Merge branch 'master' into RadioComs

This commit is contained in:
Grey-Echo
2017-03-20 22:23:03 +01:00
317 changed files with 84125 additions and 6933 deletions

View File

@@ -39,11 +39,11 @@
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Movement.html">Movement</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
@@ -62,8 +62,8 @@
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
@@ -164,13 +164,16 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<h3>1.2.2) AI<em>CAS</em>ZONE Events</h3>
<ul>
<li><strong>Start</strong> ( Group ): Start the process.</li>
<li><strong>Route</strong> ( Group ): Route the AI to a new random 3D point within the Patrol Zone.</li>
<li><strong>Engage</strong> ( Group ): Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
<li>**<a href="##(AI_CAS_ZONE).Engage">AI<em>CAS</em>ZONE.Engage</a>**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
<li>**<a href="##(AI_CAS_ZONE).Abort">AI<em>CAS</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
<li>**<a href="##(AI_CAS_ZONE).Destroy">AI<em>CAS</em>ZONE.Destroy</a>**: The AI has destroyed a target <a href="Unit.html">Unit</a>.</li>
<li>**<a href="##(AI_CAS_ZONE).Destroyed">AI<em>CAS</em>ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
</ul>
<hr/>
@@ -261,7 +264,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage()</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Engage">AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>Synchronous Event Trigger for Event Engage.</p>
</td>
@@ -333,7 +336,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnAfterEngage">AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnAfterEngage">AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Engage.</p>
</td>
@@ -363,7 +366,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnBeforeEngage">AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnBeforeEngage">AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Engage.</p>
</td>
@@ -372,18 +375,18 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnBeforeFired">AI_CAS_ZONE:OnBeforeFired(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>OnBefore Transition Handler for Event Fired.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnDead">AI_CAS_ZONE:OnDead(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnEnterEngaging">AI_CAS_ZONE:OnEnterEngaging(Controllable, From, Event, To)</a></td>
<td class="summary">
<p>OnEnter Transition Handler for State Engaging.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).OnEventDead">AI_CAS_ZONE:OnEventDead(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -423,7 +426,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Engage">AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Engage.</p>
</td>
@@ -432,6 +435,12 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).__Fired">AI_CAS_ZONE:__Fired(Delay)</a></td>
<td class="summary">
<p>Asynchronous Event Trigger for Event Fired.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterAbort">AI_CAS_ZONE:onafterAbort(Controllable, From, Event, To)</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -447,7 +456,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterEngage">AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).onafterEngage">AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</a></td>
<td class="summary">
</td>
@@ -600,13 +609,48 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
<dt>
<a id="#(AI_CAS_ZONE).Engage" >
<strong>AI_CAS_ZONE:Engage()</strong>
<strong>AI_CAS_ZONE:Engage(EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
<p>Synchronous Event Trigger for Event Engage.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack.
If parameter is not defined the unit / controllable will choose expend on its own discretion.
Use the structure <a href="DCSTypes.html##(AI.Task).WeaponExpend">DCSTypes#AI.Task.WeaponExpend</a> to define the amount of weapons to be release at each attack.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@@ -891,7 +935,7 @@ The To State string.</p>
<dt>
<a id="#(AI_CAS_ZONE).OnAfterEngage" >
<strong>AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:OnAfterEngage(Controllable, From, Event, To)</strong>
</a>
</dt>
<dd>
@@ -923,36 +967,6 @@ The Event string.</p>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
@@ -1136,7 +1150,7 @@ Return false to cancel Transition.</p>
<dt>
<a id="#(AI_CAS_ZONE).OnBeforeEngage" >
<strong>AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:OnBeforeEngage(Controllable, From, Event, To)</strong>
</a>
</dt>
<dd>
@@ -1168,36 +1182,6 @@ The Event string.</p>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
@@ -1250,27 +1234,6 @@ Return false to cancel Transition.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnDead" >
<strong>AI_CAS_ZONE:OnDead(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnEnterEngaging" >
<strong>AI_CAS_ZONE:OnEnterEngaging(Controllable, From, Event, To)</strong>
</a>
@@ -1311,6 +1274,27 @@ The To State string.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnEventDead" >
<strong>AI_CAS_ZONE:OnEventDead(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).OnLeaveEngaging" >
<strong>AI_CAS_ZONE:OnLeaveEngaging(Controllable, From, Event, To)</strong>
</a>
@@ -1467,20 +1451,52 @@ The delay in seconds.</p>
<dt>
<a id="#(AI_CAS_ZONE).__Engage" >
<strong>AI_CAS_ZONE:__Engage(Delay)</strong>
<strong>AI_CAS_ZONE:__Engage(Delay, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
<p>Asynchronous Event Trigger for Event Engage.</p>
<h3>Parameter</h3>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number Delay </em></code>:
The delay in seconds.</p>
</li>
<li>
<p><code><em>#number EngageSpeed </em></code>:
(optional) The speed the Group will hold when engaging to the target zone.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack.
If parameter is not defined the unit / controllable will choose expend on its own discretion.
Use the structure <a href="DCSTypes.html##(AI.Task).WeaponExpend">DCSTypes#AI.Task.WeaponExpend</a> to define the amount of weapons to be release at each attack.</p>
</li>
<li>
<p><code><em>#number EngageAttackQty </em></code>:
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Azimuth)">Dcs.DCSTypes#Azimuth</a> EngageDirection </em></code>:
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.</p>
</li>
</ul>
</dd>
@@ -1510,6 +1526,46 @@ The delay in seconds.</p>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).onafterAbort" >
<strong>AI_CAS_ZONE:onafterAbort(Controllable, From, Event, To)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Controllable.html##(CONTROLLABLE)">Wrapper.Controllable#CONTROLLABLE</a> Controllable </em></code>:
The Controllable Object managed by the FSM.</p>
</li>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CAS_ZONE).onafterAccomplish" >
<strong>AI_CAS_ZONE:onafterAccomplish(Controllable, From, Event, To)</strong>
</a>
@@ -1596,7 +1652,7 @@ The To State string.</p>
<dt>
<a id="#(AI_CAS_ZONE).onafterEngage" >
<strong>AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageWeaponExpend, EngageAltitude, EngageAttackQty, EngageDirection)</strong>
<strong>AI_CAS_ZONE:onafterEngage(Controllable, From, Event, To, EngageSpeed, EngageAltitude, EngageWeaponExpend, EngageAttackQty, EngageDirection)</strong>
</a>
</dt>
<dd>
@@ -1637,14 +1693,14 @@ The To State string.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Distance)">Dcs.DCSTypes#Distance</a> EngageAltitude </em></code>:
(optional) Desired altitude to perform the unit engagement.</p>
<p><code><em><a href="Dcs.DCSTypes.html##(AI.Task.WeaponExpend)">Dcs.DCSTypes#AI.Task.WeaponExpend</a> EngageWeaponExpend </em></code>:
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.</p>
</li>
<li>