From ab33d6b272e0c793b8b554b32e1a8500fa9636a2 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Sat, 8 Jul 2017 13:00:18 +0200 Subject: [PATCH] CLEANUP_AIRBASE documentation --- .../Moose/Functional/CleanUp.lua | 130 +++++++++--------- docs/Documentation/AI_Patrol.html | 3 - docs/Documentation/Cargo.html | 16 +-- docs/Documentation/CleanUp.html | 106 +++++++------- docs/Documentation/Designate.html | 1 - docs/Documentation/Detection.html | 1 - docs/Documentation/Point.html | 1 + docs/Documentation/Positionable.html | 1 - docs/Documentation/Spawn.html | 30 ++-- docs/Documentation/SpawnStatic.html | 1 - docs/Documentation/Spot.html | 4 - docs/Documentation/Task_Cargo.html | 2 +- docs/Documentation/index.html | 2 +- docs/README.md | 2 +- 14 files changed, 133 insertions(+), 167 deletions(-) diff --git a/Moose Development/Moose/Functional/CleanUp.lua b/Moose Development/Moose/Functional/CleanUp.lua index 6ba990e96..7f0930999 100644 --- a/Moose Development/Moose/Functional/CleanUp.lua +++ b/Moose Development/Moose/Functional/CleanUp.lua @@ -1,4 +1,4 @@ ---- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. +--- **Functional** -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. -- -- === -- @@ -9,24 +9,24 @@ -- -- @module CleanUp ---- @type CLEANUP.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) +--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) -- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. -- @extends Core.Base#BASE ---- @type CLEANUP --- @extends #CLEANUP.__ +--- @type CLEANUP_AIRBASE +-- @extends #CLEANUP_AIRBASE.__ ---- # CLEANUP, extends @{Base#BASE} +--- # CLEANUP_AIRBASE, extends @{Base#BASE} -- --- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG) +-- ![Banner Image](..\Presentations\CLEANUP_AIRBASE\Dia1.JPG) -- --- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. +-- The CLEANUP_AIRBASE class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. -- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase. --- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP. +-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE. -- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits. -- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged. -- --- This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean. +-- This is not a full 100% secure implementation. It is still possible that CLEANUP_AIRBASE cannot prevent (in-time) to keep the airbase clean. -- The following situations may happen that will still stop the runway of an airbase: -- -- * A damaged unit is not removed on time when above the runway, and crashes on the runway. @@ -37,7 +37,7 @@ -- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean. -- But as a result, there is more CPU overload. -- --- So as an advise, I suggest you use the CLEANUP class with care: +-- So as an advise, I suggest you use the CLEANUP_AIRBASE class with care: -- -- * Only monitor airbases that really need to be monitored! -- * Try not to monitor airbases that are likely to be invaded by enemy troops. @@ -45,54 +45,54 @@ -- -- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead. -- --- ## 1. CLEANUP Constructor +-- ## 1. CLEANUP_AIRBASE Constructor -- -- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase. -- -- -- Clean these Zones. --- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) +-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) -- -- -- or --- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi ) --- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi ) +-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi ) +-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi ) -- -- ## 2. Add or Remove airbases -- --- The method @{#CLEANUP.AddAirbase}() to add an airbase to the cleanup validation process. --- The method @{#CLEANUP.RemoveAirbase}() removes an airbase from the cleanup validation process. +-- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process. +-- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process. -- -- ## 3. Clean missiles and bombs within the airbase zone. -- -- When missiles or bombs hit the runway, the airbase operations stop. --- Use the method @{#CLEANUP.