mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Documentation
This commit is contained in:
@@ -134,22 +134,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-15: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@@ -157,11 +142,7 @@
|
||||
<li><strong><a href="http://forums.eagle.ru:8080/member.php?u=75036">Gunterlund</a></strong>: Test case revision.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Balancer</code></h1>
|
||||
|
||||
<p>Single-Player:<strong>No</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <strong>AI Balancing will replace in multi player missions
|
||||
<p><strong>AI</strong> -- <strong>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.</strong></p>
|
||||
|
||||
@@ -124,40 +124,17 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes.</p>
|
||||
|
||||
|
||||
<p>Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.</p>
|
||||
|
||||
<p>2017-01-08: AI_BALANCER:<strong>InitSpawnInterval( Earliest, Latest )</strong> added.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=112075">Dutch_Baron</a></strong>: 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 :-)</li>
|
||||
<li><strong>SNAFU</strong>: 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.</li>
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=112075">Dutch_Baron</a></strong>: Working together with James has resulted in the creation of the AI_BALANCER class.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<p>James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl: Framework Design & Programming and Documentation.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Cap</code></h1>
|
||||
|
||||
<p><strong>AI</strong> - <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||
<p><strong>AI</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
@@ -134,22 +134,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-15: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@@ -161,11 +146,7 @@
|
||||
<li>**<a href="https://forums.eagle.ru/member.php?u=125166">Delta99</a>: Testing. </li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -134,7 +134,8 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@@ -144,11 +145,7 @@
|
||||
<li><strong><a href="http://forums.eagle.ru:8080/member.php?u=75036">Gunterlund</a></strong>: Test case revision.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Formation</code></h1>
|
||||
|
||||
<p><strong>AI</strong> -- (R2.1) Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
|
||||
<p><strong>AI</strong> -- Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
|
||||
|
||||
|
||||
|
||||
@@ -160,16 +160,12 @@ The purpose of the class is to:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@@ -134,38 +134,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>OPEN ISSUES</strong></h1>
|
||||
|
||||
<p>2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-17: Rename of class: <strong>AI_PATROL_ZONE</strong> is the new name for the old <em>AI_PATROLZONE</em>.</p>
|
||||
|
||||
<p>2017-01-15: Complete revision. AI<em>PATROL</em>ZONE is the base class for other AI_PATROL like classes.</p>
|
||||
|
||||
<p>2016-09-01: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
@@ -173,11 +142,7 @@
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=62835">Pikey</a></strong>: Testing and API concept review.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -956,6 +921,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -100,49 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Airbase</code></h1>
|
||||
|
||||
<p>This module contains the AIRBASE classes.</p>
|
||||
<p><strong>Wrapper</strong> -- AIRBASE is a wrapper class to handle the DCS Airbase objects.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="AIRBASE.html">AIRBASE</a> class is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Airbase APIs.</li>
|
||||
<li>Enhance with Airbase specific APIs not in the DCS Airbase API set.</li>
|
||||
</ul>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
|
||||
<h2>1.1) AIRBASE reference methods</h2>
|
||||
<p>For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The AIRBASE class <strong>does not contain a :New()</strong> method, rather it provides <strong>:Find()</strong> methods to retrieve the object reference
|
||||
using the DCS Airbase or the DCS AirbaseName.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AIRBASE).Find">AIRBASE.Find</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.</li>
|
||||
<li><a href="##(AIRBASE).FindByName">AIRBASE.FindByName</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).</p>
|
||||
|
||||
<h2>1.2) DCS AIRBASE APIs</h2>
|
||||
<p>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 <a href="DCSWrapper.Airbase.html##(Airbase).getName">DCSWrapper.Airbase#Airbase.getName</a>()
|
||||
is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.GetName</a>().</p>
|
||||
|
||||
<h2>More functions will be added</h2>
|
||||
<p>During the MOOSE development, more functions will be added. </p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -150,25 +118,19 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#AIRBASE">AIRBASE</a></td>
|
||||
<td class="summary">
|
||||
<h1>AIRBASE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>AIRBASE is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Airbase APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(AIRBASE)">Type <code>AIRBASE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).CategoryName">AIRBASE.CategoryName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).ClassName">AIRBASE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).Find">AIRBASE:Find(DCSAirbase)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds a AIRBASE from the _DATABASE using a DCSAirbase object.</p>
|
||||
@@ -205,6 +167,46 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>AIRBASE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>AIRBASE is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Airbase APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Airbase specific APIs not in the DCS Airbase API set.</li>
|
||||
</ul>
|
||||
|
||||
<h2>AIRBASE reference methods</h2>
|
||||
|
||||
<p>For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The AIRBASE class <strong>does not contain a :New()</strong> method, rather it provides <strong>:Find()</strong> methods to retrieve the object reference
|
||||
using the DCS Airbase or the DCS AirbaseName.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AIRBASE).Find">AIRBASE.Find</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.</li>
|
||||
<li><a href="##(AIRBASE).FindByName">AIRBASE.FindByName</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).</p>
|
||||
|
||||
<h2>DCS Airbase APIs</h2>
|
||||
|
||||
<p>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 <a href="DCSWrapper.Airbase.html##(Airbase).getName">DCSWrapper.Airbase#Airbase.getName</a>()
|
||||
is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.GetName</a>().</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -212,38 +214,7 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
|
||||
<h2><a id="#(Airbase)" >Type <code>Airbase</code></a></h2>
|
||||
|
||||
<h2><a id="#(AIRBASE)" >Type <code>AIRBASE</code></a></h2>
|
||||
|
||||
<p>The AIRBASE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AIRBASE).CategoryName" >
|
||||
<strong>AIRBASE.CategoryName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AIRBASE).ClassName" >
|
||||
<strong>AIRBASE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AirbasePolice</code></h1>
|
||||
|
||||
<p>This module contains the AIRBASEPOLICE classes.</p>
|
||||
<p><strong>Functional</strong> -- This module monitors airbases traffic.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Base</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
|
||||
<p><strong>Core</strong> -- BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
|
||||
|
||||
|
||||
<p>Each class within the MOOSE framework derives from BASE.</p>
|
||||
@@ -113,35 +113,10 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
|
||||
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li>None.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Cargo</code></h1>
|
||||
|
||||
<p><strong>(R2.1) Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
|
||||
|
||||
|
||||
@@ -115,6 +115,8 @@
|
||||
<li>CARGO_GROUP, represented by a <a href="Group.html">Group</a>. A CARGO_GROUP is reportable...</li>
|
||||
</ul>
|
||||
|
||||
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>Demo Missions</h1>
|
||||
@@ -133,7 +135,10 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -3049,7 +3054,6 @@ The range till cargo will board.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(CARGO_UNIT).RunCount" >
|
||||
<strong>CARGO_UNIT.RunCount</strong>
|
||||
</a>
|
||||
|
||||
@@ -100,11 +100,13 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>CleanUp</code></h1>
|
||||
|
||||
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
<p><strong>Functional</strong> -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
|
||||
|
||||
<p>It also prevents airplanes from firing within this area.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
||||
@@ -100,45 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Client</code></h1>
|
||||
|
||||
<p>This module contains the CLIENT class.</p>
|
||||
<p><strong>Wrapper</strong> -- CLIENT wraps DCS Unit objects acting as a <strong>Client</strong> or <strong>Player</strong> within a mission.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Client.html##(CLIENT)">Client#CLIENT</a> class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.
