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-01-15: Initial class and API. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: -- -- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing. -- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing. --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- +-- ==== -- -- @module AI_Cap diff --git a/Moose Development/Moose/AI/AI_CAS.lua b/Moose Development/Moose/AI/AI_CAS.lua index dd7dd5a49..6644c278e 100644 --- a/Moose Development/Moose/AI/AI_CAS.lua +++ b/Moose Development/Moose/AI/AI_CAS.lua @@ -26,19 +26,18 @@ -- -- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2) -- --- === +-- ==== -- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: -- -- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- ==== -- -- @module AI_Cas diff --git a/Moose Development/Moose/AI/AI_Formation.lua b/Moose Development/Moose/AI/AI_Formation.lua index 40121b92e..d11687396 100644 --- a/Moose Development/Moose/AI/AI_Formation.lua +++ b/Moose Development/Moose/AI/AI_Formation.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.1) Build large **formations** of AI @{Group}s flying together. +--- **AI** -- Build large **formations** of AI @{Group}s flying together. -- -- ![Banner Image](..\Presentations\AI_FORMATION\Dia1.JPG) -- @@ -46,13 +46,11 @@ -- -- === -- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== -- -- @module AI_Formation diff --git a/Moose Development/Moose/AI/AI_Patrol.lua b/Moose Development/Moose/AI/AI_Patrol.lua index 2b4f24c55..c391ce4cd 100644 --- a/Moose Development/Moose/AI/AI_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Patrol.lua @@ -28,44 +28,13 @@ -- -- ==== -- --- # **OPEN ISSUES** --- --- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off. --- --- 2016-01-17: --- -- Fixed problem with AI returning to base too early and unexpected. --- -- ReSpawning of AI will reset the AI_PATROL and derived classes. --- -- Checked the correct workings of SCHEDULER, and it DOES work correctly. --- --- ==== --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_. --- --- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes. --- --- 2016-09-01: Initial class and API. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- -- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review. -- --- ### Authors: --- --- * **FlightControl**: Design & Programming. +-- ==== -- -- @module AI_Patrol diff --git a/Moose Development/Moose/Core/Base.lua b/Moose Development/Moose/Core/Base.lua index 1413839f6..e06eaf308 100644 --- a/Moose Development/Moose/Core/Base.lua +++ b/Moose Development/Moose/Core/Base.lua @@ -1,4 +1,4 @@ ---- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE. +--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE. -- -- ![Banner Image](..\Presentations\BASE\Dia1.JPG) -- @@ -8,29 +8,10 @@ -- -- === -- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params ) --- YYYY-MM-DD: CLASS:**NewFunction( Params )** added --- --- Hereby the change log: --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- --- * None. --- --- ### Authors: --- --- * **FlightControl**: Design & Programming +-- ==== -- -- @module Base diff --git a/Moose Development/Moose/Core/Cargo.lua b/Moose Development/Moose/Core/Cargo.lua index 5ecb9e6b3..230cc4e05 100644 --- a/Moose Development/Moose/Core/Cargo.lua +++ b/Moose Development/Moose/Core/Cargo.lua @@ -1,4 +1,4 @@ ---- **(R2.1) Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers. +--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers. -- -- ![Banner Image](..\Presentations\CARGO\Dia1.JPG) -- @@ -9,6 +9,8 @@ -- * CARGO_UNIT, represented by a @{Unit} in a singleton @{Group}: Cargo can be represented by a Unit in a Group. a CARGO_UNIT is representable... -- * CARGO_GROUP, represented by a @{Group}. A CARGO_GROUP is reportable... -- +-- This module is still under construction, but is described above works already, and will keep working ... +-- -- ==== -- -- # Demo Missions @@ -27,7 +29,10 @@ -- -- ==== -- --- This module is still under construction, but is described above works already, and will keep working ... +-- ### Author: **Sven Van de Velde (FlightControl)** +-- ### Contributions: +-- +-- ==== -- -- @module Cargo diff --git a/Moose Development/Moose/Core/Database.lua b/Moose Development/Moose/Core/Database.lua index 0a40cfb62..788aa2c00 100644 --- a/Moose Development/Moose/Core/Database.lua +++ b/Moose Development/Moose/Core/Database.lua @@ -1,4 +1,4 @@ ---- This module contains the DATABASE class, managing the database of mission objects. +--- **Core** -- DATABASE manages the database of mission objects. -- -- ==== -- @@ -35,8 +35,13 @@ -- -- === -- +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- ### Contributions: +-- +-- ==== -- @module Database --- @author FlightControl + --- DATABASE class -- @type DATABASE diff --git a/Moose Development/Moose/Core/Event.lua b/Moose Development/Moose/Core/Event.lua index f9da8ec67..e46a985f7 100644 --- a/Moose Development/Moose/Core/Event.lua +++ b/Moose Development/Moose/Core/Event.lua @@ -1,4 +1,4 @@ ---- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model. +--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model. -- -- ![Banner Image](..\Presentations\EVENT\Dia1.JPG) -- @@ -157,33 +157,12 @@ -- -- When a static object is involved in the event, the Group and Player fields won't be populated. -- --- ==== --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params ) --- YYYY-MM-DD: CLASS:**NewFunction( Params )** added --- --- Hereby the change log: --- --- * 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP. --- --- * 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms. --- -- === -- --- # **AUTHORS and CONTRIBUTIONS** --- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- --- ### Authors: --- --- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation. +-- ==== -- -- @module Event diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index 51adf9b86..67d495999 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -1,4 +1,4 @@ ---- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes +--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes -- are design patterns allowing efficient (long-lasting) processes and workflows. -- -- ![Banner Image](..\Presentations\FSM\Dia1.JPG) @@ -58,31 +58,11 @@ -- -- ==== -- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params ) --- YYYY-MM-DD: CLASS:**NewFunction( Params )** added --- --- Hereby the change log: --- --- * 2016-12-18: Released. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** -- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- --- * [**Pikey**](https://forums.eagle.ru/member.php?u=62835): Review of documentation & advice for improvements. --- --- ### Authors: --- --- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation. +-- ==== -- -- @module Fsm diff --git a/Moose Development/Moose/Core/Menu.lua b/Moose Development/Moose/Core/Menu.lua index b33d8ef2c..0d737c552 100644 --- a/Moose Development/Moose/Core/Menu.lua +++ b/Moose Development/Moose/Core/Menu.lua @@ -26,14 +26,11 @@ -- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client". -- -- === --- --- # **AUTHORS and CONTRIBUTIONS** --- +--- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- --- ### Authors: --- --- * **FlightControl**: Design & Programming +-- ==== -- -- @module Menu diff --git a/Moose Development/Moose/Core/Message.lua b/Moose Development/Moose/Core/Message.lua index c9aec93bb..755bcd971 100644 --- a/Moose Development/Moose/Core/Message.lua +++ b/Moose Development/Moose/Core/Message.lua @@ -1,4 +1,4 @@ ---- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation. +--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation. -- -- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG) -- @@ -39,6 +39,13 @@ -- * To all players using @{Message#MESSAGE.ToAllIf}(). -- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}(). -- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- ### Contributions: +-- +-- ==== +-- -- @field #MESSAGE MESSAGE = { ClassName = "MESSAGE", diff --git a/Moose Development/Moose/Core/Point.lua b/Moose Development/Moose/Core/Point.lua index 7b299aba1..05309b052 100644 --- a/Moose Development/Moose/Core/Point.lua +++ b/Moose Development/Moose/Core/Point.lua @@ -1,4 +1,4 @@ ---- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space. +--- **Core** -- **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space. -- -- ![Banner Image](..\Presentations\POINT\Dia1.JPG) -- @@ -20,31 +20,6 @@ -- -- === -- --- **API CHANGE HISTORY** --- ====================== --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added. --- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added. --- --- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added. --- --- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added. --- --- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent. --- --- * Replaced method _Point_Vec3() to **Vec3**() where the code manages a Vec3. Replaced all references to the method. --- * Replaced method _Point_Vec2() to **Vec2**() where the code manages a Vec2. Replaced all references to the method. --- * Replaced method Random_Point_Vec3() to **RandomVec3**() where the code manages a Vec3. Replaced all references to the method. --- . --- === --- -- ### Authors: -- -- * FlightControl : Design & Programming diff --git a/Moose Development/Moose/Core/Radio.lua b/Moose Development/Moose/Core/Radio.lua index bc6a8dd01..1d41d25b7 100644 --- a/Moose Development/Moose/Core/Radio.lua +++ b/Moose Development/Moose/Core/Radio.lua @@ -1,4 +1,4 @@ ---- **Core** - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions... +--- **Core** -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions... -- -- ![Banner Image](..\Presentations\RADIO\Dia1.JPG) -- diff --git a/Moose Development/Moose/Core/ScheduleDispatcher.lua b/Moose Development/Moose/Core/ScheduleDispatcher.lua index 9db739ae1..179019c14 100644 --- a/Moose Development/Moose/Core/ScheduleDispatcher.lua +++ b/Moose Development/Moose/Core/ScheduleDispatcher.lua @@ -1,4 +1,4 @@ ---- This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER. +--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules. -- -- === -- @@ -27,8 +27,6 @@ -- -- === -- --- === --- -- ### Contributions: - -- ### Authors: FlightControl : Design & Programming -- diff --git a/Moose Development/Moose/Core/Scheduler.lua b/Moose Development/Moose/Core/Scheduler.lua index cf31ecf8e..a5609afad 100644 --- a/Moose Development/Moose/Core/Scheduler.lua +++ b/Moose Development/Moose/Core/Scheduler.lua @@ -1,4 +1,4 @@ ---- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**. +--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**. -- -- ![Banner Image](..\Presentations\SCHEDULER\Dia1.JPG) -- diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index a5dbf70a1..ad8c69b67 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -1,4 +1,4 @@ ---- **Core** - SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects. +--- **Core** -- SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects. -- -- ![Banner Image](..\Presentations\SET\Dia1.JPG) -- @@ -23,12 +23,12 @@ -- * Validate the presence of objects in the SET. -- * Trigger events when objects in the SET change a zone presence. -- --- ### Authors: +-- ==== -- --- * FlightControl : Design & Programming --- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- +-- ==== -- -- @module Set diff --git a/Moose Development/Moose/Core/Settings.lua b/Moose Development/Moose/Core/Settings.lua index b22fc6f17..dc0926ba5 100644 --- a/Moose Development/Moose/Core/Settings.lua +++ b/Moose Development/Moose/Core/Settings.lua @@ -1,4 +1,4 @@ ---- **Core** - **SETTINGS** classe defines the format settings management for measurement. +--- **Core** -- **SETTINGS** classe defines the format settings management for measurement. -- -- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG) -- @@ -19,12 +19,11 @@ -- ### [SETTINGS YouTube Channel]() -- -- === --- --- ### Authors: --- --- * FlightControl : Design & Programming --- --- ### Contributions: +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- ### Contributions: +-- +-- ==== -- -- @module Settings diff --git a/Moose Development/Moose/Core/SpawnStatic.lua b/Moose Development/Moose/Core/SpawnStatic.lua index 2655ac08b..0d2b01109 100644 --- a/Moose Development/Moose/Core/SpawnStatic.lua +++ b/Moose Development/Moose/Core/SpawnStatic.lua @@ -1,4 +1,4 @@ ---- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions. +--- **Core** -- Spawn dynamically new STATICs in your missions. -- -- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG) -- @@ -24,24 +24,10 @@ -- -- ==== -- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- --- ### Authors: --- --- * **FlightControl**: Design & Programming +-- ==== -- -- @module SpawnStatic diff --git a/Moose Development/Moose/Core/Spot.lua b/Moose Development/Moose/Core/Spot.lua index e1f7f4e99..67c8a83db 100644 --- a/Moose Development/Moose/Core/Spot.lua +++ b/Moose Development/Moose/Core/Spot.lua @@ -1,8 +1,8 @@ ---- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers. +--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers. -- -- ![Banner Image](..\Presentations\SPOT\Dia1.JPG) -- --- === +-- ==== -- -- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to: -- @@ -27,20 +27,16 @@ -- -- ### [SPOT YouTube Channel]() -- --- === --- --- # **AUTHORS and CONTRIBUTIONS** +-- ==== -- +-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- -- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing --- -- --- ### Authors: --- --- * **FlightControl**: Design & Programming +-- ==== -- -- @module Spot diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 8ae7aa3ff..5d183f58d 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -1,8 +1,8 @@ ---- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**. +--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**. -- -- ![Banner Image](..\Presentations\ZONE\Dia1.JPG) -- --- === +-- ==== -- -- There are essentially two core functions that zones accomodate: -- @@ -27,41 +27,12 @@ -- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. -- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- --- === +-- ==== -- --- # **API CHANGE HISTORY** +-- ### Author: **Sven Van de Velde (FlightControl)** +-- ### Contributions: -- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_. --- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_. --- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_. --- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_. --- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_. --- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_. --- --- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added. --- --- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added. --- --- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added. --- --- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added. --- --- 2016-08-15: ZONE\_BASE:**GetName()** added. --- --- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added. --- --- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added. --- --- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added. --- --- === +-- ==== -- -- @module Zone diff --git a/Moose Development/Moose/Functional/AirbasePolice.lua b/Moose Development/Moose/Functional/AirbasePolice.lua index 1afb020ac..1d628db80 100644 --- a/Moose Development/Moose/Functional/AirbasePolice.lua +++ b/Moose Development/Moose/Functional/AirbasePolice.lua @@ -1,4 +1,4 @@ ---- This module contains the AIRBASEPOLICE classes. +--- **Functional** -- This module monitors airbases traffic. -- -- === -- diff --git a/Moose Development/Moose/Functional/CleanUp.lua b/Moose Development/Moose/Functional/CleanUp.lua index 25c8742db..79aa2dc6b 100644 --- a/Moose Development/Moose/Functional/CleanUp.lua +++ b/Moose Development/Moose/Functional/CleanUp.lua @@ -1,6 +1,7 @@ ---- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. +--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. +-- +-- ==== -- @module CleanUp --- @author Flightcontrol diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index 4a2543100..14b8fbb03 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -1,4 +1,4 @@ ---- **Funtional R2.1** -- Management of target **Designation**. +--- **Functional** -- Management of target **Designation**. -- -- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG) -- diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index 856e40851..5256401d6 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -1,4 +1,4 @@ ---- **Functional** - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods. +--- **Functional** -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods. -- -- ![Banner Image](..