POINT_VEC3 and POINT_VEC2 documentation update

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FlightControl 2017-04-16 16:36:27 +02:00
parent 465a1fa7e0
commit 9ccd0cb6dd
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@ -1,91 +1,22 @@
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
--
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
-- ==================================================
-- The @{Point#POINT_VEC3} class defines a 3D point in the simulator.
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.
--
-- ## 1.1) POINT_VEC3 constructor
--
-- A new POINT_VEC3 instance can be created with:
--
-- * @{Point#POINT_VEC3.New}(): a 3D point.
-- * @{Point#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
--
-- ## 1.2) Manupulate the X, Y, Z coordinates of the point
--
-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
--
-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
--
-- ## 1.3) Create waypoints for routes
--
-- A POINT_VEC3 can prepare waypoints for Ground, Air and Naval groups to be embedded into a Route.
--
--
-- ## 1.5) Smoke, flare, explode, illuminate
--
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
--
-- ### 1.5.1) Smoke
--
-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
--
-- ### 1.5.2) Flare
--
-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
--
-- ### 1.5.3) Explode
--
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
--
-- ### 1.5.4) Illuminate
--
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
--
--
-- 2) @{Point#POINT_VEC2} class, extends @{Point#POINT_VEC3}
-- =========================================================
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
-- ![Banner Image](..\Presentations\POINT\Dia1.JPG)
--
-- ====
--
-- 2.1) POINT_VEC2 constructor
-- ---------------------------
-- A new POINT_VEC2 instance can be created with:
-- # Demo Missions
--
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
-- ### [POINT_VEC Demo Missions source code]()
--
-- ## 1.2) Manupulate the X, Altitude, Y coordinates of the 2D point
-- ### [POINT_VEC Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
-- Methods exist to manupulate these coordinates.
-- ====
--
-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
-- # YouTube Channel
--
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
-- ### [POINT_VEC YouTube Channel]()
--
-- ===
--
@ -133,6 +64,126 @@
-- @field #POINT_VEC3.RoutePointType RoutePointType
-- @field #POINT_VEC3.RoutePointAction RoutePointAction
-- @extends Core.Base#BASE
--- # POINT_VEC3 class, extends @{Base#BASE}
--
-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author,
-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
-- who you can find on the Eagle Dynamics Forums.
--
--
-- ## POINT_VEC3 constructor
--
-- A new POINT_VEC3 object can be created with:
--
-- * @{#POINT_VEC3.New}(): a 3D point.
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
--
--
-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
--
-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
--
-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
--
--
-- ## Create waypoints for routes
--
-- A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.
--
-- * @{#POINT_VEC3.RoutePointAir}(): Build an air route point.
-- * @{#POINT_VEC3.RoutePointGround}(): Build a ground route point.
--
-- Route points can be used in the Route methods of the @{Group#GROUP} class.
--
--
-- ## Smoke, flare, explode, illuminate
--
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
--
-- ### Smoke
--
-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
--
-- ### Flare
--
-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
--
-- ### Explode
--
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
--
-- ### Illuminate
--
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
--
--
-- ## 3D calculation methods
--
-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
--
-- ### Distance
--
-- * @{#POINT_VEC3.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.
-- * @{#POINT_VEC3.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.
--
-- ### Angle
--
-- * @{#POINT_VEC3.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.
-- * @{#POINT_VEC3.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.
-- * @{#POINT_VEC3.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.
--
-- ### Translation
--
-- * @{#POINT_VEC3.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.
--
-- ### Get the North correction of the current location
--
-- * @{#POINT_VEC3.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
--
--
-- ## Point Randomization
--
-- Various methods exist to calculate random locations around a given 3D point.
--
-- * @{#POINT_VEC3.GetRandomPointVec2InRadius}(): Provides a random 2D point around the current 3D point, in the given inner to outer band.
-- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band.
-- * @{#POINT_VEC3.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.
-- * @{#POINT_VEC3.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.
--
--
-- ## Metric system
--
-- * @{#POINT_VEC3.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
-- * @{#POINT_VEC3.SetMetric}(): Sets the 3D point to Metric or Nautical Miles.
--
--
-- ## Coorinate text generation
--
-- * @{#POINT_VEC3.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#POINT_VEC3.ToStringLL}(): Generates a Latutude & Longutude text.