|
||||
Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
The <a href="Client.html##(CLIENT)">Client#CLIENT</a> class is a wrapper class to handle the DCS Unit objects that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Unit objects with skill level set to Player or Client.</li>
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Group API set.</li>
|
||||
<li>When player joins Unit, execute alive init logic.</li>
|
||||
<li>Handles messages to players.</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<p>Clients are being used by the <a href="MISSION.html">MISSION</a> class to follow players and register their successes.</p>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h2>1.1) CLIENT reference methods</h2>
|
||||
<p>For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CLIENT).Find">CLIENT.Find</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.</li>
|
||||
<li><a href="##(CLIENT).FindByName">CLIENT.FindByName</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).</p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -146,7 +118,9 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CLIENT">CLIENT</a></td>
|
||||
<td class="summary">
|
||||
<h1>CLIENT class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -162,18 +136,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Alive">CLIENT:Alive(CallBackFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks for a client alive event and calls a function on a continuous basis.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClassName">CLIENT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientAlive">CLIENT.ClientAlive</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -216,12 +178,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientGroupUnit">CLIENT.ClientGroupUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientName">CLIENT.ClientName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -294,18 +250,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Message">CLIENT:Message(Message, MessageDuration, MessageCategory, MessageInterval, MessageID)</a></td>
|
||||
<td class="summary">
|
||||
<p>The main message driver for the CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Messages">CLIENT.Messages</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ONBOARDSIDE">CLIENT.ONBOARDSIDE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -360,12 +304,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT)._Menus">CLIENT._Menus</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT)._Tasks">CLIENT._Tasks</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -381,6 +319,45 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>CLIENT class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.</p>
|
||||
|
||||
|
||||
<p>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 <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Unit objects with skill level set to Player or Client.</li>
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Group API set.</li>
|
||||
<li>When player joins Unit, execute alive init logic.</li>
|
||||
<li>Handles messages to players.</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
|
||||
<p>Clients are being used by the <a href="MISSION.html">MISSION</a> class to follow players and register their successes.</p>
|
||||
|
||||
<h2>CLIENT reference methods</h2>
|
||||
|
||||
<p>For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CLIENT).Find">CLIENT.Find</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.</li>
|
||||
<li><a href="##(CLIENT).FindByName">CLIENT.FindByName</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.</li>
|
||||
</ul>
|
||||
|
||||
<p><strong>IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).</strong></p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -449,34 +426,6 @@ Create a function that will be called when a player joins the slot.</p>
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(CLIENT).ClassName" >
|
||||
<strong>CLIENT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(CLIENT).ClientAlive" >
|
||||
<strong>CLIENT.ClientAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -574,19 +523,6 @@ Create a function that will be called when a player joins the slot.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).ClientName" >
|
||||
<strong>CLIENT.ClientName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -899,34 +835,6 @@ is the identifier of the message when displayed with intervals.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).Messages" >
|
||||
<strong>CLIENT.Messages</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).ONBOARDSIDE" >
|
||||
<strong>CLIENT.ONBOARDSIDE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1111,20 +1019,6 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT)._Tasks" >
|
||||
<strong>CLIENT._Tasks</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@@ -100,11 +100,20 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>CommandCenter</code></h1>
|
||||
|
||||
<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
|
||||
<p><strong>Tasking</strong> -- A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
|
||||
|
||||
|
||||
<p>A COMMANDCENTER governs multiple missions, the tasking and the reporting.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
@@ -387,7 +396,6 @@ A few examples:</p>
|
||||
This is done by using the method <a href="##(COMMANDCENTER).SetReferenceZones">COMMANDCENTER.SetReferenceZones</a>().
|
||||
For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.</p>
|
||||
|
||||
<p> </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -100,146 +100,15 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Controllable</code></h1>
|
||||
|
||||
<p>This module contains the CONTROLLABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> class is a wrapper class to handle the DCS Controllable objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
<li>Enhance with Controllable specific APIs not in the DCS Controllable API set.</li>
|
||||
<li>Handle local Controllable Controller.</li>
|
||||
<li>Manage the "state" of the DCS Controllable.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h2>1.1) CONTROLLABLE constructor</h2>
|
||||
<p>The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).New">CONTROLLABLE.New</a>(): Create a CONTROLLABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) CONTROLLABLE task methods</h2>
|
||||
<p>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 <a href="Controllable.html##(CONTROLLABLE).PushTask">Controllable#CONTROLLABLE.PushTask</a> or <a href="Controllable.html##(SetTask)">Controllable#SetTask</a> 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.</p>
|
||||
|
||||
<h3>1.2.1) Assigned task methods</h3>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>Find below a list of the <strong>assigned task</strong> methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackGroup">CONTROLLABLE.TaskAttackGroup</a>: (AIR) Attack a Controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackMapObject">CONTROLLABLE.TaskAttackMapObject</a>: (AIR) Attacking the map object (building, structure, e.t.c).</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE.TaskAttackUnit</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE.TaskBombing</a>: (AIR) Delivering weapon at the point on the ground.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombingRunway">CONTROLLABLE.TaskBombingRunway</a>: (AIR) Delivering weapon on the runway.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarking">CONTROLLABLE.TaskEmbarking</a>: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarkToTransport">CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEscort">CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne controllable. </li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFAC_AttackGroup">CONTROLLABLE.TaskFAC_AttackGroup</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire some or all ammunition at a VEC2 point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFollow">CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskReturnToBase">CONTROLLABLE.TaskReturnToBase</a>: (AIR) Route the controllable to an airbase.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) EnRoute task methods</h3>
|
||||
|
||||