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop. +-- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop. -- Note that this method will not allow anymore airbases to be attacked, so there is a trade-off here to do. -- --- @field #CLEANUP -CLEANUP = { - ClassName = "CLEANUP", +-- @field #CLEANUP_AIRBASE +CLEANUP_AIRBASE = { + ClassName = "CLEANUP_AIRBASE", TimeInterval = 0.2, CleanUpList = {}, } --- @field #CLEANUP.__ -CLEANUP.__ = {} +-- @field #CLEANUP_AIRBASE.__ +CLEANUP_AIRBASE.__ = {} ---- @field #CLEANUP.__.Airbases -CLEANUP.__.Airbases = {} +--- @field #CLEANUP_AIRBASE.__.Airbases +CLEANUP_AIRBASE.__.Airbases = {} --- Creates the main object which is handling the cleaning of the debris within the given Zone Names. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name. --- @return #CLEANUP +-- @return #CLEANUP_AIRBASE -- @usage -- -- Clean these Zones. --- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) +-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) -- or --- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi ) --- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi ) -function CLEANUP:New( AirbaseNames ) +-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi ) +-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi ) +function CLEANUP_AIRBASE:New( AirbaseNames ) - local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP + local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP_AIRBASE self:F( { AirbaseNames } ) if type( AirbaseNames ) == 'table' then @@ -119,10 +119,10 @@ function CLEANUP:New( AirbaseNames ) end --- Adds an airbase to the airbase validation list. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param #string AirbaseName --- @return #CLEANUP -function CLEANUP:AddAirbase( AirbaseName ) +-- @return #CLEANUP_AIRBASE +function CLEANUP_AIRBASE:AddAirbase( AirbaseName ) self.__.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName ) self:F({"Airbase:", AirbaseName, self.__.Airbases[AirbaseName]:GetDesc()}) @@ -130,10 +130,10 @@ function CLEANUP:AddAirbase( AirbaseName ) end --- Removes an airbase from the airbase validation list. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param #string AirbaseName --- @return #CLEANUP -function CLEANUP:RemoveAirbase( AirbaseName ) +-- @return #CLEANUP_AIRBASE +function CLEANUP_AIRBASE:RemoveAirbase( AirbaseName ) self.__.Airbases[AirbaseName] = nil return self end @@ -143,12 +143,12 @@ end -- Note that when this method is used, the airbase operations won't stop if -- the missile or bomb was cleaned within the airbase zone, which is 8km from the center of the airbase. -- However, there is a trade-off to make. Attacks on airbases won't be possible anymore if this method is used. --- Note, one can also use the method @{#CLEANUP.RemoveAirbase}() to remove the airbase from the control process as a whole, +-- Note, one can also use the method @{#CLEANUP_AIRBASE.RemoveAirbase}() to remove the airbase from the control process as a whole, -- when an enemy unit is near. That is also an option... --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param #string CleanMissiles (Default=true) If true, missiles fired are immediately destroyed. If false missiles are not controlled. --- @return #CLEANUP -function CLEANUP:SetCleanMissiles( CleanMissiles ) +-- @return #CLEANUP_AIRBASE +function CLEANUP_AIRBASE:SetCleanMissiles( CleanMissiles ) if CleanMissiles or true then self:HandleEvent( EVENTS.Shot, self.__.OnEventShot ) @@ -157,7 +157,7 @@ function CLEANUP:SetCleanMissiles( CleanMissiles ) end end -function CLEANUP.__:IsInAirbase( Vec2 ) +function CLEANUP_AIRBASE.__:IsInAirbase( Vec2 ) local InAirbase = false for AirbaseName, Airbase in pairs( self.__.Airbases ) do @@ -174,9 +174,9 @@ end --- Destroys a @{Unit} from the simulator, but checks first if it is still existing! --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed. -function CLEANUP.__:DestroyUnit( CleanUpUnit ) +function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit ) self:F( { CleanUpUnit } ) if CleanUpUnit then @@ -199,9 +199,9 @@ end --- Destroys a missile from the simulator, but checks first if it is still existing! --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param Dcs.DCSTypes#Weapon MissileObject -function CLEANUP.