Documentation

This commit is contained in:
FlightControl
2017-04-23 21:33:15 +02:00
parent 3fb1d75151
commit a8da12c09d
22 changed files with 129 additions and 23 deletions

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@@ -186,6 +186,12 @@ each detected set of potential targets can be lased or smoked...</p>
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Detection">AI_DESIGNATE.Detection</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).GenerateLaserCodes">AI_DESIGNATE:GenerateLaserCodes()</a></td>
<td class="summary">
<p>Generate an array of possible laser codes.</p>
</td>
</tr>
<tr>
@@ -558,7 +564,7 @@ Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trig
<h2>2. AI_DESIGNATE is a FSM</h2>
<p><img src="" alt="Process"/></p>
<p><img src="..\Presentations\DESIGNATE\Dia2.JPG" alt="Process"/></p>
<h3>2.1 AI_DESIGNATE States</h3>
@@ -576,7 +582,9 @@ Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trig
<li>**<a href="##(AI_DESIGNATE).Status">AI_DESIGNATE.Status</a>**: Report designation status.</li>
</ul>
<h2>3. Set laser codes</h2>
<h2>3. Laser codes</h2>
<h3>3.1 Set possible laser codes</h3>
<p>An array of laser codes can be provided, that will be used by the AI_DESIGNATE when lasing.
The laser code is communicated by the Recce when it is lasing a larget.
@@ -596,6 +604,10 @@ One laser code can be given or an sequence of laser codes through an table...</p
<p>The above sets a collection of possible laser codes that can be assigned. <strong>Note the { } notation!</strong></p>
<h3>3.2 Auto generate laser codes</h3>
<p>Use the method <a href="##(AI_DESIGNATE).GenerateLaserCodes">AI_DESIGNATE.GenerateLaserCodes</a>() to generate all possible laser codes. Logic implemented and advised by Ciribob!</p>
<h2>4. Autolase to automatically lase detected targets.</h2>
<p><em>DetectionItems</em> can be auto lased once detected by <em>Recces</em>. As such, there is almost no action required from the <em>Players</em> using the <em>Designate Menu</em>.
@@ -700,6 +712,32 @@ Note that autolase will automatically activate lasing for ALL <em>DetectedItems<
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_DESIGNATE).GenerateLaserCodes" >
<strong>AI_DESIGNATE:GenerateLaserCodes()</strong>
</a>
</dt>
<dd>
<p>Generate an array of possible laser codes.</p>
<p>Each new lase will select a code from this table.
The entered value can range from 1111 - 1788,
-- but the first digit of the series must be a 1 or 2
-- and the last three digits must be between 1 and 8.
The range used to be bugged so its not 1 - 8 but 0 - 7.
function below will use the range 1-7 just in case</p>
<h3>Return value</h3>
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
</dd>
</dl>
<dl class="function">

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@@ -770,6 +770,12 @@ 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>
@@ -2071,9 +2077,6 @@ 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">
@@ -2527,9 +2530,6 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd>
</dl>
<dl class="function">
@@ -2544,9 +2544,6 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@@ -2582,7 +2579,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@@ -2599,7 +2596,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@@ -2951,7 +2948,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
</dd>
</dl>
@@ -3517,6 +3514,20 @@ 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>

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@@ -444,7 +444,6 @@ ptional) The name of the new static.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong>
</a>

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@@ -158,7 +158,7 @@
<p>SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:</p>
<ul>
<li>Spot for a defined duration.</li>
<li>Mark targets for a defined duration.</li>
</ul>
</td>
</tr>
@@ -339,7 +339,7 @@
<p>SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:</p>
<ul>
<li>Spot for a defined duration.</li>
<li>Mark targets for a defined duration.</li>
</ul>
@@ -352,7 +352,7 @@
<h2>1. SPOT constructor</h2>
<ul>
<li><a href="##(SPOT).New">SPOT.New</a>(): Creates a new SPOT object.</li>
<li><a href="##(SPOT).New">SPOT.New</a>(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.</li>
</ul>
<h2>2. SPOT is a FSM</h2>
@@ -761,6 +761,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).ScheduleID" >
<strong>SPOT.ScheduleID</strong>
</a>
@@ -774,6 +775,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotIR" >
<strong>SPOT.SpotIR</strong>
</a>
@@ -787,6 +789,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotLaser" >
<strong>SPOT.SpotLaser</strong>
</a>
@@ -800,6 +803,7 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).Target" >
<strong>SPOT.Target</strong>
</a>