<p>EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskAWACS">CONTROLLABLE.EnRouteTaskAWACS</a>: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageControllable">CONTROLLABLE.EnRouteTaskEngageControllable</a>: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargets">CONTROLLABLE.EnRouteTaskEngageTargets</a>: (AIR) Engaging targets of defined types.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargetsInZone">CONTROLLABLE.EnRouteTaskEngageTargetsInZone</a>: (AIR) Engaging a targets of defined types at circle-shaped zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEWR">CONTROLLABLE.EnRouteTaskEWR</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC">CONTROLLABLE.EnRouteTaskFAC</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC_EngageControllable">CONTROLLABLE.EnRouteTaskFAC_EngageControllable</a>: (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.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskTanker">CONTROLLABLE.EnRouteTaskTanker</a>: (AIR) Aircraft will act as a tanker for friendly units. No parameters.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.3) Preparation task methods</h3>
|
||||
|
||||
<p>There are certain task methods that allow to tailor the task behaviour:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCombo">CONTROLLABLE.TaskCombo</a>: Return a Combo Task taking an array of Tasks.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCondition">CONTROLLABLE.TaskCondition</a>: Return a condition section for a controlled task.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskControlled">CONTROLLABLE.TaskControlled</a>: Return a Controlled Task taking a Task and a TaskCondition.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.4) Obtain the mission from controllable templates</h3>
|
||||
|
||||
<p>Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskMission">CONTROLLABLE.TaskMission</a>: (AIR + GROUND) Return a mission task from a mission template.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) CONTROLLABLE Command methods</h2>
|
||||
<p>Controllable <strong>command methods</strong> prepare the execution of commands using the <a href="##(CONTROLLABLE).SetCommand">CONTROLLABLE.SetCommand</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).CommandDoScript">CONTROLLABLE.CommandDoScript</a>: Do Script command.</li>
|
||||
<li><a href="##(CONTROLLABLE).CommandSwitchWayPoint">CONTROLLABLE.CommandSwitchWayPoint</a>: Perform a switch waypoint command.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) CONTROLLABLE Option methods</h2>
|
||||
<p>Controllable <strong>Option methods</strong> change the behaviour of the Controllable while being alive.</p>
|
||||
|
||||
<h3>1.4.1) Rule of Engagement:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFree">CONTROLLABLE.OptionROEWeaponFree</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFire">CONTROLLABLE.OptionROEOpenFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFire">CONTROLLABLE.OptionROEReturnFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFire">CONTROLLABLE.OptionROEEvadeFire</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To check whether an ROE option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFreePossible">CONTROLLABLE.OptionROEWeaponFreePossible</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFirePossible">CONTROLLABLE.OptionROEOpenFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFirePossible">CONTROLLABLE.OptionROEReturnFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFirePossible">CONTROLLABLE.OptionROEEvadeFirePossible</a></li>
|
||||
</ul>
|
||||
|
||||
<h3>1.4.2) Rule on thread:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReaction">CONTROLLABLE.OptionROTNoReaction</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefense">CONTROLLABLE.OptionROTPassiveDefense</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFire">CONTROLLABLE.OptionROTEvadeFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVertical">CONTROLLABLE.OptionROTVertical</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To test whether an ROT option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReactionPossible">CONTROLLABLE.OptionROTNoReactionPossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefensePossible">CONTROLLABLE.OptionROTPassiveDefensePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFirePossible">CONTROLLABLE.OptionROTEvadeFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVerticalPossible">CONTROLLABLE.OptionROTVerticalPossible</a></li>
|
||||
</ul>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -249,19 +118,19 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CONTROLLABLE">CONTROLLABLE</a></td>
|
||||
<td class="summary">
|
||||
<h1>CONTROLLABLE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(CONTROLLABLE)">Type <code>CONTROLLABLE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).ClassName">CONTROLLABLE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).ClearTasks">CONTROLLABLE:ClearTasks()</a></td>
|
||||
<td class="summary">
|
||||
<p>Clear all tasks from the controllable.</p>
|
||||
@@ -715,12 +584,6 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).WayPointFunction">CONTROLLABLE:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Registers a waypoint function that will be executed when the controllable moves over the WayPoint.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).WayPointFunctions">CONTROLLABLE.WayPointFunctions</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -754,6 +617,151 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>CONTROLLABLE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Controllable specific APIs not in the DCS Controllable API set.</li>
|
||||
<li>Handle local Controllable Controller.</li>
|
||||
<li>Manage the "state" of the DCS Controllable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE constructor</h2>
|
||||
|
||||
<p>The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).New">CONTROLLABLE.New</a>(): Create a CONTROLLABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE Task methods</h2>
|
||||
|
||||
<p>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 <a href="Controllable.html##(CONTROLLABLE).PushTask">Controllable#CONTROLLABLE.PushTask</a> or <a href="Controllable.html##(SetTask)">Controllable#SetTask</a> 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.</p>
|
||||
|
||||
<h3>Task assignment</h3>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>Find below a list of the <strong>assigned task</strong> methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackGroup">CONTROLLABLE.TaskAttackGroup</a>: (AIR) Attack a Controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackMapObject">CONTROLLABLE.TaskAttackMapObject</a>: (AIR) Attacking the map object (building, structure, e.t.c).</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE.TaskAttackUnit</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE.TaskBombing</a>: (AIR) Delivering weapon at the point on the ground.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombingRunway">CONTROLLABLE.TaskBombingRunway</a>: (AIR) Delivering weapon on the runway.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarking">CONTROLLABLE.TaskEmbarking</a>: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarkToTransport">CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEscort">CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne controllable. </li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFAC_AttackGroup">CONTROLLABLE.TaskFAC_AttackGroup</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire some or all ammunition at a VEC2 point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFollow">CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskReturnToBase">CONTROLLABLE.TaskReturnToBase</a>: (AIR) Route the controllable to an airbase.</li>
|
||||
</ul>
|
||||
|
||||
<h3>EnRoute assignment</h3>
|
||||
|
||||
<p>EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskAWACS">CONTROLLABLE.EnRouteTaskAWACS</a>: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageControllable">CONTROLLABLE.EnRouteTaskEngageControllable</a>: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargets">CONTROLLABLE.EnRouteTaskEngageTargets</a>: (AIR) Engaging targets of defined types.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargetsInZone">CONTROLLABLE.EnRouteTaskEngageTargetsInZone</a>: (AIR) Engaging a targets of defined types at circle-shaped zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEWR">CONTROLLABLE.EnRouteTaskEWR</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC">CONTROLLABLE.EnRouteTaskFAC</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC_EngageControllable">CONTROLLABLE.EnRouteTaskFAC_EngageControllable</a>: (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.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskTanker">CONTROLLABLE.EnRouteTaskTanker</a>: (AIR) Aircraft will act as a tanker for friendly units. No parameters.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Task preparation</h3>
|
||||
|
||||