\Presentations\DETECTION\Dia1.JPG) -- diff --git a/Moose Development/Moose/Functional/Escort.lua b/Moose Development/Moose/Functional/Escort.lua index 449218f84..1a96cb31e 100644 --- a/Moose Development/Moose/Functional/Escort.lua +++ b/Moose Development/Moose/Functional/Escort.lua @@ -1,4 +1,6 @@ ---- Taking the lead of AI escorting your flight. +--- **Functional** -- Taking the lead of AI escorting your flight. +-- +-- ==== -- -- @{#ESCORT} class -- ================ diff --git a/Moose Development/Moose/Functional/MissileTrainer.lua b/Moose Development/Moose/Functional/MissileTrainer.lua index 38b2008ae..ccceb3958 100644 --- a/Moose Development/Moose/Functional/MissileTrainer.lua +++ b/Moose Development/Moose/Functional/MissileTrainer.lua @@ -1,4 +1,4 @@ ---- This module contains the MISSILETRAINER class. +--- **Functional** -- MISSILETRAINER helps you to train missile avoidance. -- -- === -- diff --git a/Moose Development/Moose/Functional/Movement.lua b/Moose Development/Moose/Functional/Movement.lua index 72bc21c62..69317c9e5 100644 --- a/Moose Development/Moose/Functional/Movement.lua +++ b/Moose Development/Moose/Functional/Movement.lua @@ -1,4 +1,8 @@ ---- Limit the simultaneous movement of Groups within a running Mission. +--- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles. +-- +-- ==== +-- +-- 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 diff --git a/Moose Development/Moose/Functional/Scoring.lua b/Moose Development/Moose/Functional/Scoring.lua index ba8745f2d..23c27e91a 100644 --- a/Moose Development/Moose/Functional/Scoring.lua +++ b/Moose Development/Moose/Functional/Scoring.lua @@ -1,4 +1,4 @@ ---- Single-Player:**Yes** / Multi-Player:**Yes** / Core:**Yes** -- **Administer the scoring of player achievements, +--- **Functional** -- **Administer the SCORING of player achievements, -- and create a CSV file logging the scoring events for use at team or squadron websites.** -- -- ![Banner Image](..\Presentations\SCORING\Dia1.JPG) diff --git a/Moose Development/Moose/Functional/Sead.lua b/Moose Development/Moose/Functional/Sead.lua index da4bf2d0f..cd176650f 100644 --- a/Moose Development/Moose/Functional/Sead.lua +++ b/Moose Development/Moose/Functional/Sead.lua @@ -1,7 +1,8 @@ ---- Provides defensive behaviour to a set of SAM sites within a running Mission. +--- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission. +-- +-- ==== +-- -- @module Sead --- @author to be searched on the forum --- @author (co) Flightcontrol (Modified and enriched with functionality) --- The SEAD class -- @type SEAD diff --git a/Moose Development/Moose/Tasking/CommandCenter.lua b/Moose Development/Moose/Tasking/CommandCenter.lua index 5249589d3..28688a32f 100644 --- a/Moose Development/Moose/Tasking/CommandCenter.lua +++ b/Moose Development/Moose/Tasking/CommandCenter.lua @@ -1,5 +1,14 @@ ---- A COMMANDCENTER is the owner of multiple missions within MOOSE. +--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE. -- A COMMANDCENTER governs multiple missions, the tasking and the reporting. +-- +-- === +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== +-- -- @module CommandCenter diff --git a/Moose Development/Moose/Tasking/Mission.lua b/Moose Development/Moose/Tasking/Mission.lua index 5c866d31a..5c278d522 100644 --- a/Moose Development/Moose/Tasking/Mission.lua +++ b/Moose Development/Moose/Tasking/Mission.lua @@ -1,5 +1,13 @@ ---- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s 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}. +--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE. +-- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- === +-- -- @module Mission --- The MISSION class diff --git a/Moose Development/Moose/Tasking/Task.lua b/Moose Development/Moose/Tasking/Task.lua index f1e444c66..8d86586ac 100644 --- a/Moose Development/Moose/Tasking/Task.lua +++ b/Moose Development/Moose/Tasking/Task.lua @@ -1,11 +1,12 @@ ---- **Tasking** -- This module contains the TASK class. +--- **Tasking** -- This module contains the TASK class, the main engine to run human taskings. -- --- === +-- ==== -- +-- ### Author: **Sven Van de Velde (FlightControl)** -- --- === +-- ### Contributions: -- --- ### Authors: FlightControl - Design and Programming +-- ==== -- -- @module Task diff --git a/Moose Development/Moose/Tasking/Task_A2A.lua b/Moose Development/Moose/Tasking/Task_A2A.lua index cda6c724c..e74f5bc7f 100644 --- a/Moose Development/Moose/Tasking/Task_A2A.lua +++ b/Moose Development/Moose/Tasking/Task_A2A.lua @@ -3,48 +3,13 @@ -- ![Banner Image](..\Presentations\TASK_A2A\Dia1.JPG) -- -- --- # 1) @{Task_A2A#TASK_A2A} class, extends @{Task#TASK} +-- ==== -- --- The @{#TASK_A2A} class defines Air To Air tasks for a @{Set} of Target Units, --- based on the tasking capabilities defined in @{Task#TASK}. --- The TASK_A2A is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses: +-- ### Author: **Sven Van de Velde (FlightControl)** -- --- * **None**: Start of the process --- * **Planned**: The A2A task is planned. --- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}. --- * **Success**: The A2A task is successfully completed. --- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. --- --- # 1.1) Set the scoring of achievements in an A2A attack. --- --- Scoring or penalties can be given in the following circumstances: --- --- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed. --- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed. --- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed. +-- ### Contributions: -- -- ==== --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. -- -- @module Task_A2A @@ -54,6 +19,28 @@ do -- TASK_A2A -- @type TASK_A2A -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK + + --- # TASK_A2A class, extends @{Task#TASK} + -- + -- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units, + -- based on the tasking capabilities defined in @{Task#TASK}. + -- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses: + -- + -- * **None**: Start of the process + -- * **Planned**: The A2A task is planned. + -- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}. + -- * **Success**: The A2A task is successfully completed. + -- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. + -- + -- # 1.1) Set the scoring of achievements in an A2A attack. + -- + -- Scoring or penalties can be given in the following circumstances: + -- + -- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed. + -- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed. + -- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed. + -- + -- @field #TASK_A2A TASK_A2A = { ClassName = "TASK_A2A", } diff --git a/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua index 0a7d58a08..d241b7cb0 100644 --- a/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua @@ -1,14 +1,12 @@ --- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets. -- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== -- -- @module Task_A2A_Dispatcher diff --git a/Moose Development/Moose/Tasking/Task_A2G.lua b/Moose Development/Moose/Tasking/Task_A2G.lua index f6907aa08..f333d4935 100644 --- a/Moose Development/Moose/Tasking/Task_A2G.lua +++ b/Moose Development/Moose/Tasking/Task_A2G.lua @@ -2,51 +2,13 @@ -- -- ![Banner Image](..\Presentations\TASK_A2G\Dia1.JPG) -- +-- ==== -- --- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK} +-- ### Author: **Sven Van de Velde (FlightControl)** -- --- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units, --- based on the tasking capabilities defined in @{Task#TASK}. --- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses: --- --- * **None**: Start of the process --- * **Planned**: The A2G task is planned. --- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}. --- * **Success**: The A2G task is successfully completed. --- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. --- --- # 1.1) Set the scoring of achievements in an A2G attack. --- --- Scoring or penalties can be given in the following circumstances: --- --- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed. --- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed. --- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed. +-- ### Contributions: -- -- ==== --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-03-09: Revised version. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- * **[WingThor]**: Concept, Advice & Testing. --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. -- -- @module Task_A2G @@ -56,6 +18,28 @@ do -- TASK_A2G -- @type TASK_A2G -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK + + --- # TASK_A2G class, extends @{Task#TASK} + -- + -- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units, + -- based on the tasking capabilities defined in @{Task#TASK}. + -- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses: + -- + -- * **None**: Start of the process + -- * **Planned**: The A2G task is planned. + -- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}. + -- * **Success**: The A2G task is successfully completed. + -- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. + -- + -- ## Set the scoring of achievements in an A2G attack. + -- + -- Scoring or penalties can be given in the following circumstances: + -- + -- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed. + -- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed. + -- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed. + -- + -- @field #TASK_A2G TASK_A2G = { ClassName = "TASK_A2G", } diff --git a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua index 272dd57a7..30cbe8f43 100644 --- a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua @@ -1,45 +1,12 @@ --- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets. -- --- === +-- ==== -- --- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER} +-- ### Author: **Sven Van de Velde (FlightControl)** -- --- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups). --- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. --- Find a summary below describing for which situation a task type is created: +-- ### Contributions: -- --- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter. --- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter. --- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars. --- --- Other task types will follow... --- --- 3.1) TASK_A2G_DISPATCHER constructor: --- -------------------------------------- --- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance. --- --- === --- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-03-09: Initial class and API. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- ==== -- -- @module Task_A2G_Dispatcher @@ -51,6 +18,24 @@ do -- TASK_A2G_DISPATCHER -- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. -- @field Tasking.Mission#MISSION Mission -- @extends Tasking.DetectionManager#DETECTION_MANAGER + + --- # TASK_A2G_DISPATCHE} class, extends @{#DETECTION_MANAGER} + -- + -- The TASK_A2G_DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups). + -- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. + -- Find a summary below describing for which situation a task type is created: + -- + -- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter. + -- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter. + -- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars. + -- + -- Other task types will follow... + -- + -- ## TASK_A2G_DISPATCHER constructor + -- + -- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance. + -- + -- @field #TASK_A2G_DISPATCHER TASK_A2G_DISPATCHER = { ClassName = "TASK_A2G_DISPATCHER", Mission = nil, diff --git a/Moose Development/Moose/Tasking/Task_CARGO.lua b/Moose Development/Moose/Tasking/Task_CARGO.lua index 86263764e..eeacf9dc7 100644 --- a/Moose Development/Moose/Tasking/Task_CARGO.lua +++ b/Moose Development/Moose/Tasking/Task_CARGO.lua @@ -1,4 +1,4 @@ ---- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}. +--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}. -- -- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG) -- @@ -14,28 +14,13 @@ -- -- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. -- --- == +-- ==== -- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-03-09: Revised version. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- ### Authors: --- --- * **FlightControl**: Concept, Design & Programming. +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== -- -- @module Task_Cargo diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index a73189948..6d0900e33 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -1,17 +1,28 @@ ---- This module contains the AIRBASE classes. +--- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects. +-- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: -- -- === -- --- 1) @{Airbase#AIRBASE} class, extends @{Positionable#POSITIONABLE} --- ================================================================= --- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects: +-- @module Airbase + + +--- @type AIRBASE +-- @extends Wrapper.Positionable#POSITIONABLE + +--- # AIRBASE class, extends @{Positionable#POSITIONABLE} +-- +-- AIRBASE is a wrapper class to handle the DCS Airbase objects: -- -- * Support all DCS Airbase APIs. -- * Enhance with Airbase specific APIs not in the DCS Airbase API set. -- --- --- 1.1) AIRBASE reference methods --- ------------------------------ +-- ## AIRBASE reference methods +-- -- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object. -- This is done at the beginning of the mission (when the mission starts). -- @@ -29,27 +40,14 @@ -- -- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil). -- --- 1.2) DCS AIRBASE APIs --- --------------------- +-- ## DCS Airbase APIs +-- -- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method. -- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call, -- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}() -- is implemented in the AIRBASE class as @{#AIRBASE.GetName}(). -- --- More functions will be added --- ---------------------------- --- During the MOOSE development, more functions will be added. --- --- @module Airbase --- @author FlightControl - - - - - ---- The AIRBASE class --- @type AIRBASE --- @extends Wrapper.Positionable#POSITIONABLE +-- @field #AIRBASE AIRBASE = { ClassName="AIRBASE", CategoryName = { diff --git a/Moose Development/Moose/Wrapper/Client.lua b/Moose Development/Moose/Wrapper/Client.lua index afab71f1d..74cd6b741 100644 --- a/Moose Development/Moose/Wrapper/Client.lua +++ b/Moose Development/Moose/Wrapper/Client.lua @@ -1,10 +1,26 @@ ---- This module contains the CLIENT class. +--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission. +-- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- === +-- +-- @module Client + + +--- The CLIENT class +-- @type CLIENT +-- @extends Wrapper.Unit#UNIT + + +--- # CLIENT class, extends @{Unit#UNIT} -- --- 1) @{Client#CLIENT} class, extends @{Unit#UNIT} --- =============================================== -- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__. -- Note that clients are NOT the same as Units, they are NOT necessarily alive. --- The @{Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__: +-- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__: -- -- * Wraps the DCS Unit objects with skill level set to Player or Client. -- * Support all DCS Unit APIs. @@ -15,8 +31,8 @@ -- -- Clients are being used by the @{MISSION} class to follow players and register their successes. -- --- 1.1) CLIENT reference methods --- ----------------------------- +-- ## CLIENT reference methods +-- -- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object. -- This is done at the beginning of the mission (when the mission starts). -- @@ -32,13 +48,9 @@ -- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object. -- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name. -- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil). +-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** -- --- @module Client - ---- The CLIENT class --- @type CLIENT --- @extends Wrapper.Unit#UNIT +-- @field #CLIENT CLIENT = { ONBOARDSIDE = { NONE = 0, diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index d56bb6dad..85a9f1edd 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -1,29 +1,48 @@ ---- This module contains the CONTROLLABLE class. +--- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers". -- --- 1) @{Controllable#CONTROLLABLE} class, extends @{Positionable#POSITIONABLE} --- =========================================================== --- The @{Controllable#CONTROLLABLE} class is a wrapper class to handle the DCS Controllable objects: +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- === +-- +-- @module Controllable + + + +--- @type CONTROLLABLE +-- @extends Wrapper.Positionable#POSITIONABLE +-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class. +-- @field #string ControllableName The name of the controllable. + + + +--- # CONTROLLABLE class, extends @{Positionable#POSITIONABLE} +-- +-- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units: -- -- * Support all DCS Controllable APIs. -- * Enhance with Controllable specific APIs not in the DCS Controllable API set. -- * Handle local Controllable Controller. -- * Manage the "state" of the DCS Controllable. -- --- 1.1) CONTROLLABLE constructor --- ----------------------------- +-- ## CONTROLLABLE constructor +-- -- The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance: -- -- * @{#CONTROLLABLE.New}(): Create a CONTROLLABLE instance. -- --- 1.2) CONTROLLABLE task methods --- ------------------------------ +-- ## CONTROLLABLE Task methods +-- -- Several controllable task methods are available that help you to prepare tasks. -- These methods return a string consisting of the task description, which can then be given to either a @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#SetTask} method to assign the task to the CONTROLLABLE. -- Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND. -- Each task description where applicable indicates for which controllable category the task is valid. -- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks. -- --- ### 1.2.1) Assigned task methods +-- ### Task assignment -- -- Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected. -- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed. @@ -54,7 +73,7 @@ -- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone. -- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase. -- --- ### 1.2.2) EnRoute task methods +-- ### EnRoute assignment -- -- EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed: -- @@ -67,7 +86,7 @@ -- * @{#CONTROLLABLE.EnRouteTaskFAC_EngageControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets. -- * @{#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters. -- --- ### 1.2.3) Preparation task methods +-- ### Task preparation -- -- There are certain task methods that allow to tailor the task behaviour: -- @@ -76,24 +95,24 @@ -- * @{#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task. -- * @{#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition. -- --- ### 1.2.4) Obtain the mission from controllable templates +-- ### Obtain the mission from controllable templates -- -- Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another: -- -- * @{#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template. -- --- 1.3) CONTROLLABLE Command methods --- -------------------------- +-- ## CONTROLLABLE Command methods +-- -- Controllable **command methods** prepare the execution of commands using the @{#CONTROLLABLE.SetCommand} method: -- -- * @{#CONTROLLABLE.CommandDoScript}: Do Script command. -- * @{#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command. -- --- 1.4) CONTROLLABLE Option methods --- ------------------------- +-- ## CONTROLLABLE Option methods +-- -- Controllable **Option methods** change the behaviour of the Controllable while being alive. -- --- ### 1.4.1) Rule of Engagement: +-- ### Rule of Engagement: -- -- * @{#CONTROLLABLE.OptionROEWeaponFree} -- * @{#CONTROLLABLE.OptionROEOpenFire} @@ -107,7 +126,7 @@ -- * @{#CONTROLLABLE.OptionROEReturnFirePossible} -- * @{#CONTROLLABLE.OptionROEEvadeFirePossible} -- --- ### 1.4.2) Rule on thread: +-- ### Rule on thread: -- -- * @{#CONTROLLABLE.OptionROTNoReaction} -- * @{#CONTROLLABLE.OptionROTPassiveDefense} @@ -121,15 +140,7 @@ -- * @{#CONTROLLABLE.OptionROTEvadeFirePossible} -- * @{#CONTROLLABLE.OptionROTVerticalPossible} -- --- === --- --- @module Controllable - ---- The CONTROLLABLE class --- @type CONTROLLABLE --- @extends Wrapper.Positionable#POSITIONABLE --- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class. --- @field #string ControllableName The name of the controllable. +-- @field #CONTROLLABLE CONTROLLABLE = { ClassName = "CONTROLLABLE", ControllableName = "", diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index 1f63046ff..e78e5eb8e 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- GROUP is a wrapper class for the DCS Class Group. +--- **Wrapper** -- GROUP wraps the DCS Class Group objects. -- -- === -- @@ -15,45 +15,22 @@ -- -- ==== -- --- # **API CHANGE HISTORY** --- --- The underlying change log documents the API changes. Please read this carefully. The following notation is used: --- --- * **Added** parts are expressed in bold type face. --- * _Removed_ parts are expressed in italic type face. --- --- Hereby the change log: --- --- 2017-03-26: GROUP:**RouteRTB( RTBAirbase, Speed )** added. --- --- 2017-03-07: GROUP:**HandleEvent( Event, EventFunction )** added. --- 2017-03-07: GROUP:**UnHandleEvent( Event )** added. --- --- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added. --- --- 2017-01-24: GROUP:**SetAIOn()** added. --- --- 2017-01-24: GROUP:**SetAIOff()** added. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** +-- ### Author: **Sven Van de Velde (FlightControl)** -- -- ### Contributions: -- -- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff(). -- --- ### Authors: --- --- * **FlightControl**: Design & Programming +-- ==== -- -- @module Group --- @author FlightControl + --- @type GROUP -- @extends Wrapper.Controllable#CONTROLLABLE -- @field #string GroupName The name of the group. + --- -- # GROUP class, extends @{Controllable#CONTROLLABLE} -- diff --git a/Moose Development/Moose/Wrapper/Identifiable.lua b/Moose Development/Moose/Wrapper/Identifiable.lua index 08a22b044..f863e9bd4 100644 --- a/Moose Development/Moose/Wrapper/Identifiable.lua +++ b/Moose Development/Moose/Wrapper/Identifiable.lua @@ -1,39 +1,34 @@ ---- This module contains the IDENTIFIABLE class. +--- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects. -- --- 1) @{#IDENTIFIABLE} class, extends @{Object#OBJECT} --- =============================================================== --- The @{#IDENTIFIABLE} class is a wrapper class to handle the DCS Identifiable objects: +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== +-- +-- @module Identifiable + +--- @type IDENTIFIABLE +-- @extends Wrapper.Object#OBJECT +-- @field #string IdentifiableName The name of the identifiable. + +--- # IDENTIFIABLE class, extends @{Object#OBJECT} +-- +-- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects: -- -- * Support all DCS Identifiable APIs. -- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set. -- * Manage the "state" of the DCS Identifiable. -- --- 1.1) IDENTIFIABLE constructor: --- ------------------------------ +-- ## IDENTIFIABLE constructor +-- -- The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance: -- -- * @{#IDENTIFIABLE.New}(): Create a IDENTIFIABLE instance. -- --- 1.2) IDENTIFIABLE methods: --- -------------------------- --- The following methods can be used to identify an identifiable object: --- --- * @{#IDENTIFIABLE.GetName}(): Returns the name of the Identifiable. --- * @{#IDENTIFIABLE.IsAlive}(): Returns if the Identifiable is alive. --- * @{#IDENTIFIABLE.GetTypeName}(): Returns the type name of the Identifiable. --- * @{#IDENTIFIABLE.GetCoalition}(): Returns the coalition of the Identifiable. --- * @{#IDENTIFIABLE.GetCountry}(): Returns the country of the Identifiable. --- * @{#IDENTIFIABLE.GetDesc}(): Returns the descriptor structure of the Identifiable. --- --- --- === --- --- @module Identifiable - ---- The IDENTIFIABLE class --- @type IDENTIFIABLE --- @extends Wrapper.Object#OBJECT --- @field #string IdentifiableName The name of the identifiable. +-- @field #IDENTIFIABLE IDENTIFIABLE = { ClassName = "IDENTIFIABLE", IdentifiableName = "", diff --git a/Moose Development/Moose/Wrapper/Object.lua b/Moose Development/Moose/Wrapper/Object.lua index 6641c80fb..5e4a236f1 100644 --- a/Moose Development/Moose/Wrapper/Object.lua +++ b/Moose Development/Moose/Wrapper/Object.lua @@ -1,33 +1,36 @@ ---- This module contains the OBJECT class. +--- **Wrapper** -- OBJECT wraps the DCS Object derived objects. -- --- 1) @{Object#OBJECT} class, extends @{Base#BASE} --- =========================================================== --- The @{Object#OBJECT} class is a wrapper class to handle the DCS Object objects: --- --- * Support all DCS Object APIs. --- * Enhance with Object specific APIs not in the DCS Object API set. --- * Manage the "state" of the DCS Object. --- --- 1.1) OBJECT constructor: --- ------------------------------ --- The OBJECT class provides the following functions to construct a OBJECT instance: --- --- * @{Object#OBJECT.New}(): Create a OBJECT instance. --- --- 1.2) OBJECT methods: --- -------------------------- --- The following methods can be used to identify an Object object: +-- ==== -- --- * @{Object#OBJECT.GetID}(): Returns the ID of the Object object. +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: -- -- === -- -- @module Object ---- The OBJECT class --- @type OBJECT + +--- @type OBJECT -- @extends Core.Base#BASE -- @field #string ObjectName The name of the Object. + + +--- # OBJECT class, extends @{Base#BASE} +-- +-- OBJECT handles the DCS Object objects: +-- +-- * Support all DCS Object APIs. +-- * Enhance with Object specific APIs not in the DCS Object API set. +-- * Manage the "state" of the DCS Object. +-- +-- ## OBJECT constructor: +-- +-- The OBJECT class provides the following functions to construct a OBJECT instance: +-- +-- * @{Object#OBJECT.New}(): Create a OBJECT instance. +-- +-- @field #OBJECT OBJECT = { ClassName = "OBJECT", ObjectName = "", diff --git a/Moose Development/Moose/Wrapper/Positionable.lua b/Moose Development/Moose/Wrapper/Positionable.lua index 85965c8d6..c949da431 100644 --- a/Moose Development/Moose/Wrapper/Positionable.lua +++ b/Moose Development/Moose/Wrapper/Positionable.lua @@ -1,9 +1,16 @@ ---- **Wrapper** -- This module contains the POSITIONABLE class. +--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable". -- --- === +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== -- -- @module Positionable + --- The POSITIONABLE class -- @type POSITIONABLE -- @extends Wrapper.Identifiable#IDENTIFIABLE @@ -11,6 +18,7 @@ -- @field Core.Spot#SPOT Spot The laser Spot. -- @field #number LaserCode The last assigned laser code. + --- # POSITIONABLE class, extends @{Identifiable#IDENTIFIABLE} -- -- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects: @@ -24,14 +32,6 @@ -- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance: -- -- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance. --- --- ## POSITIONABLE methods --- --- The following methods can be used to identify an measurable object: --- --- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object. --- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object. --- -- -- @field #POSITIONABLE POSITIONABLE = { diff --git a/Moose Development/Moose/Wrapper/Scenery.lua b/Moose Development/Moose/Wrapper/Scenery.lua index c697d250e..d0d5215dd 100644 --- a/Moose Development/Moose/Wrapper/Scenery.lua +++ b/Moose Development/Moose/Wrapper/Scenery.lua @@ -1,22 +1,31 @@ ---- This module contains the SCENERY class. +--- **Wrapper** -- SCENERY models scenery within the DCS simulator. +-- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== +-- +-- @module Scenery + + + +--- @type SCENERY +-- @extends Wrapper.Positionable#POSITIONABLE + + +--- # SCENERY class, extends @{Positionable#POSITIONABLE} -- --- 1) @{Scenery#SCENERY} class, extends @{Positionable#POSITIONABLE} --- =============================================================== -- Scenery objects are defined on the map. -- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects: -- -- * Wraps the DCS Scenery objects. -- * Support all DCS Scenery APIs. -- * Enhance with Scenery specific APIs not in the DCS API set. --- --- @module Scenery --- @author FlightControl - - - ---- The SCENERY class --- @type SCENERY --- @extends Wrapper.Positionable#POSITIONABLE +-- +-- @field #SCENERY SCENERY = { ClassName = "SCENERY", } diff --git a/Moose Development/Moose/Wrapper/Static.lua b/Moose Development/Moose/Wrapper/Static.lua index 0bedb8918..cc1e1f74c 100644 --- a/Moose Development/Moose/Wrapper/Static.lua +++ b/Moose Development/Moose/Wrapper/Static.lua @@ -1,7 +1,21 @@ ---- This module contains the STATIC class. +--- **Wrapper** -- STATIC wraps the DCS StaticObject class. +-- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== +-- +-- @module Static + + +--- @type STATIC +-- @extends Wrapper.Positionable#POSITIONABLE + +--- # STATIC class, extends @{Positionable#POSITIONABLE} -- --- 1) @{Static#STATIC} class, extends @{Positionable#POSITIONABLE} --- =============================================================== -- Statics are **Static Units** defined within the Mission Editor. -- Note that Statics are almost the same as Units, but they don't have a controller. -- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects: @@ -10,8 +24,8 @@ -- * Support all DCS Static APIs. -- * Enhance with Static specific APIs not in the DCS API set. -- --- 1.1) STATIC reference methods --- ----------------------------- +-- ## STATIC reference methods +-- -- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object. -- This is done at the beginning of the mission (when the mission starts). -- @@ -28,17 +42,7 @@ -- -- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). -- --- @module Static --- @author FlightControl - - - - - - ---- The STATIC class --- @type STATIC --- @extends Wrapper.Positionable#POSITIONABLE +-- @field #STATIC STATIC = { ClassName = "STATIC", } diff --git a/Moose Development/Moose/Wrapper/Unit.lua b/Moose Development/Moose/Wrapper/Unit.lua index d4e7a6148..01f71e691 100644 --- a/Moose Development/Moose/Wrapper/Unit.lua +++ b/Moose Development/Moose/Wrapper/Unit.lua @@ -9,8 +9,17 @@ -- * Handle local Unit Controller. -- * Manage the "state" of the DCS Unit. -- +-- ==== +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- +-- ### Contributions: +-- +-- ==== +-- -- @module Unit + --- @type UNIT -- @extends Wrapper.Controllable#CONTROLLABLE diff --git a/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv b/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv index 49f4db68e..fbf810e65 100644 --- a/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv +++ b/Utils/Slate 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@F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20417, -@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21100, -@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=22060, -@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=23079, -@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12218, -@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12466, -@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12687, -@K=function, @M=Designate, @N=__LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12810, -@K=function, @M=Designate, @N=OnBeforeLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13094, -@K=function, @M=Designate, @N=OnAfterLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13344, -@K=function, @M=Designate, @N=LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13567, -@K=function, @M=Designate, @N=__LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13692, -@K=function, @M=Designate, @N=OnBeforeSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13906, -@K=function, @M=Designate, @N=OnAfterSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14152, -@K=function, @M=Designate, @N=Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14371, -@K=function, @M=Designate, @N=__Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14492, -@K=function, @M=Designate, @N=OnBeforeStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15578, -@K=function, @M=Designate, @N=OnAfterStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15826, -@K=function, @M=Designate, @N=Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16047, -@K=function, @M=Designate, @N=__Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16170, +@K=function, @M=Task_A2A, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4242, +@K=function, @M=Task_A2A, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4903, +@K=function, @M=Task_A2A, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5300, +@K=function, @M=Task_A2A, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5622, +@K=function, @M=Task_A2A, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=6503, +@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=4236, +@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=4897, +@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5294, +@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5616, +@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6495, +@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10296, +@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13325, +@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14186, +@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14807, +@K=function, @M=Task_Cargo, @N=onafterCancelRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15336, +@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15673, +@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16120, +@K=function, @M=Task_Cargo, @N=onafterCancelRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16548, +@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17835, +@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18601, +@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19061, +@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20002, +@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20685, +@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21645, +@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=22664, +@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12214, +@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12462, +@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12683, +@K=function, @M=Designate, @N=__LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12806, +@K=function, @M=Designate, @N=OnBeforeLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13090, +@K=function, @M=Designate, @N=OnAfterLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13340, +@K=function, @M=Designate, @N=LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13563, +@K=function, @M=Designate, @N=__LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13688, +@K=function, @M=Designate, @N=OnBeforeSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13902, +@K=function, @M=Designate, @N=OnAfterSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14148, +@K=function, @M=Designate, @N=Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14367, +@K=function, @M=Designate, @N=__Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14488, +@K=function, @M=Designate, @N=OnBeforeStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15574, +@K=function, @M=Designate, @N=OnAfterStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15822, +@K=function, @M=Designate, @N=Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16043, +@K=function, @M=Designate, @N=__Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16166, diff --git a/docs/Documentation/AI_BAI.html b/docs/Documentation/AI_BAI.html index 5c91e2d34..3c95dd5f8 100644 --- a/docs/Documentation/AI_BAI.html +++ b/docs/Documentation/AI_BAI.html @@ -134,22 +134,7 @@
-

