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Documentation
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@@ -186,6 +186,12 @@ each detected set of potential targets can be lased or smoked...</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Detection">AI_DESIGNATE.Detection</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).GenerateLaserCodes">AI_DESIGNATE:GenerateLaserCodes()</a></td>
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<td class="summary">
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<p>Generate an array of possible laser codes.</p>
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</td>
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</tr>
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<tr>
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@@ -558,7 +564,7 @@ Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trig
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<h2>2. AI_DESIGNATE is a FSM</h2>
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<p><img src="" alt="Process"/></p>
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<p><img src="..\Presentations\DESIGNATE\Dia2.JPG" alt="Process"/></p>
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<h3>2.1 AI_DESIGNATE States</h3>
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@@ -576,7 +582,9 @@ Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trig
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<li>**<a href="##(AI_DESIGNATE).Status">AI_DESIGNATE.Status</a>**: Report designation status.</li>
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</ul>
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<h2>3. Set laser codes</h2>
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<h2>3. Laser codes</h2>
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<h3>3.1 Set possible laser codes</h3>
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<p>An array of laser codes can be provided, that will be used by the AI_DESIGNATE when lasing.
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The laser code is communicated by the Recce when it is lasing a larget.
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@@ -596,6 +604,10 @@ One laser code can be given or an sequence of laser codes through an table...</p
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<p>The above sets a collection of possible laser codes that can be assigned. <strong>Note the { } notation!</strong></p>
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<h3>3.2 Auto generate laser codes</h3>
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<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>
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<h2>4. Autolase to automatically lase detected targets.</h2>
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<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>.
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@@ -700,6 +712,32 @@ Note that autolase will automatically activate lasing for ALL <em>DetectedItems<
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_DESIGNATE).GenerateLaserCodes" >
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<strong>AI_DESIGNATE:GenerateLaserCodes()</strong>
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</a>
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</dt>
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<dd>
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<p>Generate an array of possible laser codes.</p>
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<p>Each new lase will select a code from this table.
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The entered value can range from 1111 - 1788,
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-- but the first digit of the series must be a 1 or 2
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-- and the last three digits must be between 1 and 8.
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The range used to be bugged so its not 1 - 8 but 0 - 7.
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function below will use the range 1-7 just in case</p>
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<h3>Return value</h3>
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<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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@@ -770,6 +770,12 @@ and any spaces before and after the resulting name are removed.</p>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@@ -2071,9 +2077,6 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2527,9 +2530,6 @@ when nothing was spawned.</p>
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2544,9 +2544,6 @@ when nothing was spawned.</p>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -2582,7 +2579,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@@ -2599,7 +2596,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@@ -2951,7 +2948,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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</dd>
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</dl>
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@@ -3517,6 +3514,20 @@ True = Continue Scheduler</p>
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</li>
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</ul>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPAWN).uncontrolled" >
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<strong>SPAWN.uncontrolled</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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@@ -444,7 +444,6 @@ ptional) The name of the new static.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(SPAWNSTATIC).SpawnIndex" >
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<strong>SPAWNSTATIC.SpawnIndex</strong>
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</a>
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@@ -158,7 +158,7 @@
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<p>SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:</p>
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<ul>
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<li>Spot for a defined duration.</li>
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<li>Mark targets for a defined duration.</li>
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</ul>
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</td>
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</tr>
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@@ -339,7 +339,7 @@
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<p>SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:</p>
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<ul>
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<li>Spot for a defined duration.</li>
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<li>Mark targets for a defined duration.</li>
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</ul>
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@@ -352,7 +352,7 @@
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<h2>1. SPOT constructor</h2>
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<ul>
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<li><a href="##(SPOT).New">SPOT.New</a>(): Creates a new SPOT object.</li>
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<li><a href="##(SPOT).New">SPOT.New</a>(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.</li>
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</ul>
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<h2>2. SPOT is a FSM</h2>
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@@ -761,6 +761,7 @@ true if it is lasing</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPOT).ScheduleID" >
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<strong>SPOT.ScheduleID</strong>
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</a>
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@@ -774,6 +775,7 @@ true if it is lasing</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPOT).SpotIR" >
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<strong>SPOT.SpotIR</strong>
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</a>
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@@ -787,6 +789,7 @@ true if it is lasing</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPOT).SpotLaser" >
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<strong>SPOT.SpotLaser</strong>
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</a>
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@@ -800,6 +803,7 @@ true if it is lasing</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(SPOT).Target" >
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<strong>SPOT.Target</strong>
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</a>
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