<p>There are certain task methods that allow to tailor the task behaviour:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCombo">CONTROLLABLE.TaskCombo</a>: Return a Combo Task taking an array of Tasks.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCondition">CONTROLLABLE.TaskCondition</a>: Return a condition section for a controlled task.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskControlled">CONTROLLABLE.TaskControlled</a>: Return a Controlled Task taking a Task and a TaskCondition.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Obtain the mission from controllable templates</h3>
|
||||
|
||||
<p>Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskMission">CONTROLLABLE.TaskMission</a>: (AIR + GROUND) Return a mission task from a mission template.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE Command methods</h2>
|
||||
|
||||
<p>Controllable <strong>command methods</strong> prepare the execution of commands using the <a href="##(CONTROLLABLE).SetCommand">CONTROLLABLE.SetCommand</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).CommandDoScript">CONTROLLABLE.CommandDoScript</a>: Do Script command.</li>
|
||||
<li><a href="##(CONTROLLABLE).CommandSwitchWayPoint">CONTROLLABLE.CommandSwitchWayPoint</a>: Perform a switch waypoint command.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE Option methods</h2>
|
||||
|
||||
<p>Controllable <strong>Option methods</strong> change the behaviour of the Controllable while being alive.</p>
|
||||
|
||||
<h3>Rule of Engagement:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFree">CONTROLLABLE.OptionROEWeaponFree</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFire">CONTROLLABLE.OptionROEOpenFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFire">CONTROLLABLE.OptionROEReturnFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFire">CONTROLLABLE.OptionROEEvadeFire</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To check whether an ROE option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFreePossible">CONTROLLABLE.OptionROEWeaponFreePossible</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFirePossible">CONTROLLABLE.OptionROEOpenFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFirePossible">CONTROLLABLE.OptionROEReturnFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFirePossible">CONTROLLABLE.OptionROEEvadeFirePossible</a></li>
|
||||
</ul>
|
||||
|
||||
<h3>Rule on thread:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReaction">CONTROLLABLE.OptionROTNoReaction</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefense">CONTROLLABLE.OptionROTPassiveDefense</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFire">CONTROLLABLE.OptionROTEvadeFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVertical">CONTROLLABLE.OptionROTVertical</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To test whether an ROT option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReactionPossible">CONTROLLABLE.OptionROTNoReactionPossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefensePossible">CONTROLLABLE.OptionROTPassiveDefensePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFirePossible">CONTROLLABLE.OptionROTEvadeFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVerticalPossible">CONTROLLABLE.OptionROTVerticalPossible</a></li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -761,24 +769,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<h2><a id="#(Controllable)" >Type <code>Controllable</code></a></h2>
|
||||
|
||||
<h2><a id="#(CONTROLLABLE)" >Type <code>CONTROLLABLE</code></a></h2>
|
||||
|
||||
<p>The CONTROLLABLE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(CONTROLLABLE).ClassName" >
|
||||
<strong>CONTROLLABLE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@@ -3253,20 +3244,6 @@ The waypoint function to be called when the controllable moves over the waypoint
|
||||
<p><em><a href="##(CONTROLLABLE)">#CONTROLLABLE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CONTROLLABLE).WayPointFunctions" >
|
||||
<strong>CONTROLLABLE.WayPointFunctions</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Database</code></h1>
|
||||
|
||||
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
|
||||
<p><strong>Core</strong> -- DATABASE manages the database of mission objects.</p>
|
||||
|
||||
|
||||
|
||||
@@ -142,6 +142,11 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Designate</code></h1>
|
||||
|
||||
<p><strong>Funtional R2.1</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
<p><strong>Functional</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Detection</code></h1>
|
||||
|
||||
<p><strong>Functional</strong> - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
|
||||
<p><strong>Functional</strong> -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
|
||||
|
||||
|
||||
|
||||
@@ -2376,7 +2376,6 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@@ -2548,7 +2547,7 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
|
||||
@@ -100,10 +100,12 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Escort</code></h1>
|
||||
|
||||
<p>Taking the lead of AI escorting your flight.</p>
|
||||
<p><strong>Functional</strong> -- Taking the lead of AI escorting your flight.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><a href="##(ESCORT)">#ESCORT</a> class</h1>
|
||||
<p>The <a href="##(ESCORT)">#ESCORT</a> 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).</p>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Event</code></h1>
|
||||
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core</strong> -- EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
|
||||
|
||||
|
||||
@@ -271,36 +271,10 @@ Example code snippet:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
|
||||
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<ul>
|
||||
<li><p>2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.</p></li>
|
||||
<li><p>2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.</p></li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=89536"><strong>FlightControl</strong></a>: Design & Programming & documentation.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Fsm</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
|
||||
<p><strong>Core</strong> -- The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
|
||||
are design patterns allowing efficient (long-lasting) processes and workflows.</p>
|
||||
|
||||
|
||||
@@ -168,39 +168,11 @@ Additionally, I've added extendability and created an API that allows seamless F
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
|
||||
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<ul>
|
||||
<li>2016-12-18: Released.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=62835"><strong>Pikey</strong></a>: Review of documentation & advice for improvements.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=89536"><strong>FlightControl</strong></a>: Design & Programming & documentation.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Group</code></h1>
|
||||
|
||||
<p><strong>Wrapper</strong> -- GROUP is a wrapper class for the DCS Class Group.</p>
|
||||
<p><strong>Wrapper</strong> -- GROUP wraps the DCS Class Group objects.</p>
|
||||
|
||||
|
||||
|
||||
@@ -121,31 +121,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-26: GROUP:<strong>RouteRTB( RTBAirbase, Speed )</strong> added. </p>
|
||||
|
||||
<p>2017-03-07: GROUP:<strong>HandleEvent( Event, EventFunction )</strong> added. <br/>
|
||||
2017-03-07: GROUP:<strong>UnHandleEvent( Event )</strong> added.</p>
|
||||
|
||||
<p>2017-01-24: GROUP:<strong>SetAIOnOff( AIOnOff )</strong> added. </p>
|
||||
|
||||
<p>2017-01-24: GROUP:<strong>SetAIOn()</strong> added. </p>
|
||||
|
||||
<p>2017-01-24: GROUP:<strong>SetAIOff()</strong> added. </p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@@ -153,11 +129,7 @@
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=111471"><strong>Entropy</strong></a>, <strong>Afinegan</strong>: Came up with the requirement for AIOnOff().</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,38 +100,15 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Identifiable</code></h1>
|
||||
|
||||
<p>This module contains the IDENTIFIABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
<p>The <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Identifiable APIs.</li>
|
||||
<li>Enhance with Identifiable specific APIs not in the DCS Identifiable API set.</li>
|
||||
<li>Manage the "state" of the DCS Identifiable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.1) IDENTIFIABLE constructor:</h2>
|
||||
<p>The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(IDENTIFIABLE).New">IDENTIFIABLE.New</a>(): Create a IDENTIFIABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) IDENTIFIABLE methods:</h2>