--
-- @field #POINT_VEC3 POINT_VEC3
--
POINT_VEC3 = {
ClassName = "POINT_VEC3",
Metric = true,
@ -149,11 +200,38 @@ POINT_VEC3 = {
},
}
--- The POINT_VEC2 class
-- @type POINT_VEC2
--- @type POINT_VEC2
-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
-- @extends Core.Point#POINT_VEC3
--- # POINT_VEC2 class, extends @{Point#POINT_VEC3}
--
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--
-- ## POINT_VEC2 constructor
--
-- A new POINT_VEC2 instance can be created with:
--
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
--
-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
--
-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
--
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
--
-- @field #POINT_VEC2 POINT_VEC2
--
POINT_VEC2 = {
ClassName = "POINT_VEC2",
}

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@ -198,6 +198,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO).CargoObject">CARGO.CargoObject</a></td>
<td class="summary">
<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO).CargoScheduler">CARGO.CargoScheduler</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -583,13 +589,7 @@
<h2><a id="#(CARGO_REPRESENTABLE)">Type <code>CARGO_REPRESENTABLE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).ClassName">CARGO_REPRESENTABLE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).New">CARGO_REPRESENTABLE:New(CargoObject, Type, Name, Weight, ReportRadius, NearRadius)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).New">CARGO_REPRESENTABLE:New(Type, Name, Weight, ReportRadius, NearRadius, CargoObject)</a></td>
<td class="summary">
<p>CARGO_REPRESENTABLE Constructor.</p>
</td>
@ -598,6 +598,12 @@
<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).RouteTo">CARGO_REPRESENTABLE:RouteTo(ToPointVec2, Speed)</a></td>
<td class="summary">
<p>Route a cargo unit to a PointVec2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CARGO_REPRESENTABLE).test">CARGO_REPRESENTABLE.test</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -911,6 +917,20 @@ The radius when the cargo will board the Carrier (to avoid collision).</p>
<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(CARGO).CargoScheduler" >
<strong>CARGO.CargoScheduler</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -2696,22 +2716,8 @@ The range till cargo will board.</p>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(CARGO_REPRESENTABLE).ClassName" >
<strong>CARGO_REPRESENTABLE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_REPRESENTABLE).New" >
<strong>CARGO_REPRESENTABLE:New(CargoObject, Type, Name, Weight, ReportRadius, NearRadius)</strong>
<strong>CARGO_REPRESENTABLE:New(Type, Name, Weight, ReportRadius, NearRadius, CargoObject)</strong>
</a>
</dt>
<dd>
@ -2722,11 +2728,6 @@ The range till cargo will board.</p>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(Controllable)">Wrapper.Controllable#Controllable</a> CargoObject </em></code>: </p>
</li>
<li>
<p><code><em>#string Type </em></code>: </p>
</li>
@ -2751,6 +2752,11 @@ The range till cargo will board.</p>
<p><code><em>#number NearRadius </em></code>:
(optional)</p>
</li>
<li>
<p><code><em> CargoObject </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
@ -2789,11 +2795,27 @@ The range till cargo will board.</p>
<p><em><a href="##(CARGO_REPRESENTABLE)">#CARGO_REPRESENTABLE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CARGO_REPRESENTABLE).test" >
<strong>CARGO_REPRESENTABLE.test</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(CARGO_UNIT)" >Type <code>CARGO_UNIT</code></a></h2>
<h3>Field(s)</h3>
<p>Hello </p>
<h3>Field(s)</h3>
<dl class="function">
<dt>

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@ -2172,7 +2172,6 @@ self</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemCount" >
<strong>DETECTION_BASE.DetectedItemCount</strong>
</a>
@ -2186,7 +2185,6 @@ self</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectedItemMax" >
<strong>DETECTION_BASE.DetectedItemMax</strong>
</a>
@ -2300,7 +2298,7 @@ self</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

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@ -211,6 +211,7 @@ on defined intervals (currently every minute).</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(MOVEMENT).AliveUnits" >
<strong>MOVEMENT.AliveUnits</strong>
</a>
@ -219,6 +220,9 @@ on defined intervals (currently every minute).</p>
<p> Contains the counter how many units are currently alive</p>
</dd>
</dl>
<dl class="function">

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@ -97,103 +97,23 @@
<h1>1) <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> class defines a 3D point in the simulator.</p>
<p><img src="..\Presentations\POINT\Dia1.JPG" alt="Banner Image"/></p>
<p><strong>Important Note:</strong> Most of the functions in this section were taken from MIST, and reworked to OO concepts.