API CHANGE HISTORY

- -

The underlying change log documents the API changes. Please read this carefully. The following notation is used:

- - - -

Hereby the change log:

- -

2017-01-15: Initial class and API.

- -
- -

AUTHORS and CONTRIBUTIONS

+

Author: Sven Van de Velde (FlightControl)

Contributions:

@@ -157,11 +142,7 @@
  • Gunterlund: Test case revision.
  • -

    Authors:

    - - +

    Global(s)

    diff --git a/docs/Documentation/AI_Balancer.html b/docs/Documentation/AI_Balancer.html index 79bfc515b..c12cecccf 100644 --- a/docs/Documentation/AI_Balancer.html +++ b/docs/Documentation/AI_Balancer.html @@ -100,7 +100,7 @@

    Module AI_Balancer

    -

    Single-Player:No / Multi-Player:Yes / AI:Yes / Human:No / Types:All -- AI Balancing will replace in multi player missions +

    AI -- AI Balancing will replace in multi player missions non-occupied human slots with AI groups, in order to provide an engaging simulation environment, even when there are hardly any players in the mission.

    @@ -124,40 +124,17 @@ even when there are hardly any players in the mission.


    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes.

    - - -

    Please read this carefully. The following notation is used:

    - - - -

    Hereby the change log:

    - -

    2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.

    - -

    2017-01-08: AI_BALANCER:InitSpawnInterval( Earliest, Latest ) added.

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    + +

    James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)

    - +

    Global(s)

    diff --git a/docs/Documentation/AI_Cap.html b/docs/Documentation/AI_Cap.html index 8536cb291..aba7baf7d 100644 --- a/docs/Documentation/AI_Cap.html +++ b/docs/Documentation/AI_Cap.html @@ -100,7 +100,7 @@

    Module AI_Cap

    -

    AI - Execute Combat Air Patrol (CAP).

    +

    AI -- Execute Combat Air Patrol (CAP).

    Banner Image

    @@ -134,22 +134,7 @@
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - - - -

    Hereby the change log:

    - -

    2017-01-15: Initial class and API.

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    @@ -161,11 +146,7 @@
  • **Delta99: Testing.
  • -

    Authors:

    - - +

    Global(s)

    diff --git a/docs/Documentation/AI_Cas.html b/docs/Documentation/AI_Cas.html index 1ae0d9720..edc7a604c 100644 --- a/docs/Documentation/AI_Cas.html +++ b/docs/Documentation/AI_Cas.html @@ -134,7 +134,8 @@
    -

    AUTHORS and CONTRIBUTIONS

    + +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    @@ -144,11 +145,7 @@
  • Gunterlund: Test case revision.
  • -

    Authors:

    - - +

    Global(s)

    diff --git a/docs/Documentation/AI_Formation.html b/docs/Documentation/AI_Formation.html index f80dc8eab..1bdf733af 100644 --- a/docs/Documentation/AI_Formation.html +++ b/docs/Documentation/AI_Formation.html @@ -100,7 +100,7 @@

    Module AI_Formation

    -

    AI -- (R2.1) Build large formations of AI Groups flying together.

    +

    AI -- Build large formations of AI Groups flying together.

    @@ -160,16 +160,12 @@ The purpose of the class is to:


    -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - -
      -
    • FlightControl: Concept, Design & Programming. -
    • -
    +
    +

    Global(s)

    diff --git a/docs/Documentation/AI_Patrol.html b/docs/Documentation/AI_Patrol.html index f0b7b24e4..a623d8dcf 100644 --- a/docs/Documentation/AI_Patrol.html +++ b/docs/Documentation/AI_Patrol.html @@ -134,38 +134,7 @@
    -

    OPEN ISSUES

    - -

    2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.

    - -

    2016-01-17: - -- Fixed problem with AI returning to base too early and unexpected. - -- ReSpawning of AI will reset the AI_PATROL and derived classes. - -- Checked the correct workings of SCHEDULER, and it DOES work correctly.

    - -
    - -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-01-17: Rename of class: AI_PATROL_ZONE is the new name for the old AI_PATROLZONE.

    - -

    2017-01-15: Complete revision. AIPATROLZONE is the base class for other AI_PATROL like classes.

    - -

    2016-09-01: Initial class and API.

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

      @@ -173,11 +142,7 @@
    • Pikey: Testing and API concept review.
    -

    Authors:

    - -
      -
    • FlightControl: Design & Programming.
    • -
    +

    Global(s)

    @@ -956,6 +921,9 @@ Use the method AIPATROLZONE.M + +

    This table contains the targets detected during patrol.

    +
    diff --git a/docs/Documentation/Airbase.html b/docs/Documentation/Airbase.html index 4607bb108..7ff9b1ae2 100644 --- a/docs/Documentation/Airbase.html +++ b/docs/Documentation/Airbase.html @@ -100,49 +100,17 @@

    Module Airbase

    -

    This module contains the AIRBASE classes.

    +

    Wrapper -- AIRBASE is a wrapper class to handle the DCS Airbase objects.


    -

    1) Airbase#AIRBASE class, extends Positionable#POSITIONABLE

    -

    The AIRBASE class is a wrapper class to handle the DCS Airbase objects:

    +

    Author: Sven Van de Velde (FlightControl)

    -
      -
    • Support all DCS Airbase APIs.
    • -
    • Enhance with Airbase specific APIs not in the DCS Airbase API set.
    • -
    +

    Contributions:

    - -

    1.1) AIRBASE reference methods

    -

    For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _DATABASE object. -This is done at the beginning of the mission (when the mission starts).

    - -

    The AIRBASE class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -using the DCS Airbase or the DCS AirbaseName.

    - -

    Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object. -The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution. -If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file.

    - -

    The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:

    - -
      -
    • AIRBASE.Find(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
    • -
    • AIRBASE.FindByName(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
    • -
    - -

    IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).

    - -

    1.2) DCS AIRBASE APIs

    -

    The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method. -To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call, -the first letter of the method is also capitalized. So, by example, the DCS Airbase method DCSWrapper.Airbase#Airbase.getName() -is implemented in the AIRBASE class as AIRBASE.GetName().

    - -

    More functions will be added

    -

    During the MOOSE development, more functions will be added.

    +

    Global(s)

    @@ -150,25 +118,19 @@ is implemented in the AIRBASE class as AIRBASE.Get
    AIRBASE +

    AIRBASE class, extends Positionable#POSITIONABLE

    +

    AIRBASE is a wrapper class to handle the DCS Airbase objects:

    + +
      +
    • Support all DCS Airbase APIs.
    • +

    Type AIRBASE

    - - - - - - - - - - - - - - - - @@ -216,12 +178,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return - - - - @@ -294,18 +250,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return - - - - - - - - @@ -360,12 +304,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return - - - -
    AIRBASE.CategoryName - -
    AIRBASE.ClassName - -
    AIRBASE:Find(DCSAirbase)

    Finds a AIRBASE from the _DATABASE using a DCSAirbase object.

    @@ -205,6 +167,46 @@ is implemented in the AIRBASE class as AIRBASE.Get
    +

    AIRBASE class, extends Positionable#POSITIONABLE

    + +

    AIRBASE is a wrapper class to handle the DCS Airbase objects:

    + +
      +
    • Support all DCS Airbase APIs.
    • +
    + + +
      +
    • Enhance with Airbase specific APIs not in the DCS Airbase API set.
    • +
    + +

    AIRBASE reference methods

    + +

    For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _DATABASE object. +This is done at the beginning of the mission (when the mission starts).

    + +

    The AIRBASE class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference +using the DCS Airbase or the DCS AirbaseName.

    + +

    Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object. +The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution. +If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file.

    + +

    The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:

    + +
      +
    • AIRBASE.Find(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
    • +
    • AIRBASE.FindByName(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
    • +
    + +

    IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).

    + +

    DCS Airbase APIs

    + +

    The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method. +To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call, +the first letter of the method is also capitalized. So, by example, the DCS Airbase method DCSWrapper.Airbase#Airbase.getName() +is implemented in the AIRBASE class as AIRBASE.GetName().

    @@ -212,38 +214,7 @@ is implemented in the AIRBASE class as AIRBASE.Get

    Type Airbase

    Type AIRBASE

    - -

    The AIRBASE class

    - -

    Field(s)

    -
    -
    - - - -AIRBASE.CategoryName - -
    -
    - - - -
    -
    -
    -
    - - #string - -AIRBASE.ClassName - -
    -
    - - - -
    -
    +

    Field(s)

    diff --git a/docs/Documentation/AirbasePolice.html b/docs/Documentation/AirbasePolice.html index cb727ef32..818717465 100644 --- a/docs/Documentation/AirbasePolice.html +++ b/docs/Documentation/AirbasePolice.html @@ -100,7 +100,7 @@

    Module AirbasePolice

    -

    This module contains the AIRBASEPOLICE classes.

    +

    Functional -- This module monitors airbases traffic.

    diff --git a/docs/Documentation/Base.html b/docs/Documentation/Base.html index f64ed2f97..c97529518 100644 --- a/docs/Documentation/Base.html +++ b/docs/Documentation/Base.html @@ -100,7 +100,7 @@

    Module Base

    -

    Core - BASE forms the basis of the MOOSE framework.

    +

    Core -- BASE forms the basis of the MOOSE framework.

    Each class within the MOOSE framework derives from BASE.

    @@ -113,35 +113,10 @@
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    YYYY-MM-DD: CLASS:NewFunction( Params ) replaces CLASS:OldFunction( Params ) -YYYY-MM-DD: CLASS:NewFunction( Params ) added

    - -

    Hereby the change log:

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -
      -
    • None.
    • -
    - -

    Authors:

    - -
      -
    • FlightControl: Design & Programming
    • -
    +

    Global(s)

    diff --git a/docs/Documentation/Cargo.html b/docs/Documentation/Cargo.html index 878d3c7dc..10f19a4e7 100644 --- a/docs/Documentation/Cargo.html +++ b/docs/Documentation/Cargo.html @@ -100,7 +100,7 @@

    Module Cargo

    -

    (R2.1) Core -- Management of CARGO logistics, that can be transported from and to transportation carriers.

    +

    Core -- Management of CARGO logistics, that can be transported from and to transportation carriers.

    @@ -115,6 +115,8 @@
  • CARGO_GROUP, represented by a Group. A CARGO_GROUP is reportable...
  • +

    This module is still under construction, but is described above works already, and will keep working ...

    +

    Demo Missions

    @@ -133,7 +135,10 @@
    -

    This module is still under construction, but is described above works already, and will keep working ...

    +

    Author: Sven Van de Velde (FlightControl)

    +

    Contributions:

    + +

    Global(s)

    @@ -3049,7 +3054,6 @@ The range till cargo will board.

    - #number CARGO_UNIT.RunCount diff --git a/docs/Documentation/CleanUp.html b/docs/Documentation/CleanUp.html index 489617a1e..f59eec915 100644 --- a/docs/Documentation/CleanUp.html +++ b/docs/Documentation/CleanUp.html @@ -100,11 +100,13 @@

    Module CleanUp

    -

    The CLEANUP class keeps an area clean of crashing or colliding airplanes.

    +

    Functional -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.

    It also prevents airplanes from firing within this area.

    +
    +

    Global(s)

    diff --git a/docs/Documentation/Client.html b/docs/Documentation/Client.html index 27e7e6a3a..bb08caf32 100644 --- a/docs/Documentation/Client.html +++ b/docs/Documentation/Client.html @@ -100,45 +100,17 @@

    Module Client

    -

    This module contains the CLIENT class.

    +

    Wrapper -- CLIENT wraps DCS Unit objects acting as a Client or Player within a mission.

    -

    1) Client#CLIENT class, extends Unit#UNIT

    -

    Clients are those Units defined within the Mission Editor that have the skillset defined as Client or Player. -Note that clients are NOT the same as Units, they are NOT necessarily alive. -The Client#CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as Client or Player:

    +
    -
      -
    • Wraps the DCS Unit objects with skill level set to Player or Client.
    • -
    • Support all DCS Unit APIs.
    • -
    • Enhance with Unit specific APIs not in the DCS Group API set.
    • -
    • When player joins Unit, execute alive init logic.
    • -
    • Handles messages to players.
    • -
    • Manage the "state" of the DCS Unit.
    • -
    +

    Author: Sven Van de Velde (FlightControl)

    -

    Clients are being used by the MISSION class to follow players and register their successes.