|
||||
<p>The following methods can be used to identify an identifiable object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(IDENTIFIABLE).GetName">IDENTIFIABLE.GetName</a>(): Returns the name of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).IsAlive">IDENTIFIABLE.IsAlive</a>(): Returns if the Identifiable is alive.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetTypeName">IDENTIFIABLE.GetTypeName</a>(): Returns the type name of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetCoalition">IDENTIFIABLE.GetCoalition</a>(): Returns the coalition of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetCountry">IDENTIFIABLE.GetCountry</a>(): Returns the country of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetDesc">IDENTIFIABLE.GetDesc</a>(): Returns the descriptor structure of the Identifiable.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -141,19 +118,19 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#IDENTIFIABLE">IDENTIFIABLE</a></td>
|
||||
<td class="summary">
|
||||
<h1>IDENTIFIABLE class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
|
||||
<p>The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Identifiable APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(IDENTIFIABLE)">Type <code>IDENTIFIABLE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).ClassName">IDENTIFIABLE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCallsign">IDENTIFIABLE:GetCallsign()</a></td>
|
||||
<td class="summary">
|
||||
<p>Gets the CallSign of the IDENTIFIABLE, which is a blank by default.</p>
|
||||
@@ -238,6 +215,27 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>IDENTIFIABLE class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
|
||||
<p>The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Identifiable APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Identifiable specific APIs not in the DCS Identifiable API set.</li>
|
||||
<li>Manage the "state" of the DCS Identifiable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>IDENTIFIABLE constructor</h2>
|
||||
|
||||
<p>The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(IDENTIFIABLE).New">IDENTIFIABLE.New</a>(): Create a IDENTIFIABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -245,24 +243,7 @@
|
||||
<h2><a id="#(Identifiable)" >Type <code>Identifiable</code></a></h2>
|
||||
|
||||
<h2><a id="#(IDENTIFIABLE)" >Type <code>IDENTIFIABLE</code></a></h2>
|
||||
|
||||
<p>The IDENTIFIABLE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(IDENTIFIABLE).ClassName" >
|
||||
<strong>IDENTIFIABLE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@@ -134,17 +134,12 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<p>- </p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Message</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
|
||||
<p><strong>Core</strong> -- MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
|
||||
|
||||
|
||||
|
||||
@@ -224,6 +224,13 @@ To send messages, you need to use the To functions.</p>
|
||||
<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalitionIf">Message#MESSAGE.ToCoalitionIf</a>().</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>MissileTrainer</code></h1>
|
||||
|
||||
<p>This module contains the MISSILETRAINER class.</p>
|
||||
<p><strong>Functional</strong> -- MISSILETRAINER helps you to train missile avoidance.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -100,11 +100,18 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Mission</code></h1>
|
||||
|
||||
<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
|
||||
<p><strong>Tasking</strong> -- A MISSION is the main owner of a Mission orchestration within MOOSE.</p>
|
||||
|
||||
|
||||
<p>The Mission framework orchestrates <a href="CLIENT.html">CLIENT</a>s, <a href="TASK.html">TASK</a>s, <a href="STAGE.html">STAGE</a>s etc.
|
||||
A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MISSION.html">MISSION</a> through the function <a href="AddClient.html">AddClient</a>. A <a href="TASK.html">TASK</a> needs to be registered within the <a href="MISSION.html">MISSION</a> through the function <a href="AddTask.html">AddTask</a>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@@ -100,10 +100,14 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Movement</code></h1>
|
||||
|
||||
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
|
||||
<p><strong>Functional</strong> -- Limit the MOVEMENT of simulaneous moving ground vehicles.</p>
|
||||
|
||||
|
||||
<p>This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>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).</p>
|
||||
@@ -218,7 +222,6 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@@ -227,9 +230,6 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@@ -100,32 +100,15 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Object</code></h1>
|
||||
|
||||
<p>This module contains the OBJECT class.</p>
|
||||
<p><strong>Wrapper</strong> -- OBJECT wraps the DCS Object derived objects.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Object.html##(OBJECT)">Object#OBJECT</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="Object.html##(OBJECT)">Object#OBJECT</a> class is a wrapper class to handle the DCS Object objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
<li>Enhance with Object specific APIs not in the DCS Object API set.</li>
|
||||
<li>Manage the "state" of the DCS Object.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h2>1.1) OBJECT constructor:</h2>
|
||||
<p>The OBJECT class provides the following functions to construct a OBJECT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Object.html##(OBJECT).New">Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) OBJECT methods:</h2>
|
||||
<p>The following methods can be used to identify an Object object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Object.html##(OBJECT).GetID">Object#OBJECT.GetID</a>(): Returns the ID of the Object object.</li>
|
||||
</ul>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@@ -135,7 +118,13 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#OBJECT">OBJECT</a></td>
|
||||
<td class="summary">
|
||||
<h1>OBJECT class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>OBJECT handles the DCS Object objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -152,12 +141,6 @@
|
||||
<h2><a id="#(OBJECT)">Type <code>OBJECT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(OBJECT).ClassName">OBJECT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(OBJECT).Destroy">OBJECT:Destroy()</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroys the OBJECT.</p>
|
||||
@@ -194,6 +177,27 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>OBJECT class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>OBJECT handles the DCS Object objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Object specific APIs not in the DCS Object API set.</li>
|
||||
<li>Manage the "state" of the DCS Object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>OBJECT constructor:</h2>
|
||||
|
||||
<p>The OBJECT class provides the following functions to construct a OBJECT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Object.html##(OBJECT).New">Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -220,24 +224,7 @@
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(OBJECT)" >Type <code>OBJECT</code></a></h2>
|
||||
|
||||
<p>The OBJECT class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(OBJECT).ClassName" >
|
||||
<strong>OBJECT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Point</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
|
||||
<p><strong>Core</strong> -- <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
|
||||
|
||||
|
||||
|
||||
@@ -124,33 +124,6 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-03: POINT_VEC3:<strong>Explosion( ExplosionIntensity )</strong> added.
|
||||
2017-03-03: POINT_VEC3:<strong>IlluminationBomb()</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: POINT_VEC3:<strong>NewFromVec2( Vec2, LandHeightAdd )</strong> added.</p>
|
||||
|
||||
<p>2016-08-12: POINT_VEC3:<strong>Translate( Distance, Angle )</strong> added.</p>
|
||||
|
||||
<p>2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.</p>
|
||||
|
||||
<ul>
|
||||
<li>Replaced method <em>Point</em>Vec3() to <strong>Vec3</strong>() where the code manages a Vec3. Replaced all references to the method.</li>
|
||||
<li>Replaced method <em>Point</em>Vec2() to <strong>Vec2</strong>() where the code manages a Vec2. Replaced all references to the method.</li>
|
||||
<li>Replaced method Random<em>Point</em>Vec3() to <strong>RandomVec3</strong>() where the code manages a Vec3. Replaced all references to the method.