In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.</p>
<hr/>
<h2>1.1) POINT_VEC3 constructor</h2>
<h1>Demo Missions</h1>
<p>A new POINT_VEC3 instance can be created with:</p>
<h3><a href="">POINT_VEC Demo Missions source code</a></h3>
<ul>
<li><a href="Point.html##(POINT_VEC3).New">Point#POINT_VEC3.New</a>(): a 3D point.</li>
<li><a href="Point.html##(POINT_VEC3).NewFromVec3">Point#POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
</ul>
<h3><a href="">POINT_VEC Demo Missions, only for beta testers</a></h3>
<h2>1.2) Manupulate the X, Y, Z coordinates of the point</h2>
<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases">ALL Demo Missions pack of the last release</a></h3>
<p>A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
Methods exist to manupulate these coordinates.</p>
<hr/>
<p>The current X, Y, Z axis can be retrieved with the methods <a href="##(POINT_VEC3).GetX">POINT_VEC3.GetX</a>(), <a href="##(POINT_VEC3).GetY">POINT_VEC3.GetY</a>(), <a href="##(POINT_VEC3).GetZ">POINT_VEC3.GetZ</a>() respectively.
The methods <a href="##(POINT_VEC3).SetX">POINT_VEC3.SetX</a>(), <a href="##(POINT_VEC3).SetY">POINT_VEC3.SetY</a>(), <a href="##(POINT_VEC3).SetZ">POINT_VEC3.SetZ</a>() change the respective axis with a new value.
The current axis values can be changed by using the methods <a href="##(POINT_VEC3).AddX">POINT_VEC3.AddX</a>(), <a href="##(POINT_VEC3).AddY">POINT_VEC3.AddY</a>(), <a href="##(POINT_VEC3).AddZ">POINT_VEC3.AddZ</a>()
to add or substract a value from the current respective axis value.
Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:</p>
<h1>YouTube Channel</h1>
<pre><code> local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
</code></pre>
<h2>1.3) Create waypoints for routes</h2>
<p>A POINT_VEC3 can prepare waypoints for Ground, Air and Naval groups to be embedded into a Route.</p>
<h2>1.5) Smoke, flare, explode, illuminate</h2>
<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
<h3>1.5.1) Smoke</h3>
<ul>
<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
<li><a href="##(POINT_VEC3).SmokeBlue">POINT_VEC3.SmokeBlue</a>(): To smoke the point in blue.</li>
<li><a href="##(POINT_VEC3).SmokeRed">POINT_VEC3.SmokeRed</a>(): To smoke the point in red.</li>
<li><a href="##(POINT_VEC3).SmokeOrange">POINT_VEC3.SmokeOrange</a>(): To smoke the point in orange.</li>
<li><a href="##(POINT_VEC3).SmokeWhite">POINT_VEC3.SmokeWhite</a>(): To smoke the point in white.</li>
<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
</ul>
<h3>1.5.2) Flare</h3>
<ul>
<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
<li><a href="##(POINT_VEC3).FlareRed">POINT_VEC3.FlareRed</a>(): To flare the point in red.</li>
<li><a href="##(POINT_VEC3).FlareYellow">POINT_VEC3.FlareYellow</a>(): To flare the point in yellow.</li>
<li><a href="##(POINT_VEC3).FlareWhite">POINT_VEC3.FlareWhite</a>(): To flare the point in white.</li>
<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
</ul>
<h3>1.5.3) Explode</h3>
<ul>
<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
</ul>
<h3>1.5.4) Illuminate</h3>
<ul>
<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
</ul>
<h1>2) <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.</p>
<h2>2.1) POINT_VEC2 constructor</h2>
<p>A new POINT_VEC2 instance can be created with:</p>
<ul>
<li><a href="Point.html##(POINT_VEC2).New">Point#POINT_VEC2.New</a>(): a 2D point, taking an additional height parameter.</li>
<li><a href="Point.html##(POINT_VEC2).NewFromVec2">Point#POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</li>
</ul>
<h2>1.2) Manupulate the X, Altitude, Y coordinates of the 2D point</h2>
<p>A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
Methods exist to manupulate these coordinates.</p>
<p>The current X, Altitude, Y axis can be retrieved with the methods <a href="##(POINT_VEC2).GetX">POINT_VEC2.GetX</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetY">POINT_VEC2.GetY</a>() respectively.