__:DestroyMissile( MissileObject ) +function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject ) self:F( { MissileObject } ) if MissileObject and MissileObject:isExist() then @@ -210,9 +210,9 @@ function CLEANUP.__:DestroyMissile( MissileObject ) end end ---- @param #CLEANUP self +--- @param #CLEANUP_AIRBASE self -- @param Core.Event#EVENTDATA EventData -function CLEANUP.__:OnEventBirth( EventData ) +function CLEANUP_AIRBASE.__:OnEventBirth( EventData ) self:F( { EventData } ) self.CleanUpList[EventData.IniDCSUnitName] = {} @@ -226,9 +226,9 @@ end --- Detects if a crash event occurs. -- Crashed units go into a CleanUpList for removal. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param Core.Event#EVENTDATA Event -function CLEANUP.__:OnEventCrash( Event ) +function CLEANUP_AIRBASE.__:OnEventCrash( Event ) self:F( { Event } ) --TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed. @@ -251,22 +251,22 @@ end --- Detects if a unit shoots a missile. -- If this occurs within one of the airbases, then the weapon used must be destroyed. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param Core.Event#EVENTDATA Event -function CLEANUP.__:OnEventShot( Event ) +function CLEANUP_AIRBASE.__:OnEventShot( Event ) self:F( { Event } ) - -- Test if the missile was fired within one of the CLEANUP.AirbaseNames. + -- Test if the missile was fired within one of the CLEANUP_AIRBASE.AirbaseNames. if self:IsInAirbase( Event.IniUnit:GetVec2() ) then - -- Okay, the missile was fired within the CLEANUP.AirbaseNames, destroy the fired weapon. + -- Okay, the missile was fired within the CLEANUP_AIRBASE.AirbaseNames, destroy the fired weapon. self:DestroyMissile( Event.Weapon ) end end --- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param Core.Event#EVENTDATA Event -function CLEANUP.__:OnEventHit( Event ) +function CLEANUP_AIRBASE.__:OnEventHit( Event ) self:F( { Event } ) if Event.IniUnit then @@ -274,7 +274,7 @@ function CLEANUP.__:OnEventHit( Event ) self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } ) if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) - CLEANUP.__:DestroyUnit( Event.IniUnit ) + CLEANUP_AIRBASE.__:DestroyUnit( Event.IniUnit ) end end end @@ -284,17 +284,17 @@ function CLEANUP.__:OnEventHit( Event ) self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } ) if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) - CLEANUP.__:DestroyUnit( Event.TgtUnit ) + CLEANUP_AIRBASE.__:DestroyUnit( Event.TgtUnit ) end end end end --- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp. --- @param #CLEANUP self +-- @param #CLEANUP_AIRBASE self -- @param Wrapper.Unit#UNIT CleanUpUnit -- @oaram #string CleanUpUnitName -function CLEANUP.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName ) +function CLEANUP_AIRBASE.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName ) self:F( { CleanUpUnit, CleanUpUnitName } ) self.CleanUpList[CleanUpUnitName] = {} @@ -312,10 +312,10 @@ function CLEANUP.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName ) end ---- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP List. --- @param #CLEANUP.__ self +--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP_AIRBASE List. +-- @param #CLEANUP_AIRBASE.__ self -- @param Core.Event#EVENTDATA Event -function CLEANUP.__:EventAddForCleanUp( Event ) +function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event ) self:F({Event}) @@ -340,8 +340,8 @@ end --- At the defined time interval, CleanUp the Groups within the CleanUpList. --- @param #CLEANUP self -function CLEANUP.__:CleanUpSchedule() +-- @param #CLEANUP_AIRBASE self +function CLEANUP_AIRBASE.__:CleanUpSchedule() local CleanUpCount = 0 for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do diff --git a/docs/Documentation/AI_Patrol.html b/docs/Documentation/AI_Patrol.html index 43392b308..93a9f8ce6 100644 --- a/docs/Documentation/AI_Patrol.html +++ b/docs/Documentation/AI_Patrol.html @@ -926,9 +926,6 @@ Use the method AIPATROLZONE.M - -