    +

    Contributions:

    -

    1.1) CLIENT reference methods

    -

    For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _DATABASE object. -This is done at the beginning of the mission (when the mission starts).

    - -

    The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -using the DCS Unit or the DCS UnitName.

    - -

    Another thing to know is that CLIENT objects do not "contain" the DCS Unit object. -The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution. -If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.

    - -

    The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:

    - -
      -
    • CLIENT.Find(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
    • -
    • CLIENT.FindByName(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
    • -
    - -

    IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).

    +

    Global(s)

    @@ -146,7 +118,9 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
    CLIENT +

    CLIENT class, extends Unit#UNIT

    +

    Clients are those Units defined within the Mission Editor that have the skillset defined as Client or Player.

    @@ -162,18 +136,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
    CLIENT:Alive(CallBackFunction, ...)

    Checks for a client alive event and calls a function on a continuous basis.

    -
    CLIENT.ClassName - -
    CLIENT.ClientAlive -
    CLIENT.ClientGroupUnit -
    CLIENT.ClientName -
    CLIENT:Message(Message, MessageDuration, MessageCategory, MessageInterval, MessageID)

    The main message driver for the CLIENT.

    -
    CLIENT.Messages - -
    CLIENT.ONBOARDSIDE -
    CLIENT._Menus -
    CLIENT._Tasks -
    @@ -381,6 +319,45 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
    +

    CLIENT class, extends Unit#UNIT

    + +

    Clients are those Units defined within the Mission Editor that have the skillset defined as Client or Player.

    + + +

    Note that clients are NOT the same as Units, they are NOT necessarily alive. +The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as Client or Player:

    + +
      +
    • Wraps the DCS Unit objects with skill level set to Player or Client.
    • +
    • Support all DCS Unit APIs.
    • +
    • Enhance with Unit specific APIs not in the DCS Group API set.
    • +
    • When player joins Unit, execute alive init logic.
    • +
    • Handles messages to players.
    • +
    • Manage the "state" of the DCS Unit.
    • +
    + +

    Clients are being used by the MISSION class to follow players and register their successes.

    + +

    CLIENT reference methods

    + +

    For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _DATABASE object. +This is done at the beginning of the mission (when the mission starts).

    + +

    The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference +using the DCS Unit or the DCS UnitName.

    + +

    Another thing to know is that CLIENT objects do not "contain" the DCS Unit object. +The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution. +If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.

    + +

    The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:

    + +
      +
    • CLIENT.Find(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
    • +
    • CLIENT.FindByName(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
    • +
    + +

    IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).

    @@ -449,34 +426,6 @@ Create a function that will be called when a player joins the slot.

    #CLIENT:

    - - -
    -
    - - #string - -CLIENT.ClassName - -
    -
    - - - -
    -
    -
    -
    - - #boolean - -CLIENT.ClientAlive - -
    -
    - - -
    @@ -574,19 +523,6 @@ Create a function that will be called when a player joins the slot.

    - -
    -
    -
    - - -CLIENT.ClientName - -
    -
    - - -
    @@ -899,34 +835,6 @@ is the identifier of the message when displayed with intervals.

    - -
    -
    -
    - - - -CLIENT.Messages - -
    -
    - - - -
    -
    -
    -
    - - - -CLIENT.ONBOARDSIDE - -
    -
    - - -
    @@ -1111,20 +1019,6 @@ self

    - -
    -
    -
    - - - -CLIENT._Tasks - -
    -
    - - -
    diff --git a/docs/Documentation/CommandCenter.html b/docs/Documentation/CommandCenter.html index b033d6dca..e85901251 100644 --- a/docs/Documentation/CommandCenter.html +++ b/docs/Documentation/CommandCenter.html @@ -100,11 +100,20 @@

    Module CommandCenter

    -

    A COMMANDCENTER is the owner of multiple missions within MOOSE.

    +

    Tasking -- A COMMANDCENTER is the owner of multiple missions within MOOSE.

    A COMMANDCENTER governs multiple missions, the tasking and the reporting.

    +
    + +

    Author: Sven Van de Velde (FlightControl)

    + +

    Contributions:

    + +
    + +

    Global(s)

    @@ -387,7 +396,6 @@ A few examples:

    This is done by using the method COMMANDCENTER.SetReferenceZones(). For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.

    -

    diff --git a/docs/Documentation/Controllable.html b/docs/Documentation/Controllable.html index 888b18d40..3256f7947 100644 --- a/docs/Documentation/Controllable.html +++ b/docs/Documentation/Controllable.html @@ -100,146 +100,15 @@

    Module Controllable

    -

    This module contains the CONTROLLABLE class.

    +

    Wrapper -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".

    -

    1) Controllable#CONTROLLABLE class, extends Positionable#POSITIONABLE

    -

    The Controllable#CONTROLLABLE class is a wrapper class to handle the DCS Controllable objects:

    +
    -
      -
    • Support all DCS Controllable APIs.
    • -
    • Enhance with Controllable specific APIs not in the DCS Controllable API set.
    • -
    • Handle local Controllable Controller.
    • -
    • Manage the "state" of the DCS Controllable.
    • -
    +

    Author: Sven Van de Velde (FlightControl)

    -

    1.1) CONTROLLABLE constructor

    -

    The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:

    - - - -

    1.2) CONTROLLABLE task methods

    -

    Several controllable task methods are available that help you to prepare tasks. -These methods return a string consisting of the task description, which can then be given to either a Controllable#CONTROLLABLE.PushTask or Controllable#SetTask method to assign the task to the CONTROLLABLE. -Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND. -Each task description where applicable indicates for which controllable category the task is valid. -There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.

    - -

    1.2.1) Assigned task methods

    - -

    Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected. -This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.

    - -

    Find below a list of the assigned task methods:

    - - - -

    1.2.2) EnRoute task methods

    - -

    EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:

    - - - -

    1.2.3) Preparation task methods

    - -

    There are certain task methods that allow to tailor the task behaviour:

    - - - -

    1.2.4) Obtain the mission from controllable templates

    - -

    Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:

    - - - -

    1.3) CONTROLLABLE Command methods

    -

    Controllable command methods prepare the execution of commands using the CONTROLLABLE.SetCommand method:

    - - - -

    1.4) CONTROLLABLE Option methods

    -

    Controllable Option methods change the behaviour of the Controllable while being alive.

    - -

    1.4.1) Rule of Engagement:

    - - - -

    To check whether an ROE option is valid for a specific controllable, use:

    - - - -

    1.4.2) Rule on thread:

    - - - -

    To test whether an ROT option is valid for a specific controllable, use:

    - - +

    Contributions:


    @@ -249,19 +118,19 @@ This is different from the EnRoute tasks, where the targets of the task need to
    CONTROLLABLE +

    CONTROLLABLE class, extends Positionable#POSITIONABLE

    +

    CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:

    + +
      +
    • Support all DCS Controllable APIs.
    • +

    Type CONTROLLABLE

    - - - - - - - - @@ -754,6 +617,151 @@ This is different from the EnRoute tasks, where the targets of the task need to
    +

    CONTROLLABLE class, extends Positionable#POSITIONABLE

    + +

    CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:

    + +
      +
    • Support all DCS Controllable APIs.
    • +
    + + +
      +
    • Enhance with Controllable specific APIs not in the DCS Controllable API set.
    • +
    • Handle local Controllable Controller.
    • +
    • Manage the "state" of the DCS Controllable.
    • +
    + +

    CONTROLLABLE constructor

    + +

    The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:

    + + + +

    CONTROLLABLE Task methods

    + +

    Several controllable task methods are available that help you to prepare tasks. +These methods return a string consisting of the task description, which can then be given to either a Controllable#CONTROLLABLE.PushTask or Controllable#SetTask method to assign the task to the CONTROLLABLE. +Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND. +Each task description where applicable indicates for which controllable category the task is valid. +There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.

    + +

    Task assignment

    + +

    Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected. +This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.

    + +

    Find below a list of the assigned task methods:

    + + + +

    EnRoute assignment

    + +

    EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:

    + + + +

    Task preparation

    + +

    There are certain task methods that allow to tailor the task behaviour:

    + + + +

    Obtain the mission from controllable templates

    + +

    Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:

    + + + +

    CONTROLLABLE Command methods

    + +

    Controllable command methods prepare the execution of commands using the CONTROLLABLE.SetCommand method:

    + + + +

    CONTROLLABLE Option methods

    + +

    Controllable Option methods change the behaviour of the Controllable while being alive.

    + +

    Rule of Engagement:

    + + + +

    To check whether an ROE option is valid for a specific controllable, use:

    + + + +

    Rule on thread:

    + + + +

    To test whether an ROT option is valid for a specific controllable, use:

    + +
    @@ -761,24 +769,7 @@ This is different from the EnRoute tasks, where the targets of the task need to

    Type Controllable

    Type CONTROLLABLE

    - -

    The CONTROLLABLE class

    - -

    Field(s)

    -
    -
    - - #string - -CONTROLLABLE.ClassName - -
    -
    - - - -
    -
    +

    Field(s)

    @@ -3253,20 +3244,6 @@ The waypoint function to be called when the controllable moves over the waypoint

    #CONTROLLABLE:

    - -
    -
    -
    - - - -CONTROLLABLE.WayPointFunctions - -
    -
    - - -
    diff --git a/docs/Documentation/Database.html b/docs/Documentation/Database.html index 96e43500a..e29f52277 100644 --- a/docs/Documentation/Database.html +++ b/docs/Documentation/Database.html @@ -100,7 +100,7 @@

    Module Database

    -

    This module contains the DATABASE class, managing the database of mission objects.

    +

    Core -- DATABASE manages the database of mission objects.

    @@ -142,6 +142,11 @@ The following iterator methods are currently available within the DATABASE:


    +

    Author: Sven Van de Velde (FlightControl)

    +

    Contributions:

    + +
    +

    Global(s)

    CONTROLLABLE.ClassName - -
    CONTROLLABLE:ClearTasks()

    Clear all tasks from the controllable.

    @@ -715,12 +584,6 @@ This is different from the EnRoute tasks, where the targets of the task need to
    CONTROLLABLE:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...)

    Registers a waypoint function that will be executed when the controllable moves over the WayPoint.

    -
    CONTROLLABLE.WayPointFunctions -
    diff --git a/docs/Documentation/Designate.html b/docs/Documentation/Designate.html index 1a1acc091..27acfcba3 100644 --- a/docs/Documentation/Designate.html +++ b/docs/Documentation/Designate.html @@ -100,7 +100,7 @@

    Module Designate

    -

    Funtional R2.1 -- Management of target Designation.

    +

    Functional -- Management of target Designation.

    diff --git a/docs/Documentation/Detection.html b/docs/Documentation/Detection.html index f7dd38549..eb350cb8d 100644 --- a/docs/Documentation/Detection.html +++ b/docs/Documentation/Detection.html @@ -100,7 +100,7 @@

    Module Detection

    -

    Functional - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.

    +

    Functional -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.

    @@ -2376,7 +2376,6 @@ The index of the DetectedItem.

    - #number DETECTION_BASE.DetectedItemCount @@ -2548,7 +2547,7 @@ The index of the DetectedItem.

    - #number + DETECTION_BASE.DetectionInterval diff --git a/docs/Documentation/Escort.html b/docs/Documentation/Escort.html index ce7a2d565..03f1da661 100644 --- a/docs/Documentation/Escort.html +++ b/docs/Documentation/Escort.html @@ -100,10 +100,12 @@

    Module Escort

    -

    Taking the lead of AI escorting your flight.

    +

    Functional -- Taking the lead of AI escorting your flight.

    +
    +

    #ESCORT class

    The #ESCORT class allows you to interact with escorting AI on your flight and take the lead. Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).

    diff --git a/docs/Documentation/Event.html b/docs/Documentation/Event.html index 7efd063d1..331ef3b6c 100644 --- a/docs/Documentation/Event.html +++ b/docs/Documentation/Event.html @@ -100,7 +100,7 @@

    Module Event

    -

    Core R2.1 - EVENT models DCS event dispatching using a publish-subscribe model.

    +

    Core -- EVENT models DCS event dispatching using a publish-subscribe model.

    @@ -271,36 +271,10 @@ Example code snippet:


    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    YYYY-MM-DD: CLASS:NewFunction( Params ) replaces CLASS:OldFunction( Params ) -YYYY-MM-DD: CLASS:NewFunction( Params ) added

    - -

    Hereby the change log:

    - -
      -
    • 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.

    • -
    • 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.

    • -
    - -
    - -

    AUTHORS and CONTRIBUTIONS

    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - - +

    Global(s)

    diff --git a/docs/Documentation/Fsm.html b/docs/Documentation/Fsm.html index c5184cb8d..70ac6ec02 100644 --- a/docs/Documentation/Fsm.html +++ b/docs/Documentation/Fsm.html @@ -100,7 +100,7 @@

    Module Fsm

    -

    Core - The FSM (Finite State Machine) class and derived FSM_ classes +

    Core -- The FSM (Finite State Machine) class and derived FSM_ classes are design patterns allowing efficient (long-lasting) processes and workflows.

    @@ -168,39 +168,11 @@ Additionally, I've added extendability and created an API that allows seamless F
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    YYYY-MM-DD: CLASS:NewFunction( Params ) replaces CLASS:OldFunction( Params ) -YYYY-MM-DD: CLASS:NewFunction( Params ) added

    - -

    Hereby the change log:

    - -
      -
    • 2016-12-18: Released.
    • -
    - -
    - -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -
      -
    • Pikey: Review of documentation & advice for improvements.
    • -
    - -

    Authors:

    - - +

    Global(s)

    diff --git a/docs/Documentation/Group.html b/docs/Documentation/Group.html index 5cfa7fc71..7a4971b4b 100644 --- a/docs/Documentation/Group.html +++ b/docs/Documentation/Group.html @@ -100,7 +100,7 @@

    Module Group

    -

    Wrapper -- GROUP is a wrapper class for the DCS Class Group.