The methods <a href="##(POINT_VEC2).SetX">POINT_VEC2.SetX</a>(), <a href="##(POINT_VEC2).SetAlt">POINT_VEC2.SetAlt</a>(), <a href="##(POINT_VEC2).SetY">POINT_VEC2.SetY</a>() change the respective axis with a new value.
The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods <a href="##(POINT_VEC2).GetLat">POINT_VEC2.GetLat</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetLon">POINT_VEC2.GetLon</a>() respectively.
The current axis values can be changed by using the methods <a href="##(POINT_VEC2).AddX">POINT_VEC2.AddX</a>(), <a href="##(POINT_VEC2).AddAlt">POINT_VEC2.AddAlt</a>(), <a href="##(POINT_VEC2).AddY">POINT_VEC2.AddY</a>()
to add or substract a value from the current respective axis value.
Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:</p>
<pre><code> local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
</code></pre>
<h3><a href="">POINT_VEC YouTube Channel</a></h3>
<hr/>
@ -238,13 +158,17 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
<tr>
<td class="name" nowrap="nowrap"><a href="#POINT_VEC2">POINT_VEC2</a></td>
<td class="summary">
<h1>POINT_VEC2 class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#POINT_VEC3">POINT_VEC3</a></td>
<td class="summary">
<h1>POINT_VEC3 class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.</p>
</td>
</tr>
</table>
@ -266,12 +190,6 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).AddY">POINT_VEC2:AddY(y)</a></td>
<td class="summary">
<p>Add to the y coordinate of the POINT_VEC2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC2).ClassName">POINT_VEC2.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -414,12 +332,6 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).AddZ">POINT_VEC3:AddZ(z)</a></td>
<td class="summary">
<p>Add to the z coordinate of the POINT_VEC3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).ClassName">POINT_VEC3.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -483,15 +395,21 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetBRText">POINT_VEC3:GetBRText(TargetPointVec3)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetAngleDegrees">POINT_VEC3:GetAngleDegrees(DirectionVec3)</a></td>
<td class="summary">
<p>Return a BR string from a POINT<em>VEC3 to the POINT</em>VEC3.</p>
<p>Return an angle in degrees from the POINT_VEC3 using a direction vector in Vec3 format.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetDirectionRadians">POINT_VEC3:GetDirectionRadians(DirectionVec3)</a></td>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetAngleRadians">POINT_VEC3:GetAngleRadians(DirectionVec3)</a></td>
<td class="summary">
<p>Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
<p>Return an angle in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(POINT_VEC3).GetBRText">POINT_VEC3:GetBRText(TargetPointVec3)</a></td>
<td class="summary">
<p>Return a BR string from a POINT<em>VEC3 to the POINT</em>VEC3.</p>
</td>
</tr>
<tr>
@ -783,7 +701,37 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
</dt>
<dd>
<h1>POINT_VEC2 class, extends <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a></h1>
<p>The <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> class defines a 2D point in the simulator.</p>
<p>The height coordinate (if needed) will be the land height + an optional added height specified.</p>
<h2>POINT_VEC2 constructor</h2>
<p>A new POINT_VEC2 instance can be created with:</p>
<ul>
<li><a href="Point.html##(POINT_VEC2).New">Point#POINT_VEC2.New</a>(): a 2D point, taking an additional height parameter.</li>
<li><a href="Point.html##(POINT_VEC2).NewFromVec2">Point#POINT_VEC2.NewFromVec2</a>(): a 2D point created from a <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>.</li>
</ul>
<h2>Manupulate the X, Altitude, Y coordinates of the 2D point</h2>
<p>A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
Methods exist to manupulate these coordinates.</p>
<p>The current X, Altitude, Y axis can be retrieved with the methods <a href="##(POINT_VEC2).GetX">POINT_VEC2.GetX</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetY">POINT_VEC2.GetY</a>() respectively.