This table contains the targets detected during patrol.

-
diff --git a/docs/Documentation/Cargo.html b/docs/Documentation/Cargo.html index 0401d71f2..fe4a4263b 100644 --- a/docs/Documentation/Cargo.html +++ b/docs/Documentation/Cargo.html @@ -570,7 +570,7 @@ - CARGO_GROUP.OnEventCargoDead(Cargo, EventData, self) + CARGO_GROUP:OnEventCargoDead(EventData) @@ -2298,29 +2298,19 @@ The amount of seconds to delay the action.

-CARGO_GROUP.OnEventCargoDead(Cargo, EventData, self) +CARGO_GROUP:OnEventCargoDead(EventData)
-

Parameters

+

Parameter

diff --git a/docs/Documentation/CleanUp.html b/docs/Documentation/CleanUp.html index 9066670dd..42bd588ce 100644 --- a/docs/Documentation/CleanUp.html +++ b/docs/Documentation/CleanUp.html @@ -105,7 +105,7 @@

Module CleanUp

-

Functional -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.

+

Functional -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes.

It also prevents airplanes from firing within this area.

@@ -121,54 +121,54 @@

Global(s)

- +
CLEANUPCLEANUP_AIRBASE -

CLEANUP, extends Base#BASE

+

CLEANUP_AIRBASE, extends Base#BASE

-

Banner Image

+

Banner Image

-

The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.

+

The CLEANUP_AIRBASE class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.

-

Type CLEANUP

+

Type CLEANUP_AIRBASE

- + - + - + - + - +
CLEANUP:AddAirbase(AirbaseName)CLEANUP_AIRBASE:AddAirbase(AirbaseName)

Adds an airbase to the airbase validation list.

CLEANUP:New(<, AirbaseNames)CLEANUP_AIRBASE:New(<, AirbaseNames)

Creates the main object which is handling the cleaning of the debris within the given Zone Names.

CLEANUP:RemoveAirbase(AirbaseName)CLEANUP_AIRBASE:RemoveAirbase(AirbaseName)

Removes an airbase from the airbase validation list.

CLEANUP:SetCleanMissiles(CleanMissiles)CLEANUP_AIRBASE:SetCleanMissiles(CleanMissiles)

Enables or disables the cleaning of missiles within the airbase zones.

CLEANUP.__CLEANUP_AIRBASE.__
-

Type CLEANUP.__

+

Type CLEANUP_AIRBASE.__

- + @@ -179,26 +179,26 @@
- #CLEANUP - -CLEANUP + #CLEANUP_AIRBASE + +CLEANUP_AIRBASE
-

CLEANUP, extends Base#BASE

+

CLEANUP_AIRBASE, extends Base#BASE

-

Banner Image

+

Banner Image

-

The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.

+

The CLEANUP_AIRBASE class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.

Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase. -Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP. +Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE. Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits. Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.

-

This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean. +

This is not a full 100% secure implementation. It is still possible that CLEANUP_AIRBASE cannot prevent (in-time) to keep the airbase clean. The following situations may happen that will still stop the runway of an airbase:

    @@ -211,7 +211,7 @@ The following situations may happen that will still stop the runway of an airbas its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean. But as a result, there is more CPU overload.

    -

    So as an advise, I suggest you use the CLEANUP class with care:

    +

    So as an advise, I suggest you use the CLEANUP_AIRBASE class with care:

    • Only monitor airbases that really need to be monitored!
    • @@ -221,27 +221,27 @@ But as a result, there is more CPU overload.

      By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.

      -

      1. CLEANUP Constructor

      +

      1. CLEANUP_AIRBASE Constructor

      Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.

       -- Clean these Zones.
      - CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
      + CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
       
        -- or
      - CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
      - CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
      + CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
      + CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
       

      2. Add or Remove airbases

      -

      The method CLEANUP.AddAirbase() to add an airbase to the cleanup validation process. -The method CLEANUP.RemoveAirbase() removes an airbase from the cleanup validation process.

      +

      The method CLEANUP_AIRBASE.AddAirbase() to add an airbase to the cleanup validation process. +The method CLEANUP_AIRBASE.RemoveAirbase() removes an airbase from the cleanup validation process.

      3. Clean missiles and bombs within the airbase zone.

      When missiles or bombs hit the runway, the airbase operations stop. -Use the method CLEANUP.SetCleanMissiles() to control the cleaning of missiles, which will prevent airbases to stop. +Use the method CLEANUP_AIRBASE.SetCleanMissiles() to control the cleaning of missiles, which will prevent airbases to stop. Note that this method will not allow anymore airbases to be attacked, so there is a trade-off here to do.