    +

    Wrapper -- GROUP wraps the DCS Class Group objects.

    @@ -121,31 +121,7 @@
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-03-26: GROUP:RouteRTB( RTBAirbase, Speed ) added.

    - -

    2017-03-07: GROUP:HandleEvent( Event, EventFunction ) added.
    -2017-03-07: GROUP:UnHandleEvent( Event ) added.

    - -

    2017-01-24: GROUP:SetAIOnOff( AIOnOff ) added.

    - -

    2017-01-24: GROUP:SetAIOn() added.

    - -

    2017-01-24: GROUP:SetAIOff() added.

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    @@ -153,11 +129,7 @@
  • Entropy, Afinegan: Came up with the requirement for AIOnOff().
  • -

    Authors:

    - -
      -
    • FlightControl: Design & Programming
    • -
    +

    Global(s)

    diff --git a/docs/Documentation/Identifiable.html b/docs/Documentation/Identifiable.html index 61afa0732..1e4978c18 100644 --- a/docs/Documentation/Identifiable.html +++ b/docs/Documentation/Identifiable.html @@ -100,38 +100,15 @@

    Module Identifiable

    -

    This module contains the IDENTIFIABLE class.

    +

    Wrapper -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.

    -

    1) #IDENTIFIABLE class, extends Object#OBJECT

    -

    The #IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:

    +
    -
      -
    • Support all DCS Identifiable APIs.
    • -
    • Enhance with Identifiable specific APIs not in the DCS Identifiable API set.
    • -
    • Manage the "state" of the DCS Identifiable.
    • -
    - -

    1.1) IDENTIFIABLE constructor:

    -

    The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:

    - - - -

    1.2) IDENTIFIABLE methods:

    -

    The following methods can be used to identify an identifiable object:

    - - +

    Author: Sven Van de Velde (FlightControl)

    +

    Contributions:


    @@ -141,19 +118,19 @@
    IDENTIFIABLE +

    IDENTIFIABLE class, extends Object#OBJECT

    +

    The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:

    + +
      +
    • Support all DCS Identifiable APIs.
    • +

    Type IDENTIFIABLE

    - - - -
    IDENTIFIABLE.ClassName - -
    IDENTIFIABLE:GetCallsign()

    Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

    @@ -238,6 +215,27 @@
    +

    IDENTIFIABLE class, extends Object#OBJECT

    + +

    The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:

    + +
      +
    • Support all DCS Identifiable APIs.
    • +
    + + +
      +
    • Enhance with Identifiable specific APIs not in the DCS Identifiable API set.
    • +
    • Manage the "state" of the DCS Identifiable.
    • +
    + +

    IDENTIFIABLE constructor

    + +

    The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:

    + +
    @@ -245,24 +243,7 @@

    Type Identifiable

    Type IDENTIFIABLE

    - -

    The IDENTIFIABLE class

    - -

    Field(s)

    -
    -
    - - #string - -IDENTIFIABLE.ClassName - -
    -
    - - - -
    -
    +

    Field(s)

    diff --git a/docs/Documentation/Menu.html b/docs/Documentation/Menu.html index bea9ba7f9..7e7e81a2a 100644 --- a/docs/Documentation/Menu.html +++ b/docs/Documentation/Menu.html @@ -134,17 +134,12 @@ On top, MOOSE implements variable parameter passing for command
    - -

    AUTHORS and CONTRIBUTIONS

    - +

    -

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - -
      -
    • FlightControl: Design & Programming -
    • -
    +
    +

    Global(s)

    diff --git a/docs/Documentation/Message.html b/docs/Documentation/Message.html index c590dd63e..8b8de8d2b 100644 --- a/docs/Documentation/Message.html +++ b/docs/Documentation/Message.html @@ -100,7 +100,7 @@

    Module Message

    -

    Core - MESSAGE class takes are of the real-time notifications and messages to players during a simulation.

    +

    Core -- MESSAGE class takes are of the real-time notifications and messages to players during a simulation.

    @@ -224,6 +224,13 @@ To send messages, you need to use the To functions.

  • To a coalition using Message#MESSAGE.ToCoalitionIf().
  • +
    + +

    Author: Sven Van de Velde (FlightControl)

    +

    Contributions:

    + +
    + diff --git a/docs/Documentation/MissileTrainer.html b/docs/Documentation/MissileTrainer.html index ab8c725e6..e77be6973 100644 --- a/docs/Documentation/MissileTrainer.html +++ b/docs/Documentation/MissileTrainer.html @@ -100,7 +100,7 @@

    Module MissileTrainer

    -

    This module contains the MISSILETRAINER class.

    +

    Functional -- MISSILETRAINER helps you to train missile avoidance.

    diff --git a/docs/Documentation/Mission.html b/docs/Documentation/Mission.html index a130c83cf..e0e606b04 100644 --- a/docs/Documentation/Mission.html +++ b/docs/Documentation/Mission.html @@ -100,11 +100,18 @@

    Module Mission

    -

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

    +

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

    -

    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.

    + +
    + +

    Author: Sven Van de Velde (FlightControl)

    + +

    Contributions:

    + +
    +

    Global(s)

    diff --git a/docs/Documentation/Movement.html b/docs/Documentation/Movement.html index a719ec933..1e5ea2286 100644 --- a/docs/Documentation/Movement.html +++ b/docs/Documentation/Movement.html @@ -100,10 +100,14 @@

    Module Movement

    -

    Limit the simultaneous movement of Groups within a running Mission.

    +

    Functional -- Limit the MOVEMENT of simulaneous moving ground vehicles.

    -

    This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles. + +


    + +

    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).

    @@ -218,7 +222,6 @@ on defined intervals (currently every minute).

    - #number MOVEMENT.AliveUnits @@ -227,9 +230,6 @@ on defined intervals (currently every minute).

    - -

    Contains the counter how many units are currently alive

    -
    diff --git a/docs/Documentation/Object.html b/docs/Documentation/Object.html index 700110791..aaeada7f1 100644 --- a/docs/Documentation/Object.html +++ b/docs/Documentation/Object.html @@ -100,32 +100,15 @@

    Module Object

    -

    This module contains the OBJECT class.

    +

    Wrapper -- OBJECT wraps the DCS Object derived objects.

    -

    1) Object#OBJECT class, extends Base#BASE

    -

    The Object#OBJECT class is a wrapper class to handle the DCS Object objects:

    +
    -
      -
    • Support all DCS Object APIs.
    • -
    • Enhance with Object specific APIs not in the DCS Object API set.
    • -
    • Manage the "state" of the DCS Object.
    • -
    +

    Author: Sven Van de Velde (FlightControl)

    -

    1.1) OBJECT constructor:

    -

    The OBJECT class provides the following functions to construct a OBJECT instance:

    - - - -

    1.2) OBJECT methods:

    -

    The following methods can be used to identify an Object object:

    - - +

    Contributions:


    @@ -135,7 +118,13 @@
    OBJECT +

    OBJECT class, extends Base#BASE

    +

    OBJECT handles the DCS Object objects:

    + +
      +
    • Support all DCS Object APIs.
    • +
    @@ -152,12 +141,6 @@

    Type OBJECT

    - - - -
    OBJECT.ClassName - -
    OBJECT:Destroy()

    Destroys the OBJECT.

    @@ -194,6 +177,27 @@
    +

    OBJECT class, extends Base#BASE

    + +

    OBJECT handles the DCS Object objects:

    + +
      +
    • Support all DCS Object APIs.
    • +
    + + +
      +
    • Enhance with Object specific APIs not in the DCS Object API set.
    • +
    • Manage the "state" of the DCS Object.
    • +
    + +

    OBJECT constructor:

    + +

    The OBJECT class provides the following functions to construct a OBJECT instance:

    + +
    @@ -220,24 +224,7 @@

    Type OBJECT

    - -

    The OBJECT class

    - -

    Field(s)

    -
    -
    - - #string - -OBJECT.ClassName - -
    -
    - - - -
    -
    +

    Field(s)

    diff --git a/docs/Documentation/Point.html b/docs/Documentation/Point.html index 165f53c56..ebda053d0 100644 --- a/docs/Documentation/Point.html +++ b/docs/Documentation/Point.html @@ -100,7 +100,7 @@

    Module Point

    -

    Core - POINT_VEC classes define an extensive API to manage 3D points in the simulation space.

    +

    Core -- POINT_VEC classes define an extensive API to manage 3D points in the simulation space.

    @@ -124,33 +124,6 @@
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-03-03: POINT_VEC3:Explosion( ExplosionIntensity ) added. -2017-03-03: POINT_VEC3:IlluminationBomb() added.

    - -

    2017-02-18: POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd ) added.

    - -

    2016-08-12: POINT_VEC3:Translate( Distance, Angle ) added.

    - -

    2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.

    - -
      -
    • Replaced method PointVec3() to Vec3() where the code manages a Vec3. Replaced all references to the method.
    • -
    • Replaced method PointVec2() to Vec2() where the code manages a Vec2. Replaced all references to the method.
    • -
    • Replaced method RandomPointVec3() to RandomVec3() where the code manages a Vec3. Replaced all references to the method. - .
    • -
    -

    Authors:

      diff --git a/docs/Documentation/Positionable.html b/docs/Documentation/Positionable.html index 26999f404..b12cb6974 100644 --- a/docs/Documentation/Positionable.html +++ b/docs/Documentation/Positionable.html @@ -100,10 +100,16 @@

      Module Positionable

      -

      Wrapper -- This module contains the POSITIONABLE class.

      +

      Wrapper -- POSITIONABLE wraps DCS classes that are "positionable".

      +
      + +

      Author: Sven Van de Velde (FlightControl)

      + +

      Contributions:

      +
      @@ -385,16 +391,6 @@
    • Positionable#POSITIONABLE.New(): Create a POSITIONABLE instance.
    -

    POSITIONABLE methods

    - -

    The following methods can be used to identify an measurable object:

    - - - -
    diff --git a/docs/Documentation/Radio.html b/docs/Documentation/Radio.html index 2c1c82608..e5b407e30 100644 --- a/docs/Documentation/Radio.html +++ b/docs/Documentation/Radio.html @@ -100,7 +100,7 @@

    Module Radio

    -

    Core - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...

    +

    Core -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...

    diff --git a/docs/Documentation/Scenery.html b/docs/Documentation/Scenery.html index d6112dbe3..b5df58ee0 100644 --- a/docs/Documentation/Scenery.html +++ b/docs/Documentation/Scenery.html @@ -100,19 +100,17 @@

    Module Scenery

    -

    This module contains the SCENERY class.

    +

    Wrapper -- SCENERY models scenery within the DCS simulator.

    -

    1) Scenery#SCENERY class, extends Positionable#POSITIONABLE

    -

    Scenery objects are defined on the map. -The Scenery#SCENERY class is a wrapper class to handle the DCS Scenery objects:

    +
    -
      -
    • Wraps the DCS Scenery objects.
    • -
    • Support all DCS Scenery APIs.
    • -
    • Enhance with Scenery specific APIs not in the DCS API set.
    • -
    +

    Author: Sven Van de Velde (FlightControl)

    + +

    Contributions:

    + +

    Global(s)

    @@ -120,19 +118,15 @@ The Scenery#SCENERY class is a wrapper cla
    SCENERY +

    SCENERY class, extends Positionable#POSITIONABLE

    +

    Scenery objects are defined on the map.

    Type SCENERY

    - - - -
    SCENERY.ClassName - -
    SCENERY:GetDCSObject() @@ -163,6 +157,18 @@ The Scenery#SCENERY class is a wrapper cla
    +

    SCENERY class, extends Positionable#POSITIONABLE

    + +

    Scenery objects are defined on the map.

    + + +

    The Scenery#SCENERY class is a wrapper class to handle the DCS Scenery objects:

    + +
      +
    • Wraps the DCS Scenery objects.
    • +
    • Support all DCS Scenery APIs.
    • +
    • Enhance with Scenery specific APIs not in the DCS API set.
    • +
    @@ -170,24 +176,7 @@ The Scenery#SCENERY class is a wrapper cla

    Type Scenery

    Type SCENERY

    - -

    The SCENERY class

    - -

    Field(s)

    -
    -
    - - #string - -SCENERY.ClassName - -
    -
    - - - -
    -
    +

    Field(s)

    diff --git a/docs/Documentation/ScheduleDispatcher.html b/docs/Documentation/ScheduleDispatcher.html index 689726c93..25f3156e4 100644 --- a/docs/Documentation/ScheduleDispatcher.html +++ b/docs/Documentation/ScheduleDispatcher.html @@ -100,7 +100,7 @@

    Module ScheduleDispatcher

    -

    This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.

    +

    Core -- SCHEDULEDISPATCHER dispatches the different schedules.

    @@ -134,8 +134,6 @@ The Schedule() method returns the CallID that is the reference ID for each plann
    -
    -

    Contributions: -

    Authors: FlightControl : Design & Programming

    diff --git a/docs/Documentation/Scheduler.html b/docs/Documentation/Scheduler.html index 08bfa3271..66da19f32 100644 --- a/docs/Documentation/Scheduler.html +++ b/docs/Documentation/Scheduler.html @@ -100,7 +100,7 @@

    Module Scheduler

    -

    Core - SCHEDULER prepares and handles the execution of functions over scheduled time (intervals).

    +

    Core -- SCHEDULER prepares and handles the execution of functions over scheduled time (intervals).

    diff --git a/docs/Documentation/Scoring.html b/docs/Documentation/Scoring.html index 3d8500961..e5e7776b5 100644 --- a/docs/Documentation/Scoring.html +++ b/docs/Documentation/Scoring.html @@ -100,7 +100,7 @@

    Module Scoring

    -

    Single-Player:Yes / Multi-Player:Yes / Core:Yes -- Administer the scoring of player achievements, +

    Functional -- Administer the SCORING of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.

