mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Documentation
This commit is contained in:
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<tr>
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<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
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<td class="summary">
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<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
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<p><strong>AI</strong> -- <strong>AI Balancing will replace in multi player missions
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non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
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even when there are hardly any players in the mission.</strong></p>
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@@ -139,15 +139,18 @@ even when there are hardly any players in the mission.</strong></p>
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<hr/>
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<h1><strong>API CHANGE HISTORY</strong></h1>
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<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
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<h3>Contributions:</h3>
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<p>The underlying change log documents the API changes.</p>
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<ul>
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<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>
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</ul>
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</td>
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<td class="name" nowrap="nowrap"><a href="AI_Cap.html">AI_Cap</a></td>
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<td class="summary">
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<p><strong>AI</strong> - <strong>Execute Combat Air Patrol (CAP).</strong></p>
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<p><strong>AI</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
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<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
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<td class="name" nowrap="nowrap"><a href="AI_Formation.html">AI_Formation</a></td>
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<td class="summary">
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<p><strong>AI</strong> -- (R2.1) Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
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<p><strong>AI</strong> -- Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Airbase.html">Airbase</a></td>
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<td class="summary">
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<p>This module contains the AIRBASE classes.</p>
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<p><strong>Wrapper</strong> -- AIRBASE is a wrapper class to handle the DCS Airbase objects.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="AirbasePolice.html">AirbasePolice</a></td>
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<td class="summary">
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<p>This module contains the AIRBASEPOLICE classes.</p>
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<p><strong>Functional</strong> -- This module monitors airbases traffic.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
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<td class="summary">
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<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
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<p><strong>Core</strong> -- BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
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<td class="summary">
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<p><strong>(R2.1) Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
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<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="CleanUp.html">CleanUp</a></td>
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<td class="summary">
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<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
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<p><strong>Functional</strong> -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Client.html">Client</a></td>
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<td class="summary">
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<p>This module contains the CLIENT class.</p>
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<p><strong>Wrapper</strong> -- CLIENT wraps DCS Unit objects acting as a <strong>Client</strong> or <strong>Player</strong> within a mission.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="CommandCenter.html">CommandCenter</a></td>
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<td class="summary">
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<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
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<p><strong>Tasking</strong> -- A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Controllable.html">Controllable</a></td>
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<td class="summary">
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<p>This module contains the CONTROLLABLE class.</p>
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<p><strong>Wrapper</strong> -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
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<td class="summary">
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<p>This module contains the DATABASE class, managing the database of mission objects.</p>
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<p><strong>Core</strong> -- DATABASE manages the database of mission objects.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Designate.html">Designate</a></td>
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<td class="summary">
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<p><strong>Funtional R2.1</strong> -- Management of target <strong>Designation</strong>.</p>
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<p><strong>Functional</strong> -- Management of target <strong>Designation</strong>.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Detection.html">Detection</a></td>
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<td class="summary">
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<p><strong>Functional</strong> - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
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<p><strong>Functional</strong> -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
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</td>
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@@ -363,32 +366,32 @@ even when there are hardly any players in the mission.</strong></p>
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<td class="name" nowrap="nowrap"><a href="Escort.html">Escort</a></td>
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<td class="summary">
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<p>Taking the lead of AI escorting your flight.</p>
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<p><strong>Functional</strong> -- Taking the lead of AI escorting your flight.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
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<td class="summary">
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<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
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<p><strong>Core</strong> -- EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Fsm.html">Fsm</a></td>
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<td class="summary">
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<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
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<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
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are design patterns allowing efficient (long-lasting) processes and workflows.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
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<td class="summary">
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<p><strong>Wrapper</strong> -- GROUP is a wrapper class for the DCS Class Group.</p>
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<p><strong>Wrapper</strong> -- GROUP wraps the DCS Class Group objects.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Identifiable.html">Identifiable</a></td>
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<td class="summary">
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<p>This module contains the IDENTIFIABLE class.</p>
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<p><strong>Wrapper</strong> -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
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<td class="summary">
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<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>
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<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>