|
||||
.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
|
||||
@@ -100,10 +100,16 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Positionable</code></h1>
|
||||
|
||||
<p><strong>Wrapper</strong> -- This module contains the POSITIONABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- POSITIONABLE wraps DCS classes that are "positionable".</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
@@ -385,16 +391,6 @@
|
||||
<li><a href="Positionable.html##(POSITIONABLE).New">Positionable#POSITIONABLE.New</a>(): Create a POSITIONABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>POSITIONABLE methods</h2>
|
||||
|
||||
<p>The following methods can be used to identify an measurable object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).GetID">Positionable#POSITIONABLE.GetID</a>(): Returns the ID of the measurable object.</li>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).GetName">Positionable#POSITIONABLE.GetName</a>(): Returns the name of the measurable object.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Radio</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - 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...</p>
|
||||
<p><strong>Core</strong> -- 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...</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -100,19 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Scenery</code></h1>
|
||||
|
||||
<p>This module contains the SCENERY class.</p>
|
||||
<p><strong>Wrapper</strong> -- SCENERY models scenery within the DCS simulator.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>Scenery objects are defined on the map.
|
||||
The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper class to handle the DCS Scenery objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Scenery objects.</li>
|
||||
<li>Support all DCS Scenery APIs.</li>
|
||||
<li>Enhance with Scenery specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -120,19 +118,15 @@ The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper cla
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SCENERY">SCENERY</a></td>
|
||||
<td class="summary">
|
||||
<h1>SCENERY class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Scenery objects are defined on the map.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(SCENERY)">Type <code>SCENERY</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCENERY).ClassName">SCENERY.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCENERY).GetDCSObject">SCENERY:GetDCSObject()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@@ -163,6 +157,18 @@ The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper cla
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>SCENERY class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Scenery objects are defined on the map.</p>
|
||||
|
||||
|
||||
<p>The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper class to handle the DCS Scenery objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Scenery objects.</li>
|
||||
<li>Support all DCS Scenery APIs.</li>
|
||||
<li>Enhance with Scenery specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -170,24 +176,7 @@ The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper cla
|
||||
<h2><a id="#(Scenery)" >Type <code>Scenery</code></a></h2>
|
||||
|
||||
<h2><a id="#(SCENERY)" >Type <code>SCENERY</code></a></h2>
|
||||
|
||||
<p>The SCENERY class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(SCENERY).ClassName" >
|
||||
<strong>SCENERY.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>ScheduleDispatcher</code></h1>
|
||||
|
||||
<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
|
||||
<p><strong>Core</strong> -- SCHEDULEDISPATCHER dispatches the different schedules.</p>
|
||||
|
||||
|
||||
|
||||
@@ -134,8 +134,6 @@ The Schedule() method returns the CallID that is the reference ID for each plann
|
||||
|
||||
<hr/>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Contributions: -</h3>
|
||||
<h3>Authors: FlightControl : Design & Programming</h3>
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Scheduler</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
|
||||
<p><strong>Core</strong> -- SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Scoring</code></h1>
|
||||
|
||||
<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / Core:<strong>Yes</strong> -- <strong>Administer the scoring of player achievements,
|
||||
<p><strong>Functional</strong> -- <strong>Administer the SCORING of player achievements,
|
||||
and create a CSV file logging the scoring events for use at team or squadron websites.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\SCORING\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
@@ -100,7 +100,12 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Sead</code></h1>
|
||||
|
||||
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
<p><strong>Functional</strong> -- Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Set</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - SET_ classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
|
||||
<p><strong>Core</strong> -- SET_ classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
|
||||
|
||||
|
||||
|
||||
@@ -133,14 +133,12 @@
|
||||
<li>Trigger events when objects in the SET change a zone presence.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl : Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Settings</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
|
||||
<p><strong>Core</strong> -- <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
|
||||
|
||||
|
||||
|
||||
@@ -124,14 +124,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl : Design & Programming</li>
|
||||
</ul>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@@ -781,12 +781,6 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -2088,9 +2082,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -2575,9 +2566,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -2613,7 +2601,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@@ -2630,7 +2618,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@@ -2958,7 +2946,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
@@ -3548,20 +3536,6 @@ True = Continue Scheduler</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).uncontrolled" >
|
||||
<strong>SPAWN.uncontrolled</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>SpawnStatic</code></h1>
|
||||
|
||||
<p>(R2.1) <strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
|
||||
|
||||
<p>
|
||||
@@ -128,28 +128,10 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -449,6 +431,7 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Spot</code></h1>
|
||||
|
||||
<p><strong>Core 2.1</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
|
||||
|
||||
|
||||
@@ -135,8 +135,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
@@ -145,12 +144,7 @@
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=123698"><strong>Wingthor</strong></a>: Beta Testing</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -766,6 +760,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).ScheduleID" >
|
||||
<strong>SPOT.ScheduleID</strong>
|
||||
</a>
|
||||
@@ -779,6 +774,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotIR" >
|
||||
<strong>SPOT.SpotIR</strong>
|
||||
</a>
|
||||
@@ -792,6 +788,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotLaser" >
|
||||
<strong>SPOT.SpotLaser</strong>
|
||||
</a>
|
||||
@@ -805,6 +802,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).Target" >
|
||||
<strong>SPOT.Target</strong>
|
||||
</a>
|
||||
|
||||
@@ -100,39 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Static</code></h1>
|
||||
|
||||
<p>This module contains the STATIC class.</p>
|
||||
<p><strong>Wrapper</strong> -- STATIC wraps the DCS StaticObject class.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Static.html##(STATIC)">Static#STATIC</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.