      @@ -249,13 +249,13 @@ Note that this method will not allow anymore airbases to be attacked, so there i

Type CleanUp

-

Type CLEANUP

+

Type CLEANUP_AIRBASE

Field(s)

- -CLEANUP:AddAirbase(AirbaseName) + +CLEANUP_AIRBASE:AddAirbase(AirbaseName)
@@ -272,7 +272,7 @@ Note that this method will not allow anymore airbases to be attacked, so there i

Return value

-

#CLEANUP:

+

#CLEANUP_AIRBASE:

@@ -280,8 +280,8 @@ Note that this method will not allow anymore airbases to be attacked, so there i
- -CLEANUP:New(<, AirbaseNames) + +CLEANUP_AIRBASE:New(<, AirbaseNames)
@@ -304,23 +304,23 @@ string> AirbaseNames Is a table of airbase names where the debris should be clea

Return value

-

#CLEANUP:

+

#CLEANUP_AIRBASE:

Usage:

 -- Clean these Zones.
-CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
+CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
 or
-CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
-CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
+CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi ) +CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
- -CLEANUP:RemoveAirbase(AirbaseName) + +CLEANUP_AIRBASE:RemoveAirbase(AirbaseName)
@@ -337,7 +337,7 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )

Return value

-

#CLEANUP:

+

#CLEANUP_AIRBASE:

@@ -345,8 +345,8 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
- -CLEANUP:SetCleanMissiles(CleanMissiles) + +CLEANUP_AIRBASE:SetCleanMissiles(CleanMissiles)
@@ -358,7 +358,7 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi ) Note that when this method is used, the airbase operations won't stop if the missile or bomb was cleaned within the airbase zone, which is 8km from the center of the airbase. However, there is a trade-off to make. Attacks on airbases won't be possible anymore if this method is used. -Note, one can also use the method CLEANUP.RemoveAirbase() to remove the airbase from the control process as a whole, +Note, one can also use the method CLEANUP_AIRBASE.RemoveAirbase() to remove the airbase from the control process as a whole, when an enemy unit is near. That is also an option...

Parameter

@@ -372,7 +372,7 @@ when an enemy unit is near. That is also an option...

Return value

-

#CLEANUP:

+

#CLEANUP_AIRBASE:

@@ -381,8 +381,8 @@ when an enemy unit is near. That is also an option...

- -CLEANUP.__ + +CLEANUP_AIRBASE.__
@@ -390,19 +390,19 @@ when an enemy unit is near. That is also an option...

-

@field #CLEANUP.__

+

@field #CLEANUPAIRBASE._

-

Type CLEANUP.__

+

Type CLEANUP_AIRBASE.__

Field(s)

#map - -CLEANUP.__.< + +CLEANUP_AIRBASE.__.<
@@ -412,7 +412,7 @@ when an enemy unit is near. That is also an option...

-

Type CLEANUP.__.Airbases

+

Type CLEANUP_AIRBASE.__.Airbases

Type list

diff --git a/docs/Documentation/Designate.html b/docs/Documentation/Designate.html index 70e3562df..c0c7ee573 100644 --- a/docs/Documentation/Designate.html +++ b/docs/Documentation/Designate.html @@ -900,7 +900,6 @@ function below will use the range 1-7 just in case

- DESIGNATE.LaserCodes diff --git a/docs/Documentation/Detection.html b/docs/Documentation/Detection.html index d42c77032..d18ec397a 100644 --- a/docs/Documentation/Detection.html +++ b/docs/Documentation/Detection.html @@ -2406,7 +2406,6 @@ The index of the DetectedItem.

- #number DETECTION_BASE.DetectedItemMax diff --git a/docs/Documentation/Point.html b/docs/Documentation/Point.html index ba2001e76..c9a6550f1 100644 --- a/docs/Documentation/Point.html +++ b/docs/Documentation/Point.html @@ -2823,6 +2823,7 @@ The y coordinate.