    Banner Image

    diff --git a/docs/Documentation/Sead.html b/docs/Documentation/Sead.html index 796e9884d..08adad434 100644 --- a/docs/Documentation/Sead.html +++ b/docs/Documentation/Sead.html @@ -100,7 +100,12 @@

    Module Sead

    -

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

    +

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

    + + + +
    +

    Global(s)

    diff --git a/docs/Documentation/Set.html b/docs/Documentation/Set.html index 5c4c60a63..5787001e6 100644 --- a/docs/Documentation/Set.html +++ b/docs/Documentation/Set.html @@ -100,7 +100,7 @@

    Module Set

    -

    Core - SET_ classes define collections of objects to perform bulk actions and logically group objects.

    +

    Core -- SET_ classes define collections of objects to perform bulk actions and logically group objects.

    @@ -133,14 +133,12 @@
  • Trigger events when objects in the SET change a zone presence.
  • -

    Authors:

    - -
      -
    • FlightControl : Design & Programming
    • -
    +
    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    +

    Global(s)

    diff --git a/docs/Documentation/Settings.html b/docs/Documentation/Settings.html index 354a931f0..cbd29bf67 100644 --- a/docs/Documentation/Settings.html +++ b/docs/Documentation/Settings.html @@ -100,7 +100,7 @@

    Module Settings

    -

    Core - SETTINGS classe defines the format settings management for measurement.

    +

    Core -- SETTINGS classe defines the format settings management for measurement.

    @@ -124,14 +124,11 @@
    -

    Authors:

    - -
      -
    • FlightControl : Design & Programming
    • -
    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    +
    +

    Global(s)

    diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index 5c4529eb3..414ba846e 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -781,12 +781,6 @@ and any spaces before and after the resulting name are removed.

    - - - -
    SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle) -
    SPAWN.uncontrolled -
    @@ -2088,9 +2082,6 @@ The group that was spawned. You can use this group for further actions.

    - -

    Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

    -
    @@ -2575,9 +2566,6 @@ when nothing was spawned.

    - -

    By default, no InitLimit

    -
    @@ -2613,7 +2601,7 @@ when nothing was spawned.

    - #number + SPAWN.SpawnMaxGroups @@ -2630,7 +2618,7 @@ when nothing was spawned.

    - #number + SPAWN.SpawnMaxUnitsAlive @@ -2958,7 +2946,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
    - #boolean + SPAWN.SpawnUnControlled @@ -3548,20 +3536,6 @@ True = Continue Scheduler

    - -
    -
    -
    - - - -SPAWN.uncontrolled - -
    -
    - - -
    diff --git a/docs/Documentation/SpawnStatic.html b/docs/Documentation/SpawnStatic.html index 7e31f46d4..78ec01d83 100644 --- a/docs/Documentation/SpawnStatic.html +++ b/docs/Documentation/SpawnStatic.html @@ -100,7 +100,7 @@

    Module SpawnStatic

    -

    (R2.1) Core -- Spawn dynamically new STATICs in your missions.

    +

    Core -- Spawn dynamically new STATICs in your missions.

    @@ -128,28 +128,10 @@


    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - -
      -
    • FlightControl: Design & Programming
    • -
    +

    Global(s)

    @@ -449,6 +431,7 @@ ptional) The name of the new static.

    + #number SPAWNSTATIC.SpawnIndex diff --git a/docs/Documentation/Spot.html b/docs/Documentation/Spot.html index 018cdd833..181cbd720 100644 --- a/docs/Documentation/Spot.html +++ b/docs/Documentation/Spot.html @@ -100,7 +100,7 @@

    Module Spot

    -

    Core 2.1 -- Management of SPOT logistics, that can be transported from and to transportation carriers.

    +

    Core -- Management of SPOT logistics, that can be transported from and to transportation carriers.

    @@ -135,8 +135,7 @@
    -

    AUTHORS and CONTRIBUTIONS

    - +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

      @@ -145,12 +144,7 @@
    • Wingthor: Beta Testing
    - -

    Authors:

    - -
      -
    • FlightControl: Design & Programming
    • -
    +

    Global(s)

    @@ -766,6 +760,7 @@ true if it is lasing

    + SPOT.ScheduleID @@ -779,6 +774,7 @@ true if it is lasing

    + SPOT.SpotIR @@ -792,6 +788,7 @@ true if it is lasing

    + SPOT.SpotLaser @@ -805,6 +802,7 @@ true if it is lasing

    + SPOT.Target diff --git a/docs/Documentation/Static.html b/docs/Documentation/Static.html index 25c4ef050..e8dbd6dcd 100644 --- a/docs/Documentation/Static.html +++ b/docs/Documentation/Static.html @@ -100,39 +100,17 @@

    Module Static

    -

    This module contains the STATIC class.

    +

    Wrapper -- STATIC wraps the DCS StaticObject class.

    -

    1) Static#STATIC class, extends Positionable#POSITIONABLE

    -

    Statics are Static Units defined within the Mission Editor. -Note that Statics are almost the same as Units, but they don't have a controller. -The Static#STATIC class is a wrapper class to handle the DCS Static objects:

    +
    -
      -
    • Wraps the DCS Static objects.
    • -
    • Support all DCS Static APIs.
    • -
    • Enhance with Static specific APIs not in the DCS API set.
    • -
    +

    Author: Sven Van de Velde (FlightControl)

    -

    1.1) STATIC reference methods

    -

    For each DCS Static will have a STATIC wrapper object (instance) within the _DATABASE object. -This is done at the beginning of the mission (when the mission starts).

    +

    Contributions:

    -

    The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference -using the Static Name.

    - -

    Another thing to know is that STATIC objects do not "contain" the DCS Static object. -The STATIc methods will reference the DCS Static object by name when it is needed during API execution. -If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.

    - -

    The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:

    - -
      -
    • STATIC.FindByName(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
    • -
    - -

    IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).

    +

    Global(s)

    @@ -140,19 +118,15 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
    STATIC +

    STATIC class, extends Positionable#POSITIONABLE

    +

    Statics are Static Units defined within the Mission Editor.

    Type STATIC

    - - - -
    STATIC.ClassName - -
    STATIC:FindByName(StaticName, RaiseError)

    Finds a STATIC from the _DATABASE using the relevant Static Name.

    @@ -195,6 +169,39 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
    +

    STATIC class, extends Positionable#POSITIONABLE

    + +

    Statics are Static Units defined within the Mission Editor.

    + + +

    Note that Statics are almost the same as Units, but they don't have a controller. +The Static#STATIC class is a wrapper class to handle the DCS Static objects:

    + +
      +
    • Wraps the DCS Static objects.
    • +
    • Support all DCS Static APIs.
    • +
    • Enhance with Static specific APIs not in the DCS API set.
    • +
    + +

    STATIC reference methods

    + +

    For each DCS Static will have a STATIC wrapper object (instance) within the _DATABASE object. +This is done at the beginning of the mission (when the mission starts).

    + +

    The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference +using the Static Name.

    + +

    Another thing to know is that STATIC objects do not "contain" the DCS Static object. +The STATIc methods will reference the DCS Static object by name when it is needed during API execution. +If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.

    + +

    The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:

    + +
      +
    • STATIC.FindByName(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
    • +
    + +

    IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).

    @@ -202,24 +209,7 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur

    Type Static

    Type STATIC

    - -

    The STATIC class

    - -

    Field(s)

    -
    -
    - - #string - -STATIC.ClassName - -
    -
    - - - -
    -
    +

    Field(s)

    diff --git a/docs/Documentation/Task.html b/docs/Documentation/Task.html index 78495f0c4..59d770891 100644 --- a/docs/Documentation/Task.html +++ b/docs/Documentation/Task.html @@ -100,17 +100,18 @@

    Module Task

    -

    Tasking -- This module contains the TASK class.

    +

    Tasking -- This module contains the TASK class, the main engine to run human taskings.


    +

    Author: Sven Van de Velde (FlightControl)

    + +

    Contributions:


    -

    Authors: FlightControl - Design and Programming

    -

    Global(s)

    diff --git a/docs/Documentation/Task_A2A.html b/docs/Documentation/Task_A2A.html index 4c8514b50..769e6a90b 100644 --- a/docs/Documentation/Task_A2A.html +++ b/docs/Documentation/Task_A2A.html @@ -107,64 +107,24 @@

    Banner Image

    -

    1) TaskA2A#TASKA2A class, extends Task#TASK

    - -

    The #TASK_A2A class defines Air To Air tasks for a Set of Target Units, -based on the tasking capabilities defined in Task#TASK. -The TASK_A2A is implemented using a Statemachine#FSM_TASK, and has the following statuses:

    - -
      -
    • None: Start of the process
    • -
    • Planned: The A2A task is planned.
    • -
    • Assigned: The A2A task is assigned to a Group#GROUP.
    • -
    • Success: The A2A task is successfully completed.
    • -
    • Failed: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
    • -
    - -

    1.1) Set the scoring of achievements in an A2A attack.

    - -

    Scoring or penalties can be given in the following circumstances:

    - - -
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    - - -

    Authors:

    - -
      -
    • FlightControl: Concept, Design & Programming. -
    • -
    +
    +

    Global(s)

    @@ -195,12 +155,6 @@ The TASK_A2A is implemented using a Stat

    Type TASK_A2A

    TASK_A2A +

    TASK_A2A class, extends Task#TASK

    +

    The TASK_A2A class defines Air To Air tasks for a Set of Target Units, +based on the tasking capabilities defined in Task#TASK.

    - - - -
    TASK_A2A.ClassName - -
    TASK_A2A:GetPlannedMenuText() @@ -345,6 +299,31 @@ The TASK_A2A is implemented using a Stat
    +

    TASK_A2A class, extends Task#TASK

    + +

    The TASK_A2A class defines Air To Air tasks for a Set of Target Units, +based on the tasking capabilities defined in Task#TASK.

    + + +

    The TASK_A2A is implemented using a Fsm#FSM_TASK, and has the following statuses:

    + +
      +
    • None: Start of the process
    • +
    • Planned: The A2A task is planned.
    • +
    • Assigned: The A2A task is assigned to a Group#GROUP.
    • +
    • Success: The A2A task is successfully completed.
    • +
    • Failed: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
    • +
    + +

    1.1) Set the scoring of achievements in an A2A attack.

    + +

    Scoring or penalties can be given in the following circumstances:

    + +
    @@ -441,20 +420,6 @@ The task is given a name and a briefing, that is used in the menu structure and
    - #string - -TASK_A2A.ClassName - -
    -
    - - - -
    -
    -
    -
    - TASK_A2A:GetPlannedMenuText() diff --git a/docs/Documentation/Task_A2A_Dispatcher.html b/docs/Documentation/Task_A2A_Dispatcher.html index 1a0f304b4..2fb9d3f3f 100644 --- a/docs/Documentation/Task_A2A_Dispatcher.html +++ b/docs/Documentation/Task_A2A_Dispatcher.html @@ -106,15 +106,11 @@
    -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - -
      -
    • FlightControl: Concept, Design & Programming.
    • -
    +

    Global(s)

    diff --git a/docs/Documentation/Task_A2G.html b/docs/Documentation/Task_A2G.html index 6590c6927..28596ba5f 100644 --- a/docs/Documentation/Task_A2G.html +++ b/docs/Documentation/Task_A2G.html @@ -106,69 +106,24 @@

    Banner Image

    - -

    1) TaskA2G#TASKA2G class, extends Task#TASK

    - -

    The #TASK_A2G class defines Air To Ground tasks for a Set of Target Units, -based on the tasking capabilities defined in Task#TASK. -The TASK_A2G is implemented using a Statemachine#FSM_TASK, and has the following statuses:

    - -
      -
    • None: Start of the process
    • -
    • Planned: The A2G task is planned.
    • -
    • Assigned: The A2G task is assigned to a Group#GROUP.
    • -
    • Success: The A2G task is successfully completed.
    • -
    • Failed: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
    • -
    - -

    1.1) Set the scoring of achievements in an A2G attack.

    - -

    Scoring or penalties can be given in the following circumstances:

    - - -
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-03-09: Revised version.

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -
      -
    • [WingThor]: Concept, Advice & Testing.
    • -
    - -

    Authors:

    - -
      -
    • FlightControl: Concept, Design & Programming. -
    • -
    +
    +

    Global(s)

    @@ -199,12 +154,6 @@ The TASK_A2G is implemented using a Stat

    Type TASK_A2G

    TASK_A2G +

    TASK_A2G class, extends Task#TASK

    +

    The TASK_A2G class defines Air To Ground tasks for a Set of Target Units, +based on the tasking capabilities defined in Task#TASK.

    - - - -
    TASK_A2G.ClassName - -
    TASK_A2G:GetPlannedMenuText() @@ -349,6 +298,31 @@ The TASK_A2G is implemented using a Stat
    +

    TASK_A2G class, extends Task#TASK

    + +

    The TASK_A2G class defines Air To Ground tasks for a Set of Target Units, +based on the tasking capabilities defined in Task#TASK.

    + + +

    The TASK_A2G is implemented using a Fsm#FSM_TASK, and has the following statuses:

    + +
      +
    • None: Start of the process
    • +
    • Planned: The A2G task is planned.
    • +
    • Assigned: The A2G task is assigned to a Group#GROUP.
    • +
    • Success: The A2G task is successfully completed.
    • +
    • Failed: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
    • +
    + +

    Set the scoring of achievements in an A2G attack.

    + +

    Scoring or penalties can be given in the following circumstances:

    + +
    @@ -435,20 +409,6 @@ based on detected enemy ground targets.

    - #string - -TASK_A2G.ClassName - -
    -
    - - - -
    -
    -
    -
    - TASK_A2G:GetPlannedMenuText() diff --git a/docs/Documentation/Task_A2G_Dispatcher.html b/docs/Documentation/Task_A2G_Dispatcher.html index be44cb25b..5ec05d20a 100644 --- a/docs/Documentation/Task_A2G_Dispatcher.html +++ b/docs/Documentation/Task_A2G_Dispatcher.html @@ -106,49 +106,11 @@
    -

    1) #TASKA2GDISPATCHER class, extends #DETECTION_MANAGER

    - -

    The #TASKA2GDISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of FAC (groups). -The FAC will detect units, will group them, and will dispatch Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. -Find a summary below describing for which situation a task type is created:

    - -
      -
    • CAS Task: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
    • -
    • BAI Task: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
    • -
    • SEAD Task: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
    • -
    - -

    Other task types will follow...