|
||||
Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
The <a href="Static.html##(STATIC)">Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Static objects.</li>
|
||||
<li>Support all DCS Static APIs.</li>
|
||||
<li>Enhance with Static specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h2>1.1) STATIC reference methods</h2>
|
||||
<p>For each DCS Static will have a STATIC wrapper object (instance) within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<p>The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the Static Name.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(STATIC).FindByName">STATIC.FindByName</a>(): Find a STATIC instance from the _DATABASE object using a DCS Static name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).</p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -140,19 +118,15 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STATIC">STATIC</a></td>
|
||||
<td class="summary">
|
||||
<h1>STATIC class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(STATIC)">Type <code>STATIC</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STATIC).ClassName">STATIC.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STATIC).FindByName">STATIC:FindByName(StaticName, RaiseError)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds a STATIC from the _DATABASE using the relevant Static Name.</p>
|
||||
@@ -195,6 +169,39 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>STATIC class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.</p>
|
||||
|
||||
|
||||
<p>Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
The <a href="Static.html##(STATIC)">Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Static objects.</li>
|
||||
<li>Support all DCS Static APIs.</li>
|
||||
<li>Enhance with Static specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
|
||||
<h2>STATIC reference methods</h2>
|
||||
|
||||
<p>For each DCS Static will have a STATIC wrapper object (instance) within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the Static Name.</p>
|
||||
|
||||
<p>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.</p>
|
||||
|
||||
<p>The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(STATIC).FindByName">STATIC.FindByName</a>(): Find a STATIC instance from the _DATABASE object using a DCS Static name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -202,24 +209,7 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
|
||||
<h2><a id="#(Static)" >Type <code>Static</code></a></h2>
|
||||
|
||||
<h2><a id="#(STATIC)" >Type <code>STATIC</code></a></h2>
|
||||
|
||||
<p>The STATIC class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(STATIC).ClassName" >
|
||||
<strong>STATIC.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@@ -100,17 +100,18 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Task</code></h1>
|
||||
|
||||
<p><strong>Tasking</strong> -- This module contains the TASK class.</p>
|
||||
<p><strong>Tasking</strong> -- This module contains the TASK class, the main engine to run human taskings.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Authors: FlightControl - Design and Programming</h3>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@@ -107,64 +107,24 @@
|
||||
<p><img src="..\Presentations\TASK_A2A\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<h1>1) <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2A)">#TASK_A2A</a> class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2A task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2A">TASK_A2A</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2A class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -195,12 +155,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<h2><a id="#(TASK_A2A)">Type <code>TASK_A2A</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).ClassName">TASK_A2A.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetPlannedMenuText">TASK_A2A:GetPlannedMenuText()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@@ -345,6 +299,31 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2A class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
|
||||
|
||||
<p>The TASK_A2A is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2A task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -441,20 +420,6 @@ The task is given a name and a briefing, that is used in the menu structure and
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2A).ClassName" >
|
||||
<strong>TASK_A2A.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A).GetPlannedMenuText" >
|
||||
<strong>TASK_A2A:GetPlannedMenuText()</strong>
|
||||
</a>
|
||||
|
||||
@@ -106,15 +106,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@@ -106,69 +106,24 @@
|
||||
|
||||
<p><img src="..\Presentations\TASK_A2G\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<h1>1) <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2G task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2G task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1.1) Set the scoring of achievements in an A2G attack.</h1>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-09: Revised version.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>[WingThor]</strong>: Concept, Advice & Testing.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -199,12 +154,6 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).ClassName">TASK_A2G.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@@ -349,6 +298,31 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
|
||||
|
||||
<p>The TASK_A2G is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2G task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2G task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Set the scoring of achievements in an A2G attack.</h2>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -435,20 +409,6 @@ based on detected enemy ground targets.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2G).ClassName" >
|
||||
<strong>TASK_A2G.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).GetPlannedMenuText" >
|
||||
<strong>TASK_A2G:GetPlannedMenuText()</strong>
|
||||
</a>
|
||||
|
||||
@@ -106,49 +106,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a> class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).
|
||||
The FAC will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>CAS Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.</li>
|
||||
<li><strong>BAI Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.</li>
|
||||
<li><strong>SEAD Task</strong>: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.</li>
|
||||
</ul>
|
||||
|
||||
<p>Other task types will follow...</p>
|
||||
|
||||
<h2>3.1) TASK<em>A2G</em>DISPATCHER constructor:</h2>
|
||||
<p>The <a href="##(TASK_A2G_DISPATCHER).New">TASK<em>A2G</em>DISPATCHER.New</a>() method creates a new TASK<em>A2G</em>DISPATCHER instance.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-09: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@@ -156,19 +118,15 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_DISPATCHER">TASK_A2G_DISPATCHER</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2G</em>DISPATCHE} class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(TASK_A2G_DISPATCHER)">Type <code>TASK_A2G_DISPATCHER</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).ClassName">TASK_A2G_DISPATCHER.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).Detection">TASK_A2G_DISPATCHER.Detection</a></td>
|
||||
<td class="summary">
|
||||
<p>The DETECTION_BASE object that is used to report the detected objects.</p>
|
||||
@@ -226,12 +184,6 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).SetGroup">TASK_A2G_DISPATCHER.SetGroup</a></td>
|
||||
<td class="summary">
|
||||
<p>The groups to which the FAC will report to.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).Tasks">TASK_A2G_DISPATCHER.Tasks</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@@ -247,6 +199,25 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2G</em>DISPATCHE} class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).</p>
|
||||
|
||||
|
||||
<p>The FAC will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>CAS Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.</li>
|
||||
<li><strong>BAI Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.</li>
|
||||
<li><strong>SEAD Task</strong>: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.</li>
|
||||
</ul>
|
||||
|
||||
<p>Other task types will follow...</p>
|
||||
|
||||
<h2>TASK<em>A2G</em>DISPATCHER constructor</h2>
|
||||
|
||||
<p>The <a href="##(TASK_A2G_DISPATCHER).New">TASK<em>A2G</em>DISPATCHER.New</a>() method creates a new TASK<em>A2G</em>DISPATCHER instance.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -261,20 +232,6 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2G_DISPATCHER).ClassName" >
|
||||
<strong>TASK_A2G_DISPATCHER.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a></em>
|
||||
<a id="#(TASK_A2G_DISPATCHER).Detection" >
|
||||
<strong>TASK_A2G_DISPATCHER.Detection</strong>
|
||||
@@ -574,20 +531,6 @@ Return true if you want the task assigning to continue... false will cancel the
|
||||
|
||||
<p>The groups to which the FAC will report to.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(TASK_A2G_DISPATCHER).Tasks" >
|
||||
<strong>TASK_A2G_DISPATCHER.Tasks</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Task_Cargo</code></h1>
|
||||
|
||||
<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
|
||||
<p><strong>Tasking</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
|
||||
|
||||
|
||||
|
||||
@@ -120,33 +120,14 @@ Cargo can be transported, picked-up, deployed and sling-loaded from and to other
|
||||
<li><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>: Defines a task for a human player to transport a set of cargo between various zones.</li>
|
||||
</ul>
|
||||
|
||||
<p>==</p>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-09: Revised version.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
@@ -524,7 +505,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
|
||||
@@ -112,10 +112,18 @@
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Unit API set.</li>
|
||||
<li>Handle local Unit Controller.</li>
|
||||
<li>Manage the "state" of the DCS Unit.