+ POINT_VEC2.z diff --git a/docs/Documentation/Positionable.html b/docs/Documentation/Positionable.html index 82d94f58f..78befb2bf 100644 --- a/docs/Documentation/Positionable.html +++ b/docs/Documentation/Positionable.html @@ -1838,7 +1838,6 @@ self

- Core.Spot#SPOT POSITIONABLE.Spot diff --git a/docs/Documentation/Spawn.html b/docs/Documentation/Spawn.html index 32fc7e73f..6c440cb38 100644 --- a/docs/Documentation/Spawn.html +++ b/docs/Documentation/Spawn.html @@ -822,12 +822,6 @@ and any spaces before and after the resulting name are removed.

- - - -
CLEANUP.__.<CLEANUP_AIRBASE.__.<

string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.

SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle) -
SPAWN.uncontrolled -
@@ -2200,6 +2194,9 @@ The group that was spawned. You can use this group for further actions.

+ +

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

+
@@ -2732,6 +2729,9 @@ when nothing was spawned.

+ +

Overwrite unit names by default with group name.

+
@@ -3126,7 +3126,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
- + #boolean SPAWN.SpawnUnControlled @@ -3150,7 +3150,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) -

When the first Spawn executes, all the Groups need to be made visible before start.

+

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

@@ -3730,20 +3730,6 @@ True = Continue Scheduler

- -
-
-
- - - -SPAWN.uncontrolled - -
-
- - -
diff --git a/docs/Documentation/SpawnStatic.html b/docs/Documentation/SpawnStatic.html index d8aa5e633..bc91b9624 100644 --- a/docs/Documentation/SpawnStatic.html +++ b/docs/Documentation/SpawnStatic.html @@ -436,7 +436,6 @@ ptional) The name of the new static.

- #number SPAWNSTATIC.SpawnIndex diff --git a/docs/Documentation/Spot.html b/docs/Documentation/Spot.html index 5fdc3b305..ead3792db 100644 --- a/docs/Documentation/Spot.html +++ b/docs/Documentation/Spot.html @@ -765,7 +765,6 @@ true if it is lasing

- SPOT.ScheduleID @@ -779,7 +778,6 @@ true if it is lasing

- SPOT.SpotIR @@ -793,7 +791,6 @@ true if it is lasing

- SPOT.SpotLaser @@ -807,7 +804,6 @@ true if it is lasing

- SPOT.Target diff --git a/docs/Documentation/Task_Cargo.html b/docs/Documentation/Task_Cargo.html index 1f1e13d4f..cf19dab00 100644 --- a/docs/Documentation/Task_Cargo.html +++ b/docs/Documentation/Task_Cargo.html @@ -630,7 +630,7 @@ based on the tasking capabilities defined in Task#TA
- + #number TASK_CARGO.CargoLimit diff --git a/docs/Documentation/index.html b/docs/Documentation/index.html index 5b940c5a5..25dd9ab34 100644 --- a/docs/Documentation/index.html +++ b/docs/Documentation/index.html @@ -290,7 +290,7 @@ even when there are hardly any players in the mission.

CleanUp -

Functional -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.

+

Functional -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes.

diff --git a/docs/README.md b/docs/README.md index a4b77627d..aa011f7a2 100644 --- a/docs/README.md +++ b/docs/README.md @@ -114,7 +114,7 @@ MOOSE Functional Classes provide various functions that are useful in mission de * [AIRBASEPOLICE](Documentation/AirbasePolice.html): Control the speed of players at the airbases. Speeding players are eliminated (does not work due to a bug in the DCS). -* [CLEANUP](Documentation/CleanUp.html): Keeps the airbases clean from clutter. (Only partly functional due to a bug in DCS, destroyed objects cannot be removed). +* [CLEANUP_AIRBASE](Documentation/CleanUp.html): Keeps the airbases clean from clutter. (Only partly functional due to a bug in DCS, destroyed objects cannot be removed). ## 2.4. MOOSE Wrapper Classes