    - -

    3.1) TASKA2GDISPATCHER constructor:

    -

    The TASKA2GDISPATCHER.New() method creates a new TASKA2GDISPATCHER instance.

    - -
    - -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-03-09: Initial class and API.

    - -
    - -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - -
      -
    • FlightControl: Concept, Design & Programming.
    • -
    +

    Global(s)

    @@ -156,19 +118,15 @@ Find a summary below describing for which situation a task type is created:

    TASK_A2G_DISPATCHER +

    TASKA2GDISPATCHE} class, extends #DETECTION_MANAGER

    +

    The TASKA2GDISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of FAC (groups).

    Type TASK_A2G_DISPATCHER

    - - - - - - - -
    TASK_A2G_DISPATCHER.ClassName - -
    TASK_A2G_DISPATCHER.Detection

    The DETECTION_BASE object that is used to report the detected objects.

    @@ -226,12 +184,6 @@ Find a summary below describing for which situation a task type is created:

    TASK_A2G_DISPATCHER.SetGroup

    The groups to which the FAC will report to.

    -
    TASK_A2G_DISPATCHER.Tasks -
    @@ -247,6 +199,25 @@ Find a summary below describing for which situation a task type is created:

    +

    TASKA2GDISPATCHE} class, extends #DETECTION_MANAGER

    + +

    The TASKA2GDISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of FAC (groups).

    + + +

    The FAC will detect units, will group them, and will dispatch Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. +Find a summary below describing for which situation a task type is created:

    + +
      +
    • CAS Task: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
    • +
    • BAI Task: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
    • +
    • SEAD Task: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
    • +
    + +

    Other task types will follow...

    + +

    TASKA2GDISPATCHER constructor

    + +

    The TASKA2GDISPATCHER.New() method creates a new TASKA2GDISPATCHER instance.

    @@ -261,20 +232,6 @@ Find a summary below describing for which situation a task type is created:

    - #string - -TASK_A2G_DISPATCHER.ClassName - -
    -
    - - - -
    -
    -
    -
    - Functional.Detection#DETECTION_BASE TASK_A2G_DISPATCHER.Detection @@ -574,20 +531,6 @@ Return true if you want the task assigning to continue... false will cancel the

    The groups to which the FAC will report to.

    - -
    -
    -
    - - - -TASK_A2G_DISPATCHER.Tasks - -
    -
    - - -
    diff --git a/docs/Documentation/Task_Cargo.html b/docs/Documentation/Task_Cargo.html index 5d43158f5..c1af0ea40 100644 --- a/docs/Documentation/Task_Cargo.html +++ b/docs/Documentation/Task_Cargo.html @@ -100,7 +100,7 @@

    Module Task_Cargo

    -

    Tasking (Release 2.1) -- The TASK_CARGO models tasks for players to transport Cargo.

    +

    Tasking -- The TASK_CARGO models tasks for players to transport Cargo.

    @@ -120,33 +120,14 @@ Cargo can be transported, picked-up, deployed and sling-loaded from and to other
  • #TASKCARGOTRANSPORT: Defines a task for a human player to transport a set of cargo between various zones.
  • -

    ==

    - -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-03-09: Revised version.

    -
    -

    AUTHORS and CONTRIBUTIONS

    +

    Author: Sven Van de Velde (FlightControl)

    Contributions:

    -

    Authors:

    - -
      -
    • FlightControl: Concept, Design & Programming. -
    • -
    +
    +

    Global(s)

    @@ -524,7 +505,7 @@ based on the tasking capabilities defined in Task#TA
    - Core.Cargo#CARGO_GROUP + FSM_PROCESS.Cargo diff --git a/docs/Documentation/Unit.html b/docs/Documentation/Unit.html index fec0de73d..0116d9381 100644 --- a/docs/Documentation/Unit.html +++ b/docs/Documentation/Unit.html @@ -112,10 +112,18 @@
  • Support all DCS Unit APIs.
  • Enhance with Unit specific APIs not in the DCS Unit API set.
  • Handle local Unit Controller.
  • -
  • Manage the "state" of the DCS Unit. -
  • +
  • Manage the "state" of the DCS Unit.
  • +
    + +

    Author: Sven Van de Velde (FlightControl)

    + +

    Contributions:

    + +
    + +

    Global(s)

    diff --git a/docs/Documentation/Zone.html b/docs/Documentation/Zone.html index 7b8149788..d43ed4130 100644 --- a/docs/Documentation/Zone.html +++ b/docs/Documentation/Zone.html @@ -100,7 +100,7 @@

    Module Zone

    -

    Core - ZONE classes define zones within your mission of various forms, with various capabilities.

    +

    Core -- ZONE classes define zones within your mission of various forms, with various capabilities.

    @@ -139,39 +139,8 @@
    -

    API CHANGE HISTORY

    - -

    The underlying change log documents the API changes. Please read this carefully. The following notation is used:

    - -
      -
    • Added parts are expressed in bold type face.
    • -
    • Removed parts are expressed in italic type face.
    • -
    - -

    Hereby the change log:

    - -

    2017-02-28: ZONE_BASE:IsVec2InZone() replaces ZONE_BASE:IsPointVec2InZone().
    -2017-02-28: ZONE_BASE:IsVec3InZone() replaces ZONE_BASE:IsPointVec3InZone().
    -2017-02-28: ZONE_RADIUS:IsVec2InZone() replaces ZONE_RADIUS:IsPointVec2InZone().
    -2017-02-28: ZONE_RADIUS:IsVec3InZone() replaces ZONE_RADIUS:IsPointVec3InZone().
    -2017-02-28: ZONE_POLYGON:IsVec2InZone() replaces ZONE_POLYGON:IsPointVec2InZone().
    -2017-02-28: ZONE_POLYGON:IsVec3InZone() replaces ZONE_POLYGON:IsPointVec3InZone().

    - -

    2017-02-18: ZONE_POLYGON_BASE:GetRandomPointVec2() added.

    - -

    2017-02-18: ZONE_POLYGON_BASE:GetRandomPointVec3() added.

    - -

    2017-02-18: ZONE_RADIUS:GetRandomPointVec3( inner, outer ) added.

    - -

    2017-02-18: ZONE_RADIUS:GetRandomPointVec2( inner, outer ) added.

    - -

    2016-08-15: ZONE_BASE:GetName() added.

    - -

    2016-08-15: ZONE_BASE:SetZoneProbability( ZoneProbability ) added.

    - -

    2016-08-15: ZONE_BASE:GetZoneProbability() added.

    - -

    2016-08-15: ZONE_BASE:GetZoneMaybe() added.

    +

    Author: Sven Van de Velde (FlightControl)

    +

    Contributions:


    diff --git a/docs/Documentation/index.html b/docs/Documentation/index.html index 5beea7a9c..8bdc12e73 100644 --- a/docs/Documentation/index.html +++ b/docs/Documentation/index.html @@ -115,7 +115,7 @@
    @@ -195,13 +198,13 @@ even when there are hardly any players in the mission.

    @@ -213,37 +216,37 @@ even when there are hardly any players in the mission.

    @@ -339,19 +342,19 @@ even when there are hardly any players in the mission.

    @@ -363,32 +366,32 @@ even when there are hardly any players in the mission.

    @@ -400,43 +403,43 @@ are design patterns allowing efficient (long-lasting) processes and workflows. @@ -454,7 +457,7 @@ are design patterns allowing efficient (long-lasting) processes and workflows. @@ -466,25 +469,25 @@ are design patterns allowing efficient (long-lasting) processes and workflows. @@ -528,19 +531,19 @@ and creates a CSV file logging the scoring events and results for use at team or @@ -552,7 +555,7 @@ and creates a CSV file logging the scoring events and results for use at team or @@ -582,7 +585,7 @@ and creates a CSV file logging the scoring events and results for use at team or @@ -607,7 +610,7 @@ which are excellent tools to be reused in an OO environment!.

    AI_Balancer -

    Single-Player:No / Multi-Player:Yes / AI:Yes / Human:No / Types:All -- AI Balancing will replace in multi player missions +

    AI -- AI Balancing will replace in multi player missions non-occupied human slots with AI groups, in order to provide an engaging simulation environment, even when there are hardly any players in the mission.

    @@ -139,15 +139,18 @@ even when there are hardly any players in the mission.


    -

    API CHANGE HISTORY

    +

    Author: Sven Van de Velde (FlightControl)

    +

    Contributions:

    -

    The underlying change log documents the API changes.

    +
      +
    • Dutch_Baron: Working together with James has resulted in the creation of the AI_BALANCER class.
    • +
    AI_Cap -

    AI - Execute Combat Air Patrol (CAP).

    +

    AI -- Execute Combat Air Patrol (CAP).

    Banner Image

    @@ -171,7 +174,7 @@ even when there are hardly any players in the mission.

    AI_Formation -

    AI -- (R2.1) Build large formations of AI Groups flying together.

    +

    AI -- Build large formations of AI Groups flying together.

    Airbase -

    This module contains the AIRBASE classes.

    +

    Wrapper -- AIRBASE is a wrapper class to handle the DCS Airbase objects.

    AirbasePolice -

    This module contains the AIRBASEPOLICE classes.

    +

    Functional -- This module monitors airbases traffic.

    Base -

    Core - BASE forms the basis of the MOOSE framework.

    +

    Core -- BASE forms the basis of the MOOSE framework.

    Cargo -

    (R2.1) Core -- Management of CARGO logistics, that can be transported from and to transportation carriers.

    +

    Core -- Management of CARGO logistics, that can be transported from and to transportation carriers.

    CleanUp -

    The CLEANUP class keeps an area clean of crashing or colliding airplanes.

    +

    Functional -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.

    Client -

    This module contains the CLIENT class.

    +

    Wrapper -- CLIENT wraps DCS Unit objects acting as a Client or Player within a mission.

    CommandCenter -

    A COMMANDCENTER is the owner of multiple missions within MOOSE.

    +

    Tasking -- A COMMANDCENTER is the owner of multiple missions within MOOSE.

    Controllable -

    This module contains the CONTROLLABLE class.

    +

    Wrapper -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".

    Database -

    This module contains the DATABASE class, managing the database of mission objects.

    +

    Core -- DATABASE manages the database of mission objects.

    Designate -

    Funtional R2.1 -- Management of target Designation.

    +

    Functional -- Management of target Designation.

    Detection -

    Functional - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.

    +

    Functional -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.

    Escort -

    Taking the lead of AI escorting your flight.

    +

    Functional -- Taking the lead of AI escorting your flight.

    Event -

    Core R2.1 - EVENT models DCS event dispatching using a publish-subscribe model.

    +

    Core -- EVENT models DCS event dispatching using a publish-subscribe model.

    Fsm -

    Core - The FSM (Finite State Machine) class and derived FSM_ classes +

    Core -- The FSM (Finite State Machine) class and derived FSM_ classes are design patterns allowing efficient (long-lasting) processes and workflows.

    Group -

    Wrapper -- GROUP is a wrapper class for the DCS Class Group.

    +

    Wrapper -- GROUP wraps the DCS Class Group objects.

    Identifiable -

    This module contains the IDENTIFIABLE class.

    +

    Wrapper -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.

    Message -

    Core - MESSAGE class takes are of the real-time notifications and messages to players during a simulation.

    +

    Core -- MESSAGE class takes are of the real-time notifications and messages to players during a simulation.

    MissileTrainer -

    This module contains the MISSILETRAINER class.

    +

    Functional -- MISSILETRAINER helps you to train missile avoidance.

    Mission -

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

    +

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

    Movement -

    Limit the simultaneous movement of Groups within a running Mission.

    +

    Functional -- Limit the MOVEMENT of simulaneous moving ground vehicles.

    Object -

    This module contains the OBJECT class.

    +

    Wrapper -- OBJECT wraps the DCS Object derived objects.

    Point -

    Core - POINT_VEC classes define an extensive API to manage 3D points in the simulation space.

    +

    Core -- POINT_VEC classes define an extensive API to manage 3D points in the simulation space.

    Positionable -

    Wrapper -- This module contains the POSITIONABLE class.

    +

    Wrapper -- POSITIONABLE wraps DCS classes that are "positionable".

    Radio -

    Core - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...

    +

    Core -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...

    Scenery -

    This module contains the SCENERY class.

    +

    Wrapper -- SCENERY models scenery within the DCS simulator.

    ScheduleDispatcher -

    This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.

    +

    Core -- SCHEDULEDISPATCHER dispatches the different schedules.

    Scheduler -

    Core - SCHEDULER prepares and handles the execution of functions over scheduled time (intervals).

    +

    Core -- SCHEDULER prepares and handles the execution of functions over scheduled time (intervals).

    Scoring -

    Single-Player:Yes / Multi-Player:Yes / Core:Yes -- Administer the scoring of player achievements, +

    Functional -- Administer the SCORING of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.

    Banner Image

    @@ -498,19 +501,19 @@ and creates a CSV file logging the scoring events and results for use at team or
    Sead -

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

    +

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

    Set -

    Core - SET_ classes define collections of objects to perform bulk actions and logically group objects.

    +

    Core -- SET_ classes define collections of objects to perform bulk actions and logically group objects.

    Settings -

    Core - SETTINGS classe defines the format settings management for measurement.

    +

    Core -- SETTINGS classe defines the format settings management for measurement.

    SpawnStatic -

    (R2.1) Core -- Spawn dynamically new STATICs in your missions.

    +

    Core -- Spawn dynamically new STATICs in your missions.

    Spot -

    Core 2.1 -- Management of SPOT logistics, that can be transported from and to transportation carriers.

    +

    Core -- Management of SPOT logistics, that can be transported from and to transportation carriers.

    Static -

    This module contains the STATIC class.

    +

    Wrapper -- STATIC wraps the DCS StaticObject class.

    Task -

    Tasking -- This module contains the TASK class.

    +

    Tasking -- This module contains the TASK class, the main engine to run human taskings.

    Task_Cargo -

    Tasking (Release 2.1) -- The TASK_CARGO models tasks for players to transport Cargo.

    +

    Tasking -- The TASK_CARGO models tasks for players to transport Cargo.

    Zone -

    Core - ZONE classes define zones within your mission of various forms, with various capabilities.

    +

    Core -- ZONE classes define zones within your mission of various forms, with various capabilities.