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</td>
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<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
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<td class="summary">
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<p>This module contains the MISSILETRAINER class.</p>
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<p><strong>Functional</strong> -- MISSILETRAINER helps you to train missile avoidance.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Mission.html">Mission</a></td>
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<td class="summary">
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<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
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<p><strong>Tasking</strong> -- A MISSION is the main owner of a Mission orchestration within MOOSE.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Movement.html">Movement</a></td>
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<td class="summary">
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<p>Limit the simultaneous movement of Groups within a running Mission.</p>
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<p><strong>Functional</strong> -- Limit the MOVEMENT of simulaneous moving ground vehicles.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Object.html">Object</a></td>
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<td class="summary">
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<p>This module contains the OBJECT class.</p>
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<p><strong>Wrapper</strong> -- OBJECT wraps the DCS Object derived objects.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
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<td class="summary">
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<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>
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<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>
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</td>
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<td class="name" nowrap="nowrap"><a href="Positionable.html">Positionable</a></td>
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<td class="summary">
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<p><strong>Wrapper</strong> -- This module contains the POSITIONABLE class.</p>
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<p><strong>Wrapper</strong> -- POSITIONABLE wraps DCS classes that are "positionable".</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Radio.html">Radio</a></td>
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<td class="summary">
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<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>
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<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>
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</td>
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<td class="name" nowrap="nowrap"><a href="Scenery.html">Scenery</a></td>
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<td class="summary">
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<p>This module contains the SCENERY class.</p>
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<p><strong>Wrapper</strong> -- SCENERY models scenery within the DCS simulator.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></td>
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<td class="summary">
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<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
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<p><strong>Core</strong> -- SCHEDULEDISPATCHER dispatches the different schedules.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
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<td class="summary">
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<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
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<p><strong>Core</strong> -- SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Scoring.html">Scoring</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / Core:<strong>Yes</strong> -- <strong>Administer the scoring of player achievements,
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<p><strong>Functional</strong> -- <strong>Administer the SCORING of player achievements,
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and create a CSV file logging the scoring events for use at team or squadron websites.</strong></p>
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<p><img src="..\Presentations\SCORING\Dia1.JPG" alt="Banner Image"/></p>
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@@ -498,19 +501,19 @@ and creates a CSV file logging the scoring events and results for use at team or
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<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
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<td class="summary">
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<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
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<p><strong>Functional</strong> -- Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
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<td class="summary">
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<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>
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<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>
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</td>
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<td class="name" nowrap="nowrap"><a href="Settings.html">Settings</a></td>
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<td class="summary">
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<p><strong>Core</strong> - <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
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<p><strong>Core</strong> -- <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
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@@ -528,19 +531,19 @@ and creates a CSV file logging the scoring events and results for use at team or
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<td class="name" nowrap="nowrap"><a href="SpawnStatic.html">SpawnStatic</a></td>
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<td class="summary">
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<p>(R2.1) <strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
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<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Spot.html">Spot</a></td>
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<td class="summary">
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<p><strong>Core 2.1</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
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<p><strong>Core</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Static.html">Static</a></td>
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<td class="summary">
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<p>This module contains the STATIC class.</p>
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<p><strong>Wrapper</strong> -- STATIC wraps the DCS StaticObject class.</p>
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</td>
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<td class="name" nowrap="nowrap"><a href="Task.html">Task</a></td>
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<td class="summary">
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<p><strong>Tasking</strong> -- This module contains the TASK class.</p>
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<p><strong>Tasking</strong> -- This module contains the TASK class, the main engine to run human taskings.</p>
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</td>
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</tr>
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<td class="name" nowrap="nowrap"><a href="Task_Cargo.html">Task_Cargo</a></td>
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<td class="summary">
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<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
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<p><strong>Tasking</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
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</td>
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</tr>
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@@ -607,7 +610,7 @@ which are excellent tools to be reused in an OO environment!.</p>
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<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
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<td class="summary">
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<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
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<p><strong>Core</strong> -- ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
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</td>
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</tr>
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<tr>
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