The methods <a href="##(POINT_VEC2).SetX">POINT_VEC2.SetX</a>(), <a href="##(POINT_VEC2).SetAlt">POINT_VEC2.SetAlt</a>(), <a href="##(POINT_VEC2).SetY">POINT_VEC2.SetY</a>() change the respective axis with a new value.
The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods <a href="##(POINT_VEC2).GetLat">POINT_VEC2.GetLat</a>(), <a href="##(POINT_VEC2).GetAlt">POINT_VEC2.GetAlt</a>(), <a href="##(POINT_VEC2).GetLon">POINT_VEC2.GetLon</a>() respectively.
The current axis values can be changed by using the methods <a href="##(POINT_VEC2).AddX">POINT_VEC2.AddX</a>(), <a href="##(POINT_VEC2).AddAlt">POINT_VEC2.AddAlt</a>(), <a href="##(POINT_VEC2).AddY">POINT_VEC2.AddY</a>()
to add or substract a value from the current respective axis value.
Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:</p>
<pre><code> local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
</code></pre>
</dd>
</dl>
@ -797,17 +745,159 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these
</dt>
<dd>
<h1>POINT_VEC3 class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.</p>
<p><strong>Important Note:</strong> Most of the functions in this section were taken from MIST, and reworked to OO concepts.
In order to keep the credibility of the the author,
I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
who you can find on the Eagle Dynamics Forums.</p>
<h2>POINT_VEC3 constructor</h2>
<p>A new POINT_VEC3 object can be created with:</p>
<ul>
<li><a href="##(POINT_VEC3).New">POINT_VEC3.New</a>(): a 3D point.</li>
<li><a href="##(POINT_VEC3).NewFromVec3">POINT_VEC3.NewFromVec3</a>(): a 3D point created from a <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a>.</li>
</ul>
<h2>Manupulate the X, Y, Z coordinates of the POINT_VEC3</h2>
<p>A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
Methods exist to manupulate these coordinates.</p>
<p>The current X, Y, Z axis can be retrieved with the methods <a href="##(POINT_VEC3).GetX">POINT_VEC3.GetX</a>(), <a href="##(POINT_VEC3).GetY">POINT_VEC3.GetY</a>(), <a href="##(POINT_VEC3).GetZ">POINT_VEC3.GetZ</a>() respectively.
The methods <a href="##(POINT_VEC3).SetX">POINT_VEC3.SetX</a>(), <a href="##(POINT_VEC3).SetY">POINT_VEC3.SetY</a>(), <a href="##(POINT_VEC3).SetZ">POINT_VEC3.SetZ</a>() change the respective axis with a new value.
The current axis values can be changed by using the methods <a href="##(POINT_VEC3).AddX">POINT_VEC3.AddX</a>(), <a href="##(POINT_VEC3).AddY">POINT_VEC3.AddY</a>(), <a href="##(POINT_VEC3).AddZ">POINT_VEC3.AddZ</a>()
to add or substract a value from the current respective axis value.
Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:</p>
<pre><code> local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
</code></pre>
<h2>Create waypoints for routes</h2>
<p>A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.</p>
<ul>
<li><a href="##(POINT_VEC3).RoutePointAir">POINT_VEC3.RoutePointAir</a>(): Build an air route point.</li>
<li><a href="##(POINT_VEC3).RoutePointGround">POINT_VEC3.RoutePointGround</a>(): Build a ground route point.</li>
</ul>
<p>Route points can be used in the Route methods of the <a href="Group.html##(GROUP)">Group#GROUP</a> class.</p>
<h2>Smoke, flare, explode, illuminate</h2>
<p>At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:</p>
<h3>Smoke</h3>
<ul>
<li><a href="##(POINT_VEC3).Smoke">POINT_VEC3.Smoke</a>(): To smoke the point in a certain color.</li>
<li><a href="##(POINT_VEC3).SmokeBlue">POINT_VEC3.SmokeBlue</a>(): To smoke the point in blue.</li>
<li><a href="##(POINT_VEC3).SmokeRed">POINT_VEC3.SmokeRed</a>(): To smoke the point in red.</li>
<li><a href="##(POINT_VEC3).SmokeOrange">POINT_VEC3.SmokeOrange</a>(): To smoke the point in orange.</li>
<li><a href="##(POINT_VEC3).SmokeWhite">POINT_VEC3.SmokeWhite</a>(): To smoke the point in white.</li>
<li><a href="##(POINT_VEC3).SmokeGreen">POINT_VEC3.SmokeGreen</a>(): To smoke the point in green.</li>
</ul>
<h3>Flare</h3>
<ul>
<li><a href="##(POINT_VEC3).Flare">POINT_VEC3.Flare</a>(): To flare the point in a certain color.</li>
<li><a href="##(POINT_VEC3).FlareRed">POINT_VEC3.FlareRed</a>(): To flare the point in red.</li>
<li><a href="##(POINT_VEC3).FlareYellow">POINT_VEC3.FlareYellow</a>(): To flare the point in yellow.</li>
<li><a href="##(POINT_VEC3).FlareWhite">POINT_VEC3.FlareWhite</a>(): To flare the point in white.</li>
<li><a href="##(POINT_VEC3).FlareGreen">POINT_VEC3.FlareGreen</a>(): To flare the point in green.</li>
</ul>
<h3>Explode</h3>
<ul>
<li><a href="##(POINT_VEC3).Explosion">POINT_VEC3.Explosion</a>(): To explode the point with a certain intensity.</li>
</ul>
<h3>Illuminate</h3>
<ul>
<li><a href="##(POINT_VEC3).IlluminationBomb">POINT_VEC3.IlluminationBomb</a>(): To illuminate the point.</li>
</ul>
<h2>3D calculation methods</h2>
<p>Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:</p>
<h3>Distance</h3>
<ul>
<li><a href="##(POINT_VEC3).Get3DDistance">POINT_VEC3.Get3DDistance</a>(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.</li>
<li><a href="##(POINT_VEC3).Get2DDistance">POINT_VEC3.Get2DDistance</a>(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.</li>
</ul>
<h3>Angle</h3>
<ul>
<li><a href="##(POINT_VEC3).GetAngleDegrees">POINT_VEC3.GetAngleDegrees</a>(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.</li>
<li><a href="##(POINT_VEC3).GetAngleRadians">POINT_VEC3.GetAngleRadians</a>(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.</li>
<li><a href="##(POINT_VEC3).GetDirectionVec3">POINT_VEC3.GetDirectionVec3</a>(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.</li>
</ul>
<h3>Translation</h3>
<ul>
<li><a href="##(POINT_VEC3).Translate">POINT_VEC3.Translate</a>(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.</li>
</ul>
<h3>Get the North correction of the current location</h3>
<ul>
<li><a href="##(POINT_VEC3).GetNorthCorrection">POINT_VEC3.GetNorthCorrection</a>(): Obtains the north correction at the current 3D point.</li>
</ul>
<h2>Point Randomization</h2>
<p>Various methods exist to calculate random locations around a given 3D point.</p>
<ul>
<li><a href="##(POINT_VEC3).GetRandomPointVec2InRadius">POINT_VEC3.GetRandomPointVec2InRadius</a>(): Provides a random 2D point around the current 3D point, in the given inner to outer band.</li>
<li><a href="##(POINT_VEC3).GetRandomPointVec3InRadius">POINT_VEC3.GetRandomPointVec3InRadius</a>(): Provides a random 3D point around the current 3D point, in the given inner to outer band.</li>
<li><a href="##(POINT_VEC3).GetRandomVec2InRadius">POINT_VEC3.GetRandomVec2InRadius</a>(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.</li>
<li><a href="##(POINT_VEC3).GetRandomVec3InRadius">POINT_VEC3.GetRandomVec3InRadius</a>(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.</li>
</ul>
<h2>Metric system</h2>
<ul>
<li><a href="##(POINT_VEC3).IsMetric">POINT_VEC3.IsMetric</a>(): Returns if the 3D point is Metric or Nautical Miles.</li>
<li><a href="##(POINT_VEC3).SetMetric">POINT_VEC3.SetMetric</a>(): Sets the 3D point to Metric or Nautical Miles.</li>
</ul>
<h2>Coorinate text generation</h2>
<ul>
<li><a href="##(POINT_VEC3).ToStringBR">POINT_VEC3.ToStringBR</a>(): Generates a Bearing &amp; Range text in the format of DDD for DI where DDD is degrees and DI is distance.</li>
<li><a href="##(POINT_VEC3).ToStringLL">POINT_VEC3.ToStringLL</a>(): Generates a Latutude &amp; Longutude text.