|
||||
</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Zone</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
|
||||
<p><strong>Core</strong> -- ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
|
||||
|
||||
|
||||
|
||||
@@ -139,39 +139,8 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-02-28: ZONE_BASE:<strong>IsVec2InZone()</strong> replaces ZONE_BASE:<em>IsPointVec2InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_BASE:<strong>IsVec3InZone()</strong> replaces ZONE_BASE:<em>IsPointVec3InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_RADIUS:<strong>IsVec2InZone()</strong> replaces ZONE_RADIUS:<em>IsPointVec2InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_RADIUS:<strong>IsVec3InZone()</strong> replaces ZONE_RADIUS:<em>IsPointVec3InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_POLYGON:<strong>IsVec2InZone()</strong> replaces ZONE_POLYGON:<em>IsPointVec2InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_POLYGON:<strong>IsVec3InZone()</strong> replaces ZONE_POLYGON:<em>IsPointVec3InZone()</em>. </p>
|
||||
|
||||
<p>2017-02-18: ZONE_POLYGON_BASE:<strong>GetRandomPointVec2()</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: ZONE_POLYGON_BASE:<strong>GetRandomPointVec3()</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: ZONE_RADIUS:<strong>GetRandomPointVec3( inner, outer )</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: ZONE_RADIUS:<strong>GetRandomPointVec2( inner, outer )</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>GetName()</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>SetZoneProbability( ZoneProbability )</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>GetZoneProbability()</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>GetZoneMaybe()</strong> added.</p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
@@ -115,7 +115,7 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
|
||||
<td class="summary">
|
||||
<p>Single-Player:<strong>No</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <strong>AI Balancing will replace in multi player missions
|
||||
<p><strong>AI</strong> -- <strong>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.</strong></p>
|
||||
|
||||
@@ -139,15 +139,18 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<p>The underlying change log documents the API changes.</p>
|
||||
<ul>
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=112075">Dutch_Baron</a></strong>: Working together with James has resulted in the creation of the AI_BALANCER class.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_Cap.html">AI_Cap</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>AI</strong> - <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||
<p><strong>AI</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
@@ -171,7 +174,7 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AI_Formation.html">AI_Formation</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>AI</strong> -- (R2.1) Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
|
||||
<p><strong>AI</strong> -- Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -195,13 +198,13 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Airbase.html">Airbase</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the AIRBASE classes.</p>
|
||||
<p><strong>Wrapper</strong> -- AIRBASE is a wrapper class to handle the DCS Airbase objects.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="AirbasePolice.html">AirbasePolice</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the AIRBASEPOLICE classes.</p>
|
||||
<p><strong>Functional</strong> -- This module monitors airbases traffic.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -213,37 +216,37 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
|
||||
<p><strong>Core</strong> -- BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>(R2.1) Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="CleanUp.html">CleanUp</a></td>
|
||||
<td class="summary">
|
||||
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
<p><strong>Functional</strong> -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Client.html">Client</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the CLIENT class.</p>
|
||||
<p><strong>Wrapper</strong> -- CLIENT wraps DCS Unit objects acting as a <strong>Client</strong> or <strong>Player</strong> within a mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="CommandCenter.html">CommandCenter</a></td>
|
||||
<td class="summary">
|
||||
<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
|
||||
<p><strong>Tasking</strong> -- A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Controllable.html">Controllable</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the CONTROLLABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -339,19 +342,19 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
|
||||
<p><strong>Core</strong> -- DATABASE manages the database of mission objects.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Designate.html">Designate</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Funtional R2.1</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
<p><strong>Functional</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Detection.html">Detection</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Functional</strong> - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
|
||||
<p><strong>Functional</strong> -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -363,32 +366,32 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Escort.html">Escort</a></td>
|
||||
<td class="summary">
|
||||
<p>Taking the lead of AI escorting your flight.</p>
|
||||
<p><strong>Functional</strong> -- Taking the lead of AI escorting your flight.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core</strong> -- EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Fsm.html">Fsm</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
|
||||
<p><strong>Core</strong> -- The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
|
||||
are design patterns allowing efficient (long-lasting) processes and workflows.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Wrapper</strong> -- GROUP is a wrapper class for the DCS Class Group.</p>
|
||||
<p><strong>Wrapper</strong> -- GROUP wraps the DCS Class Group objects.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Identifiable.html">Identifiable</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the IDENTIFIABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -400,43 +403,43 @@ are design patterns allowing efficient (long-lasting) processes and workflows.</
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
|
||||
<p><strong>Core</strong> -- MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the MISSILETRAINER class.</p>
|
||||
<p><strong>Functional</strong> -- MISSILETRAINER helps you to train missile avoidance.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Mission.html">Mission</a></td>
|
||||
<td class="summary">
|
||||
<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
|
||||
<p><strong>Tasking</strong> -- A MISSION is the main owner of a Mission orchestration within MOOSE.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Movement.html">Movement</a></td>
|
||||
<td class="summary">
|
||||
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
|
||||
<p><strong>Functional</strong> -- Limit the MOVEMENT of simulaneous moving ground vehicles.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Object.html">Object</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the OBJECT class.</p>
|
||||
<p><strong>Wrapper</strong> -- OBJECT wraps the DCS Object derived objects.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
|
||||
<p><strong>Core</strong> -- <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Positionable.html">Positionable</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Wrapper</strong> -- This module contains the POSITIONABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- POSITIONABLE wraps DCS classes that are "positionable".</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -454,7 +457,7 @@ are design patterns allowing efficient (long-lasting) processes and workflows.</
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Radio.html">Radio</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - 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...</p>
|
||||
<p><strong>Core</strong> -- 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...</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -466,25 +469,25 @@ are design patterns allowing efficient (long-lasting) processes and workflows.</
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Scenery.html">Scenery</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the SCENERY class.</p>
|
||||
<p><strong>Wrapper</strong> -- SCENERY models scenery within the DCS simulator.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></td>
|
||||
<td class="summary">
|
||||
<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
|
||||
<p><strong>Core</strong> -- SCHEDULEDISPATCHER dispatches the different schedules.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
|
||||
<p><strong>Core</strong> -- SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Scoring.html">Scoring</a></td>
|
||||
<td class="summary">
|
||||
<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / Core:<strong>Yes</strong> -- <strong>Administer the scoring of player achievements,
|
||||
<p><strong>Functional</strong> -- <strong>Administer the SCORING of player achievements,
|
||||
and create a CSV file logging the scoring events for use at team or squadron websites.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\SCORING\Dia1.JPG" alt="Banner Image"/></p>
|
||||
@@ -498,19 +501,19 @@ and creates a CSV file logging the scoring events and results for use at team or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
|
||||
<td class="summary">
|
||||
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
<p><strong>Functional</strong> -- Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - SET_ classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
|
||||
<p><strong>Core</strong> -- SET_ classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Settings.html">Settings</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
|
||||
<p><strong>Core</strong> -- <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -528,19 +531,19 @@ and creates a CSV file logging the scoring events and results for use at team or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="SpawnStatic.html">SpawnStatic</a></td>
|
||||
<td class="summary">
|
||||
<p>(R2.1) <strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Spot.html">Spot</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core 2.1</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Static.html">Static</a></td>
|
||||
<td class="summary">
|
||||
<p>This module contains the STATIC class.</p>
|
||||
<p><strong>Wrapper</strong> -- STATIC wraps the DCS StaticObject class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -552,7 +555,7 @@ and creates a CSV file logging the scoring events and results for use at team or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Task.html">Task</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Tasking</strong> -- This module contains the TASK class.</p>
|
||||
<p><strong>Tasking</strong> -- This module contains the TASK class, the main engine to run human taskings.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -582,7 +585,7 @@ and creates a CSV file logging the scoring events and results for use at team or
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Task_Cargo.html">Task_Cargo</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
|
||||
<p><strong>Tasking</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -607,7 +610,7 @@ which are excellent tools to be reused in an OO environment!.</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
|
||||
<p><strong>Core</strong> -- ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
Reference in New Issue
Block a user