</li>
</ul>
</dd>
</dl>
<h2><a id="#(Point)" >Type <code>Point</code></a></h2>
<h2><a id="#(POINT_VEC2)" >Type <code>POINT_VEC2</code></a></h2>
<p>The POINT_VEC2 class</p>
<h3>Field(s)</h3>
<h3>Field(s)</h3>
<dl class="function">
<dt>
@ -887,20 +977,6 @@ The y coordinate.</p>
<p><em><a href="##(POINT_VEC2)">#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(POINT_VEC2).ClassName" >
<strong>POINT_VEC2.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1463,20 +1539,6 @@ The z coordinate value to add to the current z coodinate.</p>
<p><em><a href="##(POINT_VEC3)">#POINT_VEC3</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(POINT_VEC3).ClassName" >
<strong>POINT_VEC3.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1723,6 +1785,60 @@ Altitude text.</p>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).GetAngleDegrees" >
<strong>POINT_VEC3:GetAngleDegrees(DirectionVec3)</strong>
</a>
</dt>
<dd>
<p>Return an angle in degrees from the POINT_VEC3 using a direction vector in Vec3 format.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> DirectionVec3 </em></code>:
The direction vector in Vec3 format.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
DirectionRadians The angle in degrees.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).GetAngleRadians" >
<strong>POINT_VEC3:GetAngleRadians(DirectionVec3)</strong>
</a>
</dt>
<dd>
<p>Return an angle in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> DirectionVec3 </em></code>:
The direction vector in Vec3 format.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
DirectionRadians The angle in radians.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).GetBRText" >
<strong>POINT_VEC3:GetBRText(TargetPointVec3)</strong>
</a>
@ -1750,33 +1866,6 @@ The BR text.</p>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).GetDirectionRadians" >
<strong>POINT_VEC3:GetDirectionRadians(DirectionVec3)</strong>
</a>
</dt>
<dd>
<p>Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Vec3)">Dcs.DCSTypes#Vec3</a> DirectionVec3 </em></code>:
The direction vector in Vec3 format.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number:</em>
DirectionRadians The direction in radians.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(POINT_VEC3).GetDirectionVec3" >
<strong>POINT_VEC3:GetDirectionVec3(TargetPointVec3)</strong>
</a>

View File

@ -2111,9 +2111,6 @@ 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">
@ -2584,9 +2581,6 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2622,7 +2616,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2639,7 +2633,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@ -2967,7 +2961,7 @@ 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>

View File

@ -1452,7 +1452,7 @@ self</p>
<p>Add a PlayerUnit to join the Task.</p>
<p>For each Group within the Task, the Unit is check if it can join the Task.
<p>For each Group within the Task, the Unit is checked if it can join the Task.
If the Unit was not part of the Task, false is returned.
If the Unit is part of the Task, true is returned.</p>

View File

@ -190,6 +190,18 @@ and various dedicated deployment zones.</p>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).DeployZones">TASK_CARGO.DeployZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetCargoSet">TASK_CARGO:GetCargoSet()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetDeployZones">TASK_CARGO:GetDeployZones()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -272,6 +284,12 @@ and various dedicated deployment zones.</p>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).IsAllCargoTransported">TASK_CARGO_TRANSPORT:IsAllCargoTransported()</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -512,6 +530,42 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetCargoSet" >
<strong>TASK_CARGO:GetCargoSet()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a>:</em>
The Cargo Set.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetDeployZones" >
<strong>TASK_CARGO:GetDeployZones()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em><a href="##(list)">#list</a>:</em>
Core.Zone#ZONE_BASE> The Deployment Zones.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetPlannedMenuText" >
<strong>TASK_CARGO:GetPlannedMenuText()</strong>
</a>
@ -889,6 +943,24 @@ The score in points.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).IsAllCargoTransported" >
<strong>TASK_CARGO_TRANSPORT:IsAllCargoTransported()</strong>
</a>
</dt>
<dd>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
@ -936,6 +1008,8 @@ self</p>
</dd>
</dl>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